625 lines
27 KiB
Python
625 lines
27 KiB
Python
from __future__ import annotations
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from enum import unique, IntEnum
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from typing import List, Optional, Set, NamedTuple, Dict
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import logging
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from Utils import int16_as_bytes
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from .SubClasses import ALttPLocation
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from .EntranceShuffle import door_addresses
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from .Items import item_name_groups, item_table, ItemFactory, trap_replaceable, GetBeemizerItem
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from .Options import smallkey_shuffle
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logger = logging.getLogger("Shops")
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@unique
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class ShopType(IntEnum):
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Shop = 0
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TakeAny = 1
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UpgradeShop = 2
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@unique
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class ShopPriceType(IntEnum):
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Rupees = 0
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Hearts = 1
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Magic = 2
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Bombs = 3
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Arrows = 4
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HeartContainer = 5
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BombUpgrade = 6
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ArrowUpgrade = 7
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Keys = 8
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Potion = 9
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Item = 10
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class Shop():
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slots: int = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
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blacklist: Set[str] = set() # items that don't work, todo: actually check against this
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type = ShopType.Shop
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slot_names: Dict[int, str] = {
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0: " Left",
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1: " Center",
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2: " Right"
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}
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def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool, sram_offset: int):
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self.region = region
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self.room_id = room_id
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self.inventory: List[Optional[dict]] = [None] * self.slots
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self.shopkeeper_config = shopkeeper_config
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self.custom = custom
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self.locked = locked
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self.sram_offset = sram_offset
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@property
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def item_count(self) -> int:
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for x in range(self.slots - 1, -1, -1): # last x is 0
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if self.inventory[x]:
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return x + 1
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return 0
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def get_bytes(self) -> List[int]:
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# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
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entrances = self.region.entrances
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config = self.item_count
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if len(entrances) == 1 and entrances[0].name in door_addresses:
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door_id = door_addresses[entrances[0].name][0] + 1
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else:
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door_id = 0
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config |= 0x40 # ignore door id
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if self.type == ShopType.TakeAny:
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config |= 0x80
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elif self.type == ShopType.UpgradeShop:
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config |= 0x10 # Alt. VRAM
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return [0x00] + int16_as_bytes(self.room_id) + [door_id, 0x00, config, self.shopkeeper_config, 0x00]
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def has_unlimited(self, item: str) -> bool:
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for inv in self.inventory:
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if inv is None:
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continue
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if inv['max']:
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if inv['replacement'] == item:
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return True
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elif inv['item'] == item:
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return True
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return False
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def has(self, item: str) -> bool:
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for inv in self.inventory:
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if inv is None:
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continue
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if inv['item'] == item:
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return True
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if inv['replacement'] == item:
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return True
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return False
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def clear_inventory(self):
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self.inventory = [None] * self.slots
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def add_inventory(self, slot: int, item: str, price: int, max: int = 0,
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replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False,
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player: int = 0, price_type: int = ShopPriceType.Rupees,
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replacement_price_type: int = ShopPriceType.Rupees):
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self.inventory[slot] = {
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'item': item,
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'price': price,
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'price_type': price_type,
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'max': max,
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'replacement': replacement,
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'replacement_price': replacement_price,
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'replacement_price_type': replacement_price_type,
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'create_location': create_location,
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'player': player
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}
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def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0,
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price_type: int = ShopPriceType.Rupees):
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if not self.inventory[slot]:
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raise ValueError("Inventory can't be pushed back if it doesn't exist")
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if not self.can_push_inventory(slot):
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logging.warning(f'Warning, there is already an item pushed into this slot.')
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self.inventory[slot] = {
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'item': item,
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'price': price,
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'price_type': price_type,
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'max': max,
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'replacement': self.inventory[slot]["item"],
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'replacement_price': self.inventory[slot]["price"],
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'replacement_price_type': self.inventory[slot]["price_type"],
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'create_location': self.inventory[slot]["create_location"],
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'player': player
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}
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def can_push_inventory(self, slot: int):
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return self.inventory[slot] and not self.inventory[slot]["replacement"]
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class TakeAny(Shop):
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type = ShopType.TakeAny
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slot_names: Dict[int, str] = {
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0: "",
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1: "",
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2: ""
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}
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class UpgradeShop(Shop):
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type = ShopType.UpgradeShop
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# Potions break due to VRAM flags set in UpgradeShop.
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# Didn't check for more things breaking as not much else can be shuffled here currently
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blacklist = item_name_groups["Potions"]
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shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
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ShopType.Shop: Shop,
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ShopType.TakeAny: TakeAny}
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def FillDisabledShopSlots(world):
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shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
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for location in shop_locations
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if location.shop_slot is not None and location.shop_slot_disabled}
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for location in shop_slots:
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location.shop_slot_disabled = True
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shop: Shop = location.parent_region.shop
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location.item = ItemFactory(shop.inventory[location.shop_slot]['item'], location.player)
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location.item_rule = lambda item: item.name == location.item.name and item.player == location.player
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location.locked = True
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def ShopSlotFill(multiworld):
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shop_slots: Set[ALttPLocation] = {location for shop_locations in
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(shop.region.locations for shop in multiworld.shops if shop.type != ShopType.TakeAny)
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for location in shop_locations if location.shop_slot is not None}
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removed = set()
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for location in shop_slots:
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shop: Shop = location.parent_region.shop
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if not shop.can_push_inventory(location.shop_slot) or location.shop_slot_disabled:
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location.shop_slot_disabled = True
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removed.add(location)
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if removed:
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shop_slots -= removed
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if shop_slots:
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logger.info("Filling LttP Shop Slots")
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del shop_slots
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from Fill import swap_location_item
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# TODO: allow each game to register a blacklist to be used here?
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blacklist_words = {"Rupee"}
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blacklist_words = {item_name for item_name in item_table if any(
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blacklist_word in item_name for blacklist_word in blacklist_words)}
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blacklist_words.add("Bee")
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locations_per_sphere = [sorted(sphere, key=lambda location: (location.name, location.player))
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for sphere in multiworld.get_spheres()]
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# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
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# Potentially create Locations as needed and make inventory the only source, to prevent divergence
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cumu_weights = []
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shops_per_sphere = []
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candidates_per_sphere = []
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# sort spheres into piles of valid candidates and shops
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for sphere in locations_per_sphere:
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current_shops_slots = