Archipelago/worlds/alttp/Shops.py

479 lines
21 KiB
Python

from __future__ import annotations
from enum import unique, IntEnum
from typing import List, Optional, Set, NamedTuple, Dict
import logging
from Utils import int16_as_bytes
from worlds.generic.Rules import add_rule
from BaseClasses import CollectionState
from .SubClasses import ALttPLocation
from .Items import item_name_groups
from .StateHelpers import has_hearts, can_use_bombs, can_hold_arrows
logger = logging.getLogger("Shops")
@unique
class ShopType(IntEnum):
Shop = 0
TakeAny = 1
UpgradeShop = 2
@unique
class ShopPriceType(IntEnum):
Rupees = 0
Hearts = 1
Magic = 2
Bombs = 3
Arrows = 4
HeartContainer = 5
BombUpgrade = 6
ArrowUpgrade = 7
Keys = 8
Potion = 9
Item = 10
class Shop:
slots: int = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
blacklist: Set[str] = set() # items that don't work
type = ShopType.Shop
slot_names: Dict[int, str] = {
0: " Left",
1: " Center",
2: " Right"
}
def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool, sram_offset: int):
self.region = region
self.room_id = room_id
self.inventory: List[Optional[dict]] = [None] * self.slots
self.shopkeeper_config = shopkeeper_config
self.custom = custom
self.locked = locked
self.sram_offset = sram_offset
@property
def item_count(self) -> int:
for x in range(self.slots - 1, -1, -1): # last x is 0
if self.inventory[x]:
return x + 1
return 0
def get_bytes(self) -> List[int]:
from .EntranceShuffle import door_addresses
# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
entrances = self.region.entrances
config = self.item_count
if len(entrances) == 1 and entrances[0].name in door_addresses:
door_id = door_addresses[entrances[0].name][0] + 1
else:
door_id = 0
config |= 0x40 # ignore door id
if self.type == ShopType.TakeAny:
config |= 0x80
elif self.type == ShopType.UpgradeShop:
config |= 0x10 # Alt. VRAM
return [0x00] + int16_as_bytes(self.room_id) + [door_id, 0x00, config, self.shopkeeper_config, 0x00]
def has_unlimited(self, item: str) -> bool:
for inv in self.inventory:
if inv is None:
continue
if inv['max']:
if inv['replacement'] == item:
return True
elif inv['item'] == item:
return True
return False
def has(self, item: str) -> bool:
for inv in self.inventory:
if inv is None:
continue
if inv['item'] == item:
return True
if inv['replacement'] == item:
return True
return False
def clear_inventory(self):
self.inventory = [None] * self.slots
def add_inventory(self, slot: int, item: str, price: int, max: int = 0,
replacement: Optional[str] = None, replacement_price: int = 0,
player: int = 0, price_type: int = ShopPriceType.Rupees,
replacement_price_type: int = ShopPriceType.Rupees):
self.inventory[slot] = {
'item': item,
'price': price,
'price_type': price_type,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'replacement_price_type': replacement_price_type,
'player': player
}
def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0,
price_type: int = ShopPriceType.Rupees):
self.inventory[slot] = {
'item': item,
'price': price,
'price_type': price_type,
'max': max,
'replacement': self.inventory[slot]["item"] if self.inventory[slot] else None,
'replacement_price': self.inventory[slot]["price"] if self.inventory[slot] else 0,
'replacement_price_type': self.inventory[slot]["price_type"] if self.inventory[slot] else ShopPriceType.Rupees,
'player': player
}
class TakeAny(Shop):
type = ShopType.TakeAny
slot_names: Dict[int, str] = {
0: "",
1: "",
2: ""
}
class UpgradeShop(Shop):
