from collections import namedtuple import logging from BaseClasses import Region, RegionType, ShopType, Location, TakeAny from Bosses import place_bosses from Dungeons import get_dungeon_item_pool from EntranceShuffle import connect_entrance from Fill import FillError, fill_restrictive from Items import ItemFactory # This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space. # Some basic items that various modes require are placed here, including pendants and crystals. Medallion requirements for the two relevant entrances are also decided. alwaysitems = ['Bombos', 'Book of Mudora', 'Cane of Somaria', 'Ether', 'Fire Rod', 'Flippers', 'Flute', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp', 'Cape', 'Magic Powder', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Bug Catching Net', 'Cane of Byrna', 'Blue Boomerang', 'Red Boomerang'] progressivegloves = ['Progressive Glove'] * 2 basicgloves = ['Power Glove', 'Titans Mitts'] normalbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)'] hardbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)'] easybaseitems = (['Sanctuary Heart Container', "Lamp"] + ['Rupees (300)'] * 5 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24) easyfirst15extra = ['Piece of Heart'] * 12 + ['Rupees (300)'] * 3 easysecond15extra = ['Rupees (100)'] + ['Arrows (10)'] * 7 + ['Bombs (3)'] * 7 easythird10extra = ['Bombs (3)'] * 7 + ['Rupee (1)', 'Rupees (50)', 'Bombs (10)'] easyfourth5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)'] easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2 normalbaseitems = (['Single Arrow', 'Sanctuary Heart Container', 'Arrows (10)', 'Bombs (10)'] + ['Rupees (300)'] * 3 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24) normalfirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Arrows (10)'] * 6 + ['Bombs (3)'] * 6 normalsecond15extra = ['Bombs (3)'] * 10 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)'] normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)', 'Rupee (1)', 'Rupees (5)'] normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)'] normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2 Difficulty = namedtuple('Difficulty', ['baseitems', 'bottles', 'bottle_count', 'same_bottle', 'progressiveshield', 'basicshield', 'progressivearmor', 'basicarmor', 'swordless', 'progressivemagic', 'basicmagic', 'progressivesword', 'basicsword', 'progressivebow', 'basicbow', 'timedohko', 'timedother', 'universal_keys', 'extras', 'progressive_sword_limit', 'progressive_shield_limit', 'progressive_armor_limit', 'progressive_bottle_limit', 'progressive_bow_limit', 'heart_piece_limit', 'boss_heart_container_limit']) total_items_to_place = 153 difficulties = { 'easy': Difficulty( baseitems=easybaseitems, bottles=normalbottles, bottle_count=8, same_bottle=False, progressiveshield=['Progressive Shield'] * 6, basicshield=['Blue Shield', 'Red Shield', 'Mirror Shield'] * 2, progressivearmor=['Progressive Mail'] * 4, basicarmor=['Blue Mail', 'Red Mail'] * 2, swordless=['Rupees (20)'] * 8, progressivemagic=['Magic Upgrade (1/2)'] * 2, basicmagic=['Magic Upgrade (1/2)', 'Magic Upgrade (1/4)'], progressivesword=['Progressive Sword'] * 8, basicsword=['Master Sword', 'Tempered Sword', 'Golden Sword', 'Fighter Sword'] * 2, progressivebow=["Progressive Bow"] * 2, basicbow=['Bow', 'Silver Bow'] * 2, timedohko=['Green Clock'] * 25, timedother=['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, universal_keys=['Small Key (Universal)'] * 28, extras=[easyfirst15extra, easysecond15extra, easythird10extra, easyfourth5extra, easyfinal25extra], progressive_sword_limit=8, progressive_shield_limit=6, progressive_armor_limit=4, progressive_bow_limit=4, progressive_bottle_limit=8, boss_heart_container_limit=10, heart_piece_limit=36, ), 'normal': Difficulty( baseitems=normalbaseitems, bottles=normalbottles, bottle_count=4, same_bottle=False, progressiveshield=['Progressive Shield'] * 3, basicshield=['Blue Shield', 'Red Shield', 'Mirror Shield'], progressivearmor=['Progressive Mail'] * 2, basicarmor=['Blue Mail', 'Red Mail'], swordless=['Rupees (20)'] * 4, progressivemagic=['Magic Upgrade (1/2)', 'Rupees (300)'], basicmagic=['Magic Upgrade (1/2)', 'Rupees (300)'], progressivesword=['Progressive Sword'] * 4, basicsword=['Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'], progressivebow=["Progressive Bow"] * 2, basicbow=['Bow', 'Silver Bow'], timedohko=['Green Clock'] * 25, timedother=['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, universal_keys=['Small Key (Universal)'] * 18 + ['Rupees (20)'] * 10, extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra], progressive_sword_limit=4, progressive_shield_limit=3, progressive_armor_limit=2, progressive_bow_limit=2, progressive_bottle_limit=4, boss_heart_container_limit=10, heart_piece_limit=24, ), 'hard': Difficulty( baseitems=normalbaseitems, bottles=hardbottles, bottle_count=4, same_bottle=False, progressiveshield=['Progressive Shield'] * 3, basicshield=['Blue Shield', 'Red Shield', 'Red Shield'], progressivearmor=['Progressive Mail'] * 2, basicarmor=['Progressive Mail'] * 2, # neither will count swordless=['Rupees (20)'] * 4, progressivemagic=['Magic Upgrade (1/2)', 'Rupees (300)'], basicmagic=['Magic Upgrade (1/2)', 'Rupees (300)'], progressivesword=['Progressive Sword'] * 4, basicsword=['Fighter Sword', 'Master Sword', 'Master Sword', 'Tempered Sword'], progressivebow=["Progressive Bow"] * 2, basicbow=['Bow'] * 2, timedohko=['Green Clock'] * 25, timedother=['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, universal_keys=['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 16, extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra], progressive_sword_limit=3, progressive_shield_limit=2, progressive_armor_limit=1, progressive_bow_limit=1, progressive_bottle_limit=4, boss_heart_container_limit=6, heart_piece_limit=16, ), 'expert': Difficulty( baseitems=normalbaseitems, bottles=hardbottles, bottle_count=4, same_bottle=False, progressiveshield=['Progressive Shield'] * 3, basicshield=['Progressive Shield'] * 3, # only the first one will upgrade, making this equivalent to two blue shields progressivearmor=['Progressive Mail'] * 2, # neither will count basicarmor=['Progressive Mail'] * 2, # neither will count swordless=['Rupees (20)'] * 4, progressivemagic=['Magic Upgrade (1/2)', 'Rupees (300)'], basicmagic=['Magic Upgrade (1/2)', 'Rupees (300)'], progressivesword=['Progressive Sword'] * 4, basicsword=['Fighter Sword', 'Fighter Sword', 'Master Sword', 'Master Sword'], progressivebow=["Progressive Bow"] * 2, basicbow=['Bow'] * 2, timedohko=['Green Clock'] * 20 + ['Red Clock'] * 5, timedother=['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10, universal_keys=['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 16, extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra], progressive_sword_limit=2, progressive_shield_limit=1, progressive_armor_limit=0, progressive_bow_limit=1, progressive_bottle_limit=4, boss_heart_container_limit=2, heart_piece_limit=8, ), } def generate_itempool(world, player: int): if world.difficulty[player] not in difficulties: raise NotImplementedError(f"Diffulty {world.difficulty[player]}") if world.goal[player] not in {'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'localtriforcehunt', 'ganontriforcehunt', 'localganontriforcehunt', 'crystals', 'ganonpedestal'}: raise NotImplementedError(f"Goal {world.goal[player]}") if world.mode[player] not in {'open', 'standard', 'inverted'}: raise NotImplementedError(f"Mode {world.mode[player]}") if world.timer[player] not in {False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'}: raise NotImplementedError(f"Timer {world.mode[player]}") if world.timer[player] in ['ohko', 'timed-ohko']: world.can_take_damage[player] = False if world.goal[player] in ['pedestal', 'triforcehunt', 'localtriforcehunt']: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: region = world.get_region('Light World', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player) region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False) world.get_location('Agahnim 1', player).event = True world.get_location('Agahnim 1', player).locked = True world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False) world.get_location('Agahnim 2', player).event = True world.get_location('Agahnim 2', player).locked = True world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False) world.get_location('Dark Blacksmith Ruins', player).event = True world.get_location('Dark Blacksmith Ruins', player).locked = True world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False) world.get_location('Frog', player).event = True world.get_location('Frog', player).locked = True world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False) world.get_location('Missing Smith', player).event = True world.get_location('Missing Smith', player).locked = True world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False) world.get_location('Floodgate', player).event = True world.get_location('Floodgate', player).locked = True # set up item pool additional_triforce_pieces = 0 if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world, player) world.rupoor_cost = min(world.customitemarray[67], 9999) else: pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \ treasure_hunt_icon, additional_triforce_pieces = get_pool_core(world, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_melee_weapon(player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']: if not found_sword and world.swords[player] != 'swordless': found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in ['Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = world.random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) if clock_mode is not None: world.clock_mode[player] = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player and ((item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player]))]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty[player] in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0): next(item for item in items if item.name == 'Boss Heart Container').advancement = True elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart') for i in range(4): next(adv_heart_pieces).advancement = True beeweights = {0: {None: 100}, 1: {None: 75, 'trap': 25}, 2: {None: 40, 'trap': 40, 'bee': 20}, 3: {'trap': 50, 'bee': 50}, 4: {'trap': 100}} def beemizer(item): if world.beemizer[item.player] and not item.advancement and not item.priority and not item.type: choice = world.random.choices(list(beeweights[world.beemizer[item.player]].keys()), weights=list(beeweights[world.beemizer[item.player]].values()))[0] return item if not choice else ItemFactory("Bee Trap", player) if choice == 'trap' else ItemFactory("Bee", player) return item progressionitems = [] nonprogressionitems = [] for item in items: if item.advancement or item.priority or item.type: progressionitems.append(item) else: nonprogressionitems.append(beemizer(item)) world.random.shuffle(nonprogressionitems) if additional_triforce_pieces: if additional_triforce_pieces > len(nonprogressionitems): raise FillError(f"Not enough non-progression items to replace with Triforce pieces found for player " f"{world.get_player_names(player)}.") progressionitems += [ItemFactory("Triforce Piece", player)] * additional_triforce_pieces nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)) # try to keep hearts in the pool nonprogressionitems = nonprogressionitems[additional_triforce_pieces:] world.random.shuffle(nonprogressionitems) # shuffle medallions mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.shop_shuffle[player]: shuffle_shops(world, nonprogressionitems, player) create_dynamic_shop_locations(world, player) world.itempool += progressionitems + nonprogressionitems if world.retro[player]: set_up_take_anys(world, player) # depends on world.itempool to be set def shuffle_shops(world, items, player: int): option = world.shop_shuffle[player] if 'u' in option: progressive = world.progressive[player] progressive = world.random.choice([True, False]) if progressive == 'random' else progressive == 'on' new_items = ["Bomb Upgrade (+5)"] * 6 new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)") if not world.retro[player]: new_items += ["Arrow Upgrade (+5)"] * 6 new_items.append("Arrow Upgrade (+5)" if progressive else "Arrow Upgrade (+10)") world.random.shuffle(new_items) # Decide what gets tossed randomly if it can't insert everything. for shop in world.shops: if shop.type == ShopType.UpgradeShop and shop.region.player == player and \ shop.region.name == "Capacity Upgrade": shop.clear_inventory() for i, item in enumerate(items): if not "Heart" in item.name: items[i] = ItemFactory(new_items.pop(), player) if not new_items: break else: logging.warning(f"Not all upgrades put into Player{player}' item pool. Still missing: {new_items}") if 'p' in option or 'i' in option: shops = [] upgrade_shops = [] total_inventory = [] for shop in world.shops: if shop.region.player == player: if shop.type == ShopType.UpgradeShop: upgrade_shops.append(shop) elif shop.type == ShopType.Shop and shop.region.name != 'Potion Shop': shops.append(shop) total_inventory.extend(shop.inventory) if 'p' in option: def price_adjust(price: int) -> int: # it is important that a base price of 0 always returns 0 as new price! return int(price * (0.5 + world.random.random() * 1.5)) def adjust_item(item): if item: item["price"] = price_adjust(item["price"]) item['replacement_price'] = price_adjust(item["price"]) for item in total_inventory: adjust_item(item) for shop in upgrade_shops: for item in shop.inventory: adjust_item(item) if 'i' in option: world.random.shuffle(total_inventory) i = 0 for shop in shops: slots = shop.slots shop.inventory = total_inventory[i:i + slots] i += slots take_any_locations = { 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut', 'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Lumberjack House', 'Bonk Fairy (Light)', 'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy', 'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Desert Healer Fairy', 'Dark Death Mountain Healer Fairy', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Kakariko Gamble Game', '50 Rupee Cave', 'Lost Woods Gamble', 'Hookshot Fairy', 'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint'} def set_up_take_anys(world, player): if world.mode[player] == 'inverted': take_any_locs = take_any_locations - {"Dark Sanctuary Hint", "Archery Game"} else: take_any_locs = take_any_locations regions = world.random.sample(take_any_locs, 5) old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave', player) world.regions.append(old_man_take_any) world.dynamic_regions.append(old_man_take_any) reg = regions.pop() entrance = world.get_region(reg, player).entrances[0] connect_entrance(world, entrance.name, old_man_take_any.name, player) entrance.target = 0x58 old_man_take_any.shop = TakeAny(old_man_take_any, 0x0112, 0xE2, True, True) world.shops.append(old_man_take_any.shop) swords = [item for item in world.itempool if item.type == 'Sword' and item.player == player] if swords: sword = world.random.choice(swords) world.itempool.remove(sword) world.itempool.append(ItemFactory('Rupees (20)', player)) old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True) else: old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0) for num in range(4): take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player) world.regions.append(take_any) world.dynamic_regions.append(take_any) target, room_id = world.random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)]) reg = regions.pop() entrance = world.get_region(reg, player).entrances[0] connect_entrance(world, entrance.name, take_any.name, player) entrance.target = target take_any.shop = TakeAny(take_any, room_id, 0xE3, True, True) world.shops.append(take_any.shop) take_any.shop.add_inventory(0, 'Blue Potion', 0, 0) take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0) world.initialize_regions() def create_dynamic_shop_locations(world, player): for shop in world.shops: if shop.region.player == player: for i, item in enumerate(shop.inventory): if item is None: continue if item['create_location']: loc = Location(player, "{} Shop Slot {}".format(shop.region.name, i+1), parent=shop.region) shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory(item['item'], player), False) loc.event = True loc.locked = True def fill_prizes(world, attempts=15): all_state = world.get_all_state(keys=True) for player in range(1, world.players + 1): crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'], player) crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player), world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player), world.get_location('Misery