Archipelago/worlds/ladx/LADXR/itempool.py

279 lines
10 KiB
Python

from .locations.items import *
DEFAULT_ITEM_POOL = {
SWORD: 2,
FEATHER: 1,
HOOKSHOT: 1,
BOW: 1,
BOMB: 1,
MAGIC_POWDER: 1,
MAGIC_ROD: 1,
OCARINA: 1,
PEGASUS_BOOTS: 1,
POWER_BRACELET: 2,
SHIELD: 2,
SHOVEL: 1,
ROOSTER: 1,
TOADSTOOL: 1,
TAIL_KEY: 1, SLIME_KEY: 1, ANGLER_KEY: 1, FACE_KEY: 1, BIRD_KEY: 1,
GOLD_LEAF: 5,
FLIPPERS: 1,
BOWWOW: 1,
SONG1: 1, SONG2: 1, SONG3: 1,
BLUE_TUNIC: 1, RED_TUNIC: 1,
MAX_ARROWS_UPGRADE: 1, MAX_BOMBS_UPGRADE: 1, MAX_POWDER_UPGRADE: 1,
HEART_CONTAINER: 8,
HEART_PIECE: 12,
RUPEES_100: 3,
RUPEES_20: 6,
RUPEES_200: 3,
RUPEES_50: 19,
SEASHELL: 24,
MEDICINE: 3,
GEL: 4,
MESSAGE: 1,
COMPASS1: 1, COMPASS2: 1, COMPASS3: 1, COMPASS4: 1, COMPASS5: 1, COMPASS6: 1, COMPASS7: 1, COMPASS8: 1, COMPASS9: 1,
KEY1: 3, KEY2: 5, KEY3: 9, KEY4: 5, KEY5: 3, KEY6: 3, KEY7: 3, KEY8: 7, KEY9: 3,
MAP1: 1, MAP2: 1, MAP3: 1, MAP4: 1, MAP5: 1, MAP6: 1, MAP7: 1, MAP8: 1, MAP9: 1,
NIGHTMARE_KEY1: 1, NIGHTMARE_KEY2: 1, NIGHTMARE_KEY3: 1, NIGHTMARE_KEY4: 1, NIGHTMARE_KEY5: 1, NIGHTMARE_KEY6: 1, NIGHTMARE_KEY7: 1, NIGHTMARE_KEY8: 1, NIGHTMARE_KEY9: 1,
STONE_BEAK1: 1, STONE_BEAK2: 1, STONE_BEAK3: 1, STONE_BEAK4: 1, STONE_BEAK5: 1, STONE_BEAK6: 1, STONE_BEAK7: 1, STONE_BEAK8: 1, STONE_BEAK9: 1,
INSTRUMENT1: 1, INSTRUMENT2: 1, INSTRUMENT3: 1, INSTRUMENT4: 1, INSTRUMENT5: 1, INSTRUMENT6: 1, INSTRUMENT7: 1, INSTRUMENT8: 1,
TRADING_ITEM_YOSHI_DOLL: 1,
TRADING_ITEM_RIBBON: 1,
TRADING_ITEM_DOG_FOOD: 1,
TRADING_ITEM_BANANAS: 1,
TRADING_ITEM_STICK: 1,
TRADING_ITEM_HONEYCOMB: 1,
TRADING_ITEM_PINEAPPLE: 1,
TRADING_ITEM_HIBISCUS: 1,
TRADING_ITEM_LETTER: 1,
TRADING_ITEM_BROOM: 1,
TRADING_ITEM_FISHING_HOOK: 1,
TRADING_ITEM_NECKLACE: 1,
TRADING_ITEM_SCALE: 1,
TRADING_ITEM_MAGNIFYING_GLASS: 1,
"MEDICINE2": 1, "RAFT": 1, "ANGLER_KEYHOLE": 1, "CASTLE_BUTTON": 1
}
class ItemPool:
def __init__(self, logic, settings, rnd):
self.__pool = {}
self.__setup(logic, settings)
self.__randomizeRupees(settings, rnd)
def add(self, item, count=1):
self.__pool[item] = self.__pool.get(item, 0) + count
def remove(self, item, count=1):
self.__pool[item] = self.__pool.get(item, 0) - count
if self.__pool[item] == 0:
del self.__pool[item]
def get(self, item):
return self.__pool.get(item, 0)
def count(self):
total = 0
for count in self.__pool.values():
total += count
return total
def removeRupees(self, count):
for n in range(count):
self.removeRupee()
def removeRupee(self):
for item in (RUPEES_20, RUPEES_50, RUPEES_200, RUPEES_500):
if self.get(item) > 0:
self.remove(item)
return
raise RuntimeError("Wanted to remove more rupees from the pool then we have")
def __setup(self, logic, settings):
default_item_pool = DEFAULT_ITEM_POOL
