303 lines
12 KiB
Python
303 lines
12 KiB
Python
from BaseClasses import Item, ItemClassification
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from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem
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from .Locations import get_total_locations
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from .Rules import get_difficulty
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from .Options import get_total_time_pieces, CTRLogic
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from typing import List, Dict, TYPE_CHECKING
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if TYPE_CHECKING:
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from . import HatInTimeWorld
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def create_itempool(world: "HatInTimeWorld") -> List[Item]:
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itempool: List[Item] = []
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if world.has_yarn():
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yarn_pool: List[Item] = create_multiple_items(world, "Yarn",
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world.options.YarnAvailable.value,
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ItemClassification.progression_skip_balancing)
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for i in range(int(len(yarn_pool) * (0.01 * world.options.YarnBalancePercent))):
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yarn_pool[i].classification = ItemClassification.progression
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itempool += yarn_pool
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for name in item_table.keys():
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if name == "Yarn":
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continue
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if not item_dlc_enabled(world, name):
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continue
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if not world.options.HatItems and name in hat_type_to_item.values():
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continue
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item_type: ItemClassification = item_table.get(name).classification
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if world.is_dw_only():
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if item_type is ItemClassification.progression \
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or item_type is ItemClassification.progression_skip_balancing:
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continue
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else:
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if name == "Scooter Badge":
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if world.options.CTRLogic is CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
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item_type = ItemClassification.progression
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elif name == "No Bonk Badge" and world.is_dw():
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item_type = ItemClassification.progression
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# some death wish bonuses require one hit hero + hookshot
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if world.is_dw() and name == "Badge Pin" and not world.is_dw_only():
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item_type = ItemClassification.progression
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if item_type is ItemClassification.filler or item_type is ItemClassification.trap:
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continue
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if name in act_contracts.keys() and not world.options.ShuffleActContracts:
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continue
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if name in alps_hooks.keys() and not world.options.ShuffleAlpineZiplines:
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continue
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if name == "Progressive Painting Unlock" and not world.options.ShuffleSubconPaintings:
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continue
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if world.options.StartWithCompassBadge and name == "Compass Badge":
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continue
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if name == "Time Piece":
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tp_list: List[Item] = create_multiple_items(world, name, get_total_time_pieces(world), item_type)
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for i in range(int(len(tp_list) * (0.01 * world.options.TimePieceBalancePercent))):
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tp_list[i].classification = ItemClassification.progression
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itempool += tp_list
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continue
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itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type)
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itempool += create_junk_items(world, get_total_locations(world) - len(itempool))
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return itempool
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def calculate_yarn_costs(world: "HatInTimeWorld"):
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min_yarn_cost = int(min(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
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max_yarn_cost = int(max(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
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max_cost = 0
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for i in range(5):
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hat: HatType = HatType(i)
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if not world.is_hat_precollected(hat):
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cost: int = world.random.randint(min_yarn_cost, max_yarn_cost)
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world.hat_yarn_costs[hat] = cost
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max_cost += cost
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else:
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world.hat_yarn_costs[hat] = 0
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available_yarn: int = world.options.YarnAvailable.value
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if max_cost > available_yarn:
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world.options.YarnAvailable.value = max_cost
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available_yarn = max_cost
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extra_yarn = max_cost + world.options.MinExtraYarn - available_yarn
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if extra_yarn > 0:
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world.options.YarnAvailable.value += extra_yarn
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def item_dlc_enabled(world: "HatInTimeWorld", name: str) -> bool:
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data = item_table[name]
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if data.dlc_flags == HatDLC.none:
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return True
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elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1():
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return True
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elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2():
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return True
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elif data.dlc_flags == HatDLC.death_wish and world.is_dw():
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return True
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return False
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def create_item(world: "HatInTimeWorld", name: str) -> Item:
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data = item_table[name]
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return HatInTimeItem(name, data.classification, data.code, world.player)
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def create_multiple_items(world: "HatInTimeWorld", name: str, count: int = 1,
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item_type: ItemClassification = ItemClassification.progression) -> List[Item]:
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data = item_table[name]
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itemlist: List[Item] = []
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for i in range(count):
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itemlist += [HatInTimeItem(name, item_type, data.code, world.player)]
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return itemlist
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def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]:
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trap_chance = world.options.TrapChance.value
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junk_pool: List[Item] = []
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junk_list: Dict[str, int] = {}
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trap_list: Dict[str, int] = {}
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ic: ItemClassification
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for name in item_table.keys():
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ic = item_table[name].classification
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if ic == ItemClassification.filler:
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if world.is_dw_only() and "Pons" in name:
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continue
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junk_list[name] = junk_weights.get(name)
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elif trap_chance > 0 and ic == ItemClassification.trap:
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if name == "Baby Trap":
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trap_list[name] = world.options.BabyTrapWeight.value
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elif name == "Laser Trap":
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trap_list[name] = world.options.LaserTrapWeight.value
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elif name == "Parade Trap":
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trap_list[name] = world.options.ParadeTrapWeight.value
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for i in range(count):
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if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance:
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junk_pool.append(world.create_item(
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world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0]))
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else:
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junk_pool.append(world.create_item(
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world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0]))
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return junk_pool
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def get_shop_trap_name(world: "HatInTimeWorld") -> str:
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rand = world.random.randint(1, 9)
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name = ""
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if rand == 1:
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name = "Time Plece"
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elif rand == 2:
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name = "Time Piece (Trust me bro)"
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elif rand == 3:
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name = "TimePiece"
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elif rand == 4:
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name = "Time Piece?"