Mire - Prize', player)] placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None] unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes] empty_crystal_locations = [loc for loc in crystal_locations if loc.item is None] for attempt in range(attempts): try: prizepool = list(unplaced_prizes) prize_locs = list(empty_crystal_locations) world.random.shuffle(prizepool) world.random.shuffle(prize_locs) fill_restrictive(world, all_state, prize_locs, prizepool, True) except FillError as e: logging.getLogger('').exception("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes') def set_up_shops(world, player: int): # TODO: move hard+ mode changes for shields here, utilizing the new shops if world.retro[player]: rss = world.get_region('Red Shield Shop', player).shop replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50], ['Blue Shield', 50], ['Small Heart', 10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them. if world.keyshuffle[player] == "universal": replacement_items.append(['Small Key (Universal)', 100]) replacement_item = world.random.choice(replacement_items) rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1]) rss.locked = True if world.keyshuffle[player] == "universal" or world.retro[player]: for shop in world.random.sample([s for s in world.shops if s.custom and not s.locked and s.type == ShopType.Shop and s.region.player == player], 5): shop.locked = True slots = [0, 0, 1, 1, 2, 2] world.random.shuffle(slots) slots = iter(slots) if world.keyshuffle[player] == "universal": shop.add_inventory(next(slots), 'Small Key (Universal)', 100) if world.retro[player]: shop.push_inventory(next(slots), 'Single Arrow', 80) def get_pool_core(world, player: int): progressive = world.progressive[player] shuffle = world.shuffle[player] difficulty = world.difficulty[player] timer = world.timer[player] goal = world.goal[player] mode = world.mode[player] swords = world.swords[player] retro = world.retro[player] logic = world.logic[player] pool = [] placed_items = {} precollected_items = [] clock_mode = None treasure_hunt_count = None treasure_hunt_icon = None pool.extend(alwaysitems) def place_item(loc, item): assert loc not in placed_items placed_items[loc] = item def want_progressives(): return world.random.choice([True, False]) if progressive == 'random' else progressive == 'on' # provide boots to major glitch dependent seeds if logic in {'owglitches', 'nologic'} and world.glitch_boots[player]: precollected_items.append('Pegasus Boots') pool.remove('Pegasus Boots') pool.append('Rupees (20)') if want_progressives(): pool.extend(progressivegloves) else: pool.extend(basicgloves) # insanity legacy shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start if shuffle == 'insanity_legacy': place_item('Link\'s House', 'Magic Mirror') place_item('Sanctuary', 'Moon Pearl') else: pool.extend(['Magic Mirror', 'Moon Pearl']) if timer == 'display': clock_mode = 'stopwatch' elif timer == 'ohko': clock_mode = 'ohko' diff = difficulties[difficulty] pool.extend(diff.baseitems) # expert+ difficulties produce the same contents for # all bottles, since only one bottle is available if diff.same_bottle: thisbottle = world.random.choice(diff.bottles) for _ in range(diff.bottle_count): if not diff.same_bottle: thisbottle = world.random.choice(diff.bottles) pool.append(thisbottle) if want_progressives(): pool.extend(diff.progressiveshield) else: pool.extend(diff.basicshield) if want_progressives(): pool.extend(diff.progressivearmor) else: pool.extend(diff.basicarmor) if want_progressives(): pool.extend(diff.progressivemagic) else: pool.extend(diff.basicmagic) if want_progressives(): pool.extend(diff.progressivebow) elif swords == 'swordless' or logic == 'noglitches': swordless_bows = ['Bow', 'Silver Bow'] if difficulty == "easy": swordless_bows *= 2 pool.extend(swordless_bows) else: pool.extend(diff.basicbow) if swords == 'swordless': pool.extend(diff.swordless) elif swords == 'vanilla': swords_to_use = diff.progressivesword.copy() if want_progressives() else diff.basicsword.copy() world.random.shuffle(swords_to_use) place_item('Link\'s Uncle', swords_to_use.pop()) place_item('Blacksmith', swords_to_use.pop()) place_item('Pyramid Fairy - Left', swords_to_use.pop()) if goal != 'pedestal': place_item('Master Sword Pedestal', swords_to_use.pop()) else: swords_to_use.pop() place_item('Master Sword Pedestal', 'Triforce') if swords_to_use: pool.extend(swords_to_use) else: progressive_swords = want_progressives() pool.extend(diff.progressivesword if progressive_swords else diff.basicsword) if swords == 'assured': if progressive_swords: precollected_items.append('Progressive Sword') pool.remove('Progressive Sword') else: precollected_items.append('Fighter Sword') pool.remove('Fighter Sword') pool.extend(['Rupees (50)']) extraitems = total_items_to_place - len(pool) - len(placed_items) if timer in ['timed', 'timed-countdown']: pool.extend(diff.timedother) extraitems -= len(diff.timedother) clock_mode = 'stopwatch' if timer == 'timed' else 'countdown' elif timer == 'timed-ohko': pool.extend(diff.timedohko) extraitems -= len(diff.timedohko) clock_mode = 'countdown-ohko' additional_pieces_to_place = 0 if 'triforcehunt' in goal: pieces_in_core = min(extraitems, world.triforce_pieces_available[player]) additional_pieces_to_place = world.triforce_pieces_available[player] - pieces_in_core pool.extend(["Triforce Piece"] * pieces_in_core) extraitems -= pieces_in_core treasure_hunt_count = world.triforce_pieces_required[player] treasure_hunt_icon = 'Triforce Piece' for extra in diff.extras: if extraitems >= len(extra): pool.extend(extra) extraitems -= len(extra) elif extraitems > 0: pool.extend(world.random.sample(extra, extraitems)) break else: break if goal == 'pedestal' and swords != 'vanilla': place_item('Master Sword Pedestal', 'Triforce') pool.remove("Rupees (20)") if retro: replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)'} pool = ['Rupees (5)' if item in replace else item for item in pool] if world.keyshuffle[player] == "universal": pool.extend(diff.universal_keys) if mode == 'standard': key_location = world.random.choice( ['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross']) place_item(key_location, 'Small Key (Universal)') else: pool.extend(['Small Key (Universal)']) return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, additional_pieces_to_place) def make_custom_item_pool(world, player): shuffle = world.shuffle[player] difficulty = world.difficulty[player] timer = world.timer[player] goal = world.goal[player] mode = world.mode[player] customitemarray = world.customitemarray pool = [] placed_items = {} precollected_items = [] clock_mode = None treasure_hunt_count = None treasure_hunt_icon = None def place_item(loc, item): assert loc not in placed_items placed_items[loc] = item # Correct for insanely oversized item counts and take initial steps to handle undersized pools. for x in range(0, 67): if customitemarray[x] > total_items_to_place: customitemarray[x] = total_items_to_place if customitemarray[68] > total_items_to_place: customitemarray[68] = total_items_to_place # count all items, except rupoor cost itemtotal = 0 for x in range(0, 67): itemtotal = itemtotal + customitemarray[x] itemtotal = itemtotal + customitemarray[68] pool.extend(['Bow'] * customitemarray[0]) pool.extend(['Silver Bow'] * customitemarray[1]) pool.extend(['Blue Boomerang'] * customitemarray[2]) pool.extend(['Red Boomerang'] * customitemarray[3]) pool.extend(['Hookshot'] * customitemarray[4]) pool.extend(['Mushroom'] * customitemarray[5]) pool.extend(['Magic Powder'] * customitemarray[6]) pool.extend(['Fire Rod'] * customitemarray[7]) pool.extend(['Ice Rod'] * customitemarray[8]) pool.extend(['Bombos'] * customitemarray[9]) pool.extend(['Ether'] * customitemarray[10]) pool.extend(['Quake'] * customitemarray[11]) pool.extend(['Lamp'] * customitemarray[12]) pool.extend(['Hammer'] * customitemarray[13]) pool.extend(['Shovel'] * customitemarray[14]) pool.extend(['Flute'] * customitemarray[15]) pool.extend(['Bug Catching Net'] * customitemarray[16]) pool.extend(['Book of Mudora'] * customitemarray[17]) pool.extend(['Cane of Somaria'] * customitemarray[19]) pool.extend(['Cane of Byrna'] * customitemarray[20]) pool.extend(['Cape'] * customitemarray[21]) pool.extend(['Pegasus Boots'] * customitemarray[23]) pool.extend(['Power Glove'] * customitemarray[24]) pool.extend(['Titans