if settings.overworld == "random":
default_item_pool = logic.world.map.get_item_pool()
for item, count in default_item_pool.items():
self.add(item, count)
if settings.boomerang != 'default' and settings.overworld != "random":
self.add(BOOMERANG)
if settings.owlstatues == 'both':
self.add(RUPEES_20, 9 + 24)
elif settings.owlstatues == 'dungeon':
self.add(RUPEES_20, 24)
elif settings.owlstatues == 'overworld':
self.add(RUPEES_20, 9)
if settings.bowwow == 'always':
# Bowwow mode takes a sword from the pool to give as bowwow. So we need to fix that.
self.add(SWORD)
self.remove(BOWWOW)
elif settings.bowwow == 'swordless':
# Bowwow mode takes a sword from the pool to give as bowwow, we need to remove all swords and Bowwow except for 1
self.add(RUPEES_20, self.get(BOWWOW) + self.get(SWORD) - 1)
self.remove(SWORD, self.get(SWORD) - 1)
self.remove(BOWWOW, self.get(BOWWOW))
if settings.hpmode == 'inverted':
self.add(BAD_HEART_CONTAINER, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
elif settings.hpmode == 'low':
self.add(HEART_PIECE, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
elif settings.hpmode == 'extralow':
self.add(RUPEES_20, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
if settings.itempool == 'casual':
self.add(FLIPPERS)
self.add(FEATHER)
self.add(HOOKSHOT)
self.add(BOW)
self.add(BOMB)
self.add(MAGIC_POWDER)
self.add(MAGIC_ROD)
self.add(OCARINA)
self.add(PEGASUS_BOOTS)
self.add(POWER_BRACELET)
self.add(SHOVEL)
self.add(RUPEES_200, 2)
self.removeRupees(13)
for n in range(9):
self.remove("MAP%d" % (n + 1))
self.remove("COMPASS%d" % (n + 1))
self.add("KEY%d" % (n + 1))
self.add("NIGHTMARE_KEY%d" % (n +1))
elif settings.itempool == 'pain':
self.add(BAD_HEART_CONTAINER, 12)
self.remove(BLUE_TUNIC)
self.remove(MEDICINE, 2)
self.remove(HEART_PIECE, 4)
self.removeRupees(5)
elif settings.itempool == 'keyup':
for n in range(9):
self.remove("MAP%d" % (n + 1))
self.remove("COMPASS%d" % (n + 1))
self.add("KEY%d" % (n +1))
self.add("NIGHTMARE_KEY%d" % (n +1))
if settings.owlstatues in ("none", "overworld"):
for n in range(9):
self.remove("STONE_BEAK%d" % (n + 1))
self.add("KEY%d" % (n +1))
# if settings.dungeon_items == 'keysy':
# for n in range(9):
# for amount, item_name in ((9, "KEY"), (1, "NIGHTMARE_KEY")):
# item_name = "%s%d" % (item_name, n + 1)
# if item_name in self.__pool:
# self.add(RUPEES_20, self.__pool[item_name])
# self.remove(item_name, self.__pool[item_name])
# self.add(item_name, amount)
if settings.goal == "seashells":
for n in range(8):
self.remove("INSTRUMENT%d" % (n + 1))
self.add(SEASHELL, 8)
if settings.overworld == "dungeondive":
self.remove(SWORD)
self.remove(MAX_ARROWS_UPGRADE)
self.remove(MAX_BOMBS_UPGRADE)
