Archipelago/worlds/minecraft/ItemPool.py

53 lines
1.7 KiB
Python

from math import ceil
from typing import List
from BaseClasses import MultiWorld, Item
from worlds.AutoWorld import World
from . import Constants
def get_junk_item_names(rand, k: int) -> str:
junk_weights = Constants.item_info["junk_weights"]
junk = rand.choices(
list(junk_weights.keys()),
weights=list(junk_weights.values()),
k=k)
return junk
def build_item_pool(mc_world: World) -> List[Item]:
multiworld = mc_world.multiworld
player = mc_world.player
itempool = []
total_location_count = len(multiworld.get_unfilled_locations(player))
required_pool = Constants.item_info["required_pool"]
junk_weights = Constants.item_info["junk_weights"]
# Add required progression items
for item_name, num in required_pool.items():
itempool += [mc_world.create_item(item_name) for _ in range(num)]
# Add structure compasses
if multiworld.structure_compasses[player]:
compasses = [name for name in mc_world.item_name_to_id if "Structure Compass" in name]
for item_name in compasses:
itempool.append(mc_world.create_item(item_name))
# Dragon egg shards
if multiworld.egg_shards_required[player] > 0:
num = multiworld.egg_shards_available[player]
itempool += [mc_world.create_item("Dragon Egg Shard") for _ in range(num)]
# Bee traps
bee_trap_percentage = multiworld.bee_traps[player] * 0.01
if bee_trap_percentage > 0:
bee_trap_qty = ceil(bee_trap_percentage * (total_location_count - len(itempool)))
itempool += [mc_world.create_item("Bee Trap") for _ in range(bee_trap_qty)]
# Fill remaining itempool with randomly generated junk
junk = get_junk_item_names(multiworld.random, total_location_count - len(itempool))
itempool += [mc_world.create_item(name) for name in junk]
return itempool