Archipelago/worlds/ladx/LADXR/worldSetup.py

137 lines
5.6 KiB
Python

from .patches import enemies, bingo
from .locations.items import *
from .entranceInfo import ENTRANCE_INFO
MULTI_CHEST_OPTIONS = [MAGIC_POWDER, BOMB, MEDICINE, RUPEES_50, RUPEES_20, RUPEES_100, RUPEES_200, RUPEES_500, SEASHELL, GEL, ARROWS_10, SINGLE_ARROW]
MULTI_CHEST_WEIGHTS = [20, 20, 20, 50, 50, 20, 10, 5, 5, 20, 10, 10]
# List of all the possible locations where we can place our starting house
start_locations = [
"phone_d8",
"rooster_house",
"writes_phone",
"castle_phone",
"photo_house",
"start_house",
"prairie_right_phone",
"banana_seller",
"prairie_low_phone",
"animal_phone",
]
class WorldSetup:
def __init__(self):
self.entrance_mapping = {k: k for k in ENTRANCE_INFO.keys()}
self.boss_mapping = list(range(9))
self.miniboss_mapping = {
# Main minibosses
0: "ROLLING_BONES", 1: "HINOX", 2: "DODONGO", 3: "CUE_BALL", 4: "GHOMA", 5: "SMASHER", 6: "GRIM_CREEPER", 7: "BLAINO",
# Color dungeon needs to be special, as always.
"c1": "AVALAUNCH", "c2": "GIANT_BUZZ_BLOB",
# Overworld
"moblin_cave": "MOBLIN_KING",
"armos_temple": "ARMOS_KNIGHT",
}
self.goal = None
self.bingo_goals = None
self.multichest = RUPEES_20
self.map = None # Randomly generated map data
def getEntrancePool(self, settings, connectorsOnly=False):
entrances = []
if connectorsOnly:
if settings.entranceshuffle in ("advanced", "expert", "insanity"):
entrances = [k for k, v in ENTRANCE_INFO.items() if v.type == "connector"]
return entrances
if settings.dungeonshuffle and settings.entranceshuffle == "none":
entrances = [k for k, v in ENTRANCE_INFO.items() if v.type == "dungeon"]
if settings.entranceshuffle in ("simple", "advanced", "expert", "insanity"):
types = {"single"}
if settings.tradequest:
types.add("trade")
if settings.entranceshuffle in ("expert", "insanity"):
types.update(["dummy", "trade"])
if settings.entranceshuffle in ("insanity",):
types.add("insanity")
if settings.randomstartlocation:
types.add("start")
if settings.dungeonshuffle:
types.add("dungeon")
entrances = [k for k, v in ENTRANCE_INFO.items() if v.type in types]
return entrances
def randomize(self, settings, rnd):
if settings.overworld == "dungeondive":
self.entrance_mapping = {"d%d" % (n): "d%d" % (n) for n in range(9)}
if settings.randomstartlocation and settings.entranceshuffle == "none":
start_location = start_locations[rnd.randrange(len(start_locations))]
if start_location != "start_house":
self.entrance_mapping[start_location] = "start_house"
self.entrance_mapping["start_house"] = start_location
entrances = self.getEntrancePool(settings)
for entrance in entrances.copy():
self.entrance_mapping[entrance] = entrances.pop(rnd.randrange(len(entrances)))
# Shuffle connectors among themselves
entrances = self.getEntrancePool(settings, connectorsOnly=True)
for entrance in entrances.copy():
self.entrance_mapping[entrance] = entrances.pop(rnd.randrange(len(entrances)))
if settings.boss != "default":
values = list(range(9))
if settings.heartcontainers:
# Color dungeon boss does not drop a heart container so we cannot shuffle him when we
# have heart container shuffling
values.remove(8)
self.boss_mapping = []
for n in range(8 if settings.heartcontainers else 9):
value = rnd.choice(values)
self.boss_mapping.append(value)
if value in (3, 6) or settings.boss == "shuffle":
values.remove(value)
if settings.heartcontainers:
self.boss_mapping += [8]
if settings.miniboss != "default":
values = [name for name in self.miniboss_mapping.values()]
for key in self.miniboss_mapping.keys():
self.miniboss_mapping[key] = rnd.choice(values)
if settings.miniboss == 'shuffle':
values.remove(self.miniboss_mapping[key])
if settings.goal == 'random':
self.goal = rnd.randint(-1, 8)
elif settings.goal == 'open':
self.goal = -1
elif settings.goal in {"seashells", "bingo", "bingo-full"}:
self.goal = settings.goal
elif "-" in settings.goal:
a, b = settings.goal.split("-")
if a == "open":
a = -1
self.goal = rnd.randint(int(a), int(b))
else:
self.goal = int(settings.goal)
if self.goal in {"bingo", "bingo-full"}:
self.bingo_goals = bingo.randomizeGoals(rnd, settings)
self.multichest = rnd.choices(MULTI_CHEST_OPTIONS, MULTI_CHEST_WEIGHTS)[0]
def loadFromRom(self, rom):
import patches.overworld
if patches.overworld.isNormalOverworld(rom):
import patches.entrances
self.entrance_mapping = patches.entrances.readEntrances(rom)
else:
self.entrance_mapping = {"d%d" % (n): "d%d" % (n) for n in range(9)}
self.boss_mapping = patches.enemies.readBossMapping(rom)
self.miniboss_mapping = patches.enemies.readMiniBossMapping(rom)
self.goal = 8 # Better then nothing