self.remove(MAX_POWDER_UPGRADE)
self.remove(SEASHELL, 24)
self.remove(TAIL_KEY)
self.remove(SLIME_KEY)
self.remove(ANGLER_KEY)
self.remove(FACE_KEY)
self.remove(BIRD_KEY)
self.remove(GOLD_LEAF, 5)
self.remove(SONG2)
self.remove(SONG3)
self.remove(HEART_PIECE, 8)
self.remove(RUPEES_50, 9)
self.remove(RUPEES_20, 2)
self.remove(MEDICINE, 3)
self.remove(MESSAGE)
self.remove(BOWWOW)
self.remove(ROOSTER)
self.remove(GEL, 2)
self.remove("MEDICINE2")
self.remove("RAFT")
self.remove("ANGLER_KEYHOLE")
self.remove("CASTLE_BUTTON")
self.remove(TRADING_ITEM_YOSHI_DOLL)
self.remove(TRADING_ITEM_RIBBON)
self.remove(TRADING_ITEM_DOG_FOOD)
self.remove(TRADING_ITEM_BANANAS)
self.remove(TRADING_ITEM_STICK)
self.remove(TRADING_ITEM_HONEYCOMB)
self.remove(TRADING_ITEM_PINEAPPLE)
self.remove(TRADING_ITEM_HIBISCUS)
self.remove(TRADING_ITEM_LETTER)
self.remove(TRADING_ITEM_BROOM)
self.remove(TRADING_ITEM_FISHING_HOOK)
self.remove(TRADING_ITEM_NECKLACE)
self.remove(TRADING_ITEM_SCALE)
self.remove(TRADING_ITEM_MAGNIFYING_GLASS)
elif not settings.rooster:
self.remove(ROOSTER)
self.add(RUPEES_50)
if settings.overworld == "nodungeons":
for n in range(9):
for item_name in {KEY, NIGHTMARE_KEY, MAP, COMPASS, STONE_BEAK}:
self.remove(f"{item_name}{n+1}", self.get(f"{item_name}{n+1}"))
self.remove(BLUE_TUNIC)
self.remove(RED_TUNIC)
self.remove(SEASHELL, 2)
self.remove(RUPEES_20, 6)
self.remove(RUPEES_50, 17)
self.remove(MEDICINE, 3)
self.remove(GEL, 4)
self.remove(MESSAGE, 1)
self.remove(BOMB, 1)
self.remove(RUPEES_100, 3)
self.add(RUPEES_500, 3)
# # In multiworld, put a bit more rupees in the seed, this helps with generation (2nd shop item)
# # As we cheat and can place rupees for the wrong player.
# if settings.multiworld:
# rupees20 = self.__pool.get(RUPEES_20, 0)
# self.add(RUPEES_50, rupees20 // 2)
# self.remove(RUPEES_20, rupees20 // 2)
# rupees50 = self.__pool.get(RUPEES_50, 0)
# self.add(RUPEES_200, rupees50 // 5)
# self.remove(RUPEES_50, rupees50 // 5)
def __randomizeRupees(self, options, rnd):
# Remove rupees from the item pool and replace them with other items to create more variety
rupee_item = []
rupee_item_count = []
for k, v in self.__pool.items():
if k in {RUPEES_20, RUPEES_50} and v > 0:
rupee_item.append(k)
rupee_item_count.append(v)
rupee_chests = sum(v for k, v in self.__pool.items() if k.startswith("RUPEES_"))
for n in range(rupee_chests // 5):
new_item = rnd.choices((BOMB, SINGLE_ARROW, ARROWS_10, MAGIC_POWDER, MEDICINE), (10, 5, 10, 10, 1))[0]
while True:
remove_item = rnd.choices(rupee_item, rupee_item_count)[0]
if self.get(remove_item) > 0:
break
self.add(new_item)
self.remove(remove_item)
def toDict(self):
return self.__pool.copy()