Mitts'] * customitemarray[25]) pool.extend(['Progressive Glove'] * customitemarray[26]) pool.extend(['Flippers'] * customitemarray[27]) pool.extend(['Piece of Heart'] * customitemarray[29]) pool.extend(['Boss Heart Container'] * customitemarray[30]) pool.extend(['Sanctuary Heart Container'] * customitemarray[31]) pool.extend(['Master Sword'] * customitemarray[33]) pool.extend(['Tempered Sword'] * customitemarray[34]) pool.extend(['Golden Sword'] * customitemarray[35]) pool.extend(['Blue Shield'] * customitemarray[37]) pool.extend(['Red Shield'] * customitemarray[38]) pool.extend(['Mirror Shield'] * customitemarray[39]) pool.extend(['Progressive Shield'] * customitemarray[40]) pool.extend(['Blue Mail'] * customitemarray[41]) pool.extend(['Red Mail'] * customitemarray[42]) pool.extend(['Progressive Mail'] * customitemarray[43]) pool.extend(['Magic Upgrade (1/2)'] * customitemarray[44]) pool.extend(['Magic Upgrade (1/4)'] * customitemarray[45]) pool.extend(['Bomb Upgrade (+5)'] * customitemarray[46]) pool.extend(['Bomb Upgrade (+10)'] * customitemarray[47]) pool.extend(['Arrow Upgrade (+5)'] * customitemarray[48]) pool.extend(['Arrow Upgrade (+10)'] * customitemarray[49]) pool.extend(['Single Arrow'] * customitemarray[50]) pool.extend(['Arrows (10)'] * customitemarray[51]) pool.extend(['Single Bomb'] * customitemarray[52]) pool.extend(['Bombs (3)'] * customitemarray[53]) pool.extend(['Rupee (1)'] * customitemarray[54]) pool.extend(['Rupees (5)'] * customitemarray[55]) pool.extend(['Rupees (20)'] * customitemarray[56]) pool.extend(['Rupees (50)'] * customitemarray[57]) pool.extend(['Rupees (100)'] * customitemarray[58]) pool.extend(['Rupees (300)'] * customitemarray[59]) pool.extend(['Rupoor'] * customitemarray[60]) pool.extend(['Blue Clock'] * customitemarray[61]) pool.extend(['Green Clock'] * customitemarray[62]) pool.extend(['Red Clock'] * customitemarray[63]) pool.extend(['Progressive Bow'] * customitemarray[64]) pool.extend(['Bombs (10)'] * customitemarray[65]) pool.extend(['Triforce'] * customitemarray[68]) diff = difficulties[difficulty] # expert+ difficulties produce the same contents for # all bottles, since only one bottle is available if diff.same_bottle: thisbottle = world.random.choice(diff.bottles) for _ in range(customitemarray[18]): if not diff.same_bottle: thisbottle = world.random.choice(diff.bottles) pool.append(thisbottle) if "triforce" in world.goal[player]: pool.extend(["Triforce Piece"] * world.triforce_pieces_available[player]) itemtotal += world.triforce_pieces_available[player] treasure_hunt_count = world.triforce_pieces_required[player] treasure_hunt_icon = 'Triforce Piece' if timer in ['display', 'timed', 'timed-countdown']: clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch' elif timer == 'timed-ohko': clock_mode = 'countdown-ohko' elif timer == 'ohko': clock_mode = 'ohko' if goal == 'pedestal': place_item('Master Sword Pedestal', 'Triforce') itemtotal = itemtotal + 1 if mode == 'standard': if world.keyshuffle[player] == "universal": key_location = world.random.choice( ['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross']) place_item(key_location, 'Small Key (Universal)') pool.extend(['Small Key (Universal)'] * max((customitemarray[66] - 1), 0)) else: pool.extend(['Small Key (Universal)'] * customitemarray[66]) else: pool.extend(['Small Key (Universal)'] * customitemarray[66]) pool.extend(['Fighter Sword'] * customitemarray[32]) pool.extend(['Progressive Sword'] * customitemarray[36]) if shuffle == 'insanity_legacy': place_item('Link\'s House', 'Magic Mirror') place_item('Sanctuary', 'Moon Pearl') pool.extend(['Magic Mirror'] * max((customitemarray[22] -1 ), 0)) pool.extend(['Moon Pearl'] * max((customitemarray[28] - 1), 0)) else: pool.extend(['Magic Mirror'] * customitemarray[22]) pool.extend(['Moon Pearl'] * customitemarray[28]) if world.keyshuffle == "universal": itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in Retro Mode if itemtotal < total_items_to_place: pool.extend(['Nothing'] * (total_items_to_place - itemtotal)) logging.warning(f"Pool was filled up with {total_items_to_place - itemtotal} Nothing's for player {player}") return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)