type = ShopType.UpgradeShop
# Potions break due to VRAM flags set in UpgradeShop.
# Didn't check for more things breaking as not much else can be shuffled here currently
blacklist = item_name_groups["Potions"]
slot_names: Dict[int, str] = {
0: " Left",
1: " Right"
}
shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
ShopType.Shop: Shop,
ShopType.TakeAny: TakeAny}
def push_shop_inventories(multiworld):
shop_slots = [location for shop_locations in (shop.region.locations for shop in multiworld.shops if shop.type
!= ShopType.TakeAny) for location in shop_locations if location.shop_slot is not None]
for location in shop_slots:
item_name = location.item.name
# Retro Bow arrows will already have been pushed
if (not multiworld.retro_bow[location.player]) or ((item_name, location.item.player)
!= ("Single Arrow", location.player)):
location.shop.push_inventory(location.shop_slot, item_name, location.shop_price,
1, location.item.player if location.item.player != location.player else 0,
location.shop_price_type)
location.shop_price = location.shop.inventory[location.shop_slot]["price"] = min(location.shop_price,
get_price(multiworld, location.shop.inventory[location.shop_slot], location.player,
location.shop_price_type)[1])
for world in multiworld.get_game_worlds("A Link to the Past"):
world.pushed_shop_inventories.set()
def create_shops(multiworld, player: int):
from .Options import RandomizeShopInventories
player_shop_table = shop_table.copy()
if multiworld.include_witch_hut[player]:
player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False)
dynamic_shop_slots = total_dynamic_shop_slots + 3
else:
dynamic_shop_slots = total_dynamic_shop_slots
if multiworld.shuffle_capacity_upgrades[player]:
player_shop_table["Capacity Upgrade"] = player_shop_table["Capacity Upgrade"]._replace(locked=False)
num_slots = min(dynamic_shop_slots, multiworld.shop_item_slots[player])
single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
multiworld.random.shuffle(single_purchase_slots)
if multiworld.randomize_shop_inventories[player]:
default_shop_table = [i for l in
[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
not multiworld.retro_bow[player] or x != 'arrows'] for i in l]
new_basic_shop = multiworld.random.sample(default_shop_table, k=3)
new_dark_shop = multiworld.random.sample(default_shop_table, k=3)
for name, shop in player_shop_table.items():
typ, shop_id, keeper, custom, locked, items, sram_offset = shop
if not locked:
new_items = multiworld.random.sample(default_shop_table, k=len(items))
if multiworld.randomize_shop_inventories[player] == RandomizeShopInventories.option_randomize_by_shop_type:
if items == _basic_shop_defaults:
new_items = new_basic_shop
elif items == _dark_world_shop_defaults:
new_items = new_dark_shop
keeper = multiworld.random.choice([0xA0, 0xC1, 0xFF])
player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset)
if multiworld.mode[player] == "inverted":
# make sure that blue potion is available in inverted, special case locked = None; lock when done.
player_shop_table["Dark Lake Hylia Shop"] = \
player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
region = multiworld.get_region(region_name, player)
shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset)
# special case: allow shop slots, but do not allow overwriting of base inventory behind them
if locked is None:
shop.locked = True
region.shop = shop
multiworld.shops.append(shop)
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if not locked and (num_slots or type == ShopType.UpgradeShop):
slot_name = f"{region.name}{shop.slot_names[index]}"
loc = ALttPLocation(player, slot_name, address=shop_table_by_location[slot_name],
parent=region, hint_text="for sale")
loc.shop_price_type, loc.shop_price = get_price(multiworld, None, player)
loc.item_rule = lambda item, spot=loc: not any(i for i in price_blacklist[spot.shop_price_type] if i in item.name)
add_rule(loc, lambda state, spot=loc: shop_price_rules(state, player, spot))
loc.shop = shop
loc.shop_slot = index
if ((not (multiworld.shuffle_capacity_upgrades[player] and type == ShopType.UpgradeShop))
and not single_purchase_slots.pop()):
loc.shop_slot_disabled = True
loc.locked = True
else:
shop.region.locations.append(loc)
class ShopData(NamedTuple):
room: int
type: ShopType
shopkeeper: int
custom: bool
locked: Optional[bool]
items: List
sram_offset: int