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elif rand == 5:
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name = "Time Pizza"
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elif rand == 6:
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name = "Time piece"
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elif rand == 7:
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name = "TIme Piece"
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elif rand == 8:
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name = "Time Piece (maybe)"
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elif rand == 9:
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name = "Time Piece ;)"
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return name
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ahit_items = {
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"Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing),
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"Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing),
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# for HatItems option
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"Sprint Hat": ItemData(2000300049, ItemClassification.progression),
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"Brewing Hat": ItemData(2000300050, ItemClassification.progression),
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"Ice Hat": ItemData(2000300051, ItemClassification.progression),
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"Dweller Mask": ItemData(2000300052, ItemClassification.progression),
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"Time Stop Hat": ItemData(2000300053, ItemClassification.progression),
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# Badges
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"Projectile Badge": ItemData(2000300024, ItemClassification.useful),
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"Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
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"Hover Badge": ItemData(2000300026, ItemClassification.useful),
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"Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
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"Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
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"No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
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"Compass Badge": ItemData(2000300030, ItemClassification.useful),
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"Scooter Badge": ItemData(2000300031, ItemClassification.useful),
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"One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
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"Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
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# Relics
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"Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression),
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"Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression),
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"Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression),
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"Relic (Train)": ItemData(2000300009, ItemClassification.progression),
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"Relic (UFO)": ItemData(2000300010, ItemClassification.progression),
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"Relic (Cow)": ItemData(2000300011, ItemClassification.progression),
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"Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression),
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"Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression),
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"Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression),
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"Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression),
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"Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression),
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"Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression),
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# DLC
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"Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
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"Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
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# Garbage items
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"25 Pons": ItemData(2000300034, ItemClassification.filler),
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"50 Pons": ItemData(2000300035, ItemClassification.filler),
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"100 Pons": ItemData(2000300036, ItemClassification.filler),
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"Health Pon": ItemData(2000300037, ItemClassification.filler),
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"Random Cosmetic": ItemData(2000300044, ItemClassification.filler),
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# Traps
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"Baby Trap": ItemData(2000300039, ItemClassification.trap),
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"Laser Trap": ItemData(2000300040, ItemClassification.trap),
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"Parade Trap": ItemData(2000300041, ItemClassification.trap),
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# Other
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"Badge Pin": ItemData(2000300043, ItemClassification.useful),
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"Umbrella": ItemData(2000300033, ItemClassification.progression),
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"Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
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# DLC
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"Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2),
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"Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2),
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"Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2),
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"Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2),
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}
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act_contracts = {
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"Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression),
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"Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression),
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"Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression),
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"Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression),
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}
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alps_hooks = {
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"Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression),
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"Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression),
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"Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression),
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"Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression),
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}
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relic_groups = {
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"Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"},
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"Train": {"Relic (Mountain Set)", "Relic (Train)"},
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"UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"},
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"Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"},
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"Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"},
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"Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"},
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}
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item_frequencies = {
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"Badge Pin": 2,
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"Progressive Painting Unlock": 3,
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}
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junk_weights = {
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"25 Pons": 50,
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"50 Pons": 25,
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"100 Pons": 10,
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"Health Pon": 35,
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"Random Cosmetic": 35,
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}
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item_table = {
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**ahit_items,
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**act_contracts,
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**alps_hooks,
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}
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