# (type, room_id, shopkeeper, custom, locked, [items], sram_offset)
# item = (item, price, max=0, replacement=None, replacement_price=0)
_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
_inverted_hylia_shop_defaults = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
shop_table: Dict[str, ShopData] = {
'Cave Shop (Dark Death Mountain)': ShopData(0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults, 0),
'Red Shield Shop': ShopData(0x0110, ShopType.Shop, 0xC1, True, False,
[('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)], 3),
'Dark Lake Hylia Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 6),
'Dark World Lumberjack Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 9),
'Village of Outcasts Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 12),
'Dark World Potion Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 15),
'Light World Death Mountain Shop': ShopData(0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 18),
'Kakariko Shop': ShopData(0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 21),
'Cave Shop (Lake Hylia)': ShopData(0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 24),
'Potion Shop': ShopData(0x0109, ShopType.Shop, 0xA0, True, True,
[('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)], 27),
'Capacity Upgrade': ShopData(0x0115, ShopType.UpgradeShop, 0x04, True, True,
[('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)], 30)
}
total_shop_slots = len(shop_table) * 3
total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not data[4]) # data[4] -> locked
SHOP_ID_START = 0x400000
shop_table_by_location_id = dict(enumerate(
(f"{name}{UpgradeShop.slot_names[num]}" if shop_data.type == ShopType.UpgradeShop else
f"{name}{Shop.slot_names[num]}" for name, shop_data in sorted(shop_table.items(),
key=lambda item: item[1].sram_offset)
for num in range(2 if shop_data.type == ShopType.UpgradeShop else 3)), start=SHOP_ID_START))
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots)] = "Old Man Sword Cave"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 1)] = "Take-Any #1"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 2)] = "Take-Any #2"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 3)] = "Take-Any #3"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 4)] = "Take-Any #4"
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
shop_generation_types = {
'arrows': [('Single Arrow', 5), ('Arrows (10)', 50)],
'bombs': [('Single Bomb', 10), ('Bombs (3)', 30), ('Bombs (10)', 50)],
'shields': [('Red Shield', 500), ('Blue Shield', 50)],
'potions': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
'discount_potions': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
'bottle': [('Small Heart', 10), ('Apple', 50), ('Bee', 10), ('Good Bee', 100), ('Faerie', 100), ('Magic Jar', 100)],
'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
}
def set_up_shops(multiworld, player: int):
from .Options import small_key_shuffle
# TODO: move hard+ mode changes for shields here, utilizing the new shops
if multiworld.retro_bow[player]:
rss = multiworld.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 multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
replacement_items.append(['Small Key (Universal)', 100])
replacement_item = multiworld.random.choice(replacement_items)
rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
rss.locked = True
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal or multiworld.retro_bow[player]:
for shop in multiworld.random.sample([s for s in multiworld.shops if
s.custom and not s.locked and s.type == ShopType.Shop
and s.region.player == player], 5):
shop.locked = True
slots = [0, 1, 2]
multiworld.random.shuffle(slots)
slots = iter(slots)
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
if multiworld.retro_bow[player]:
shop.push_inventory(next(slots), 'Single Arrow', 80)
if multiworld.shuffle_capacity_upgrades[player]:
for shop in multiworld.shops:
if shop.type == ShopType.UpgradeShop and shop.region.player == player and \
shop.region.name == "Capacity Upgrade":
shop.clear_inventory()
if (multiworld.shuffle_shop_inventories[player] or multiworld.randomize_shop_prices[player]
or multiworld.randomize_cost_types[player]):
shops = []
total_inventory = []
for shop in multiworld.shops:
if shop.region.player == player:
if shop.type == ShopType.Shop and not shop.locked:
shops.append(shop)
total_inventory.extend(shop.inventory)
for item in total_inventory:
item["price_type"], item["price"] = get_price(multiworld, item, player)
if multiworld.shuffle_shop_inventories[player]:
multiworld.random.shuffle(total_inventory)
i = 0
for shop in shops:
slots = shop.slots
shop.inventory = total_inventory[i:i + slots]
i += slots
price_blacklist = {
ShopPriceType.Rupees: {'Rupees'},
ShopPriceType.Hearts: {'Small Heart', 'Apple'},
ShopPriceType.Magic: {'Magic Jar'},
ShopPriceType.Bombs: {'Bombs', 'Single Bomb'},
ShopPriceType.Arrows: {'Arrows', 'Single Arrow'},
ShopPriceType.HeartContainer: {},
ShopPriceType.BombUpgrade: {"Bomb Upgrade"},
ShopPriceType.ArrowUpgrade: {"Arrow Upgrade"},
ShopPriceType.Keys: {"Small Key"},
ShopPriceType.Potion: {},
}
price_chart = {
ShopPriceType.Rupees: lambda p, d: p,
# Each heart is 0x8 in memory, Max of 19 hearts on easy/normal, 9 on hard, 7 on expert
ShopPriceType.Hearts: lambda p, d: max(8, min([19, 19, 9, 7][d], p // 14) * 8),
# Each pip is 0x8 in memory, Max of 15 pips (16 total)
ShopPriceType.Magic: lambda p, d: max(8, min(15, p // 18) * 8),
ShopPriceType.Bombs: lambda p, d: max(1, min(50, p // 5)), # 50 Bombs max
ShopPriceType.Arrows: lambda p, d: max(1, min(70, p // 4)), # 70 Arrows Max
ShopPriceType.HeartContainer: lambda p, d: 0x8,
ShopPriceType.BombUpgrade: lambda p, d: 0x1,
ShopPriceType.ArrowUpgrade: lambda p, d: 0x1,
ShopPriceType.Keys: lambda p, d: max(1, min(3, (p // 90) + 1)), # Max of 3 keys for a price
ShopPriceType.Potion: lambda p, d: (p // 5) % 5,
}
price_type_display_name = {
ShopPriceType.Rupees: "Rupees",
ShopPriceType.Hearts: "Hearts",
ShopPriceType.Bombs: "Bombs",
ShopPriceType.Arrows: "Arrows",
ShopPriceType.Keys: "Keys",
ShopPriceType.Item: "Item",
ShopPriceType.Magic: "Magic"
}
# price division
price_rate_display = {
ShopPriceType.Hearts: 8,
ShopPriceType.Magic: 8,
}
def get_price_modifier(item):
if item.game == "A Link to the Past":
if any(x in item.name for x in
['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
return 0.125
elif any(x in item.name for x in
['Arrow', 'Bomb', 'Clock']) and item.name != "Bombos" and "(50)" not in item.name:
return 0.25
elif any(x in item.name for x in ['Small Key', 'Heart']):
return 0.5
else:
return 1
if item.advancement:
return 1
elif item.useful:
return 0.5
else:
return 0.25
def get_price(multiworld, item, player: int, price_type=None):
"""Converts a raw Rupee price into a special price type"""
from .Options import small_key_shuffle
if price_type:
price_types = [price_type]
else:
price_types = [ShopPriceType.Rupees] # included as a chance to not change price
if multiworld.randomize_cost_types[player]:
price_types += [
ShopPriceType.Hearts,
ShopPriceType.Bombs,
ShopPriceType.Magic,
]
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
if item and item["item"] == "Small Key (Universal)":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for repeatable keys
else:
price_types.append(ShopPriceType.Keys)
if multiworld.retro_bow[player]:
if item and item["item"] == "Single Arrow":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for arrows
else:
price_types.append(ShopPriceType.Arrows)
diff = multiworld.item_pool[player].value
if item:
# This is for a shop's regular inventory, the item is already determined, and we will decide the price here
price = item["price"]
if multiworld.randomize_shop_prices[player]:
adjust = 2 if price < 100 else 5
price = int((price / adjust) * (0.5 + multiworld.per_slot_randoms[player].random() * 1.5)) * adjust
multiworld.per_slot_randoms[player].shuffle(price_types)
for p_type in price_types:
if any(x in item['item'] for x in price_blacklist[p_type]):
continue
return p_type, price_chart[p_type](price, diff)
else:
# This is an AP location and the price will be adjusted after an item is shuffled into it
p_type = multiworld.per_slot_randoms[player].choice(price_types)
return p_type, price_chart[p_type](min(int(multiworld.per_slot_randoms[player].randint(8, 56)
* multiworld.shop_price_modifier[player] / 100) * 5, 9999), diff)
def shop_price_rules(state: CollectionState, player: int, location: ALttPLocation):
if location.shop_price_type == ShopPriceType.Hearts:
return has_hearts(state, player, (location.shop_price / 8) + 1)
elif location.shop_price_type == ShopPriceType.Bombs:
return can_use_bombs(state, player, location.shop_price)
elif location.shop_price_type == ShopPriceType.Arrows:
return can_hold_arrows(state, player, location.shop_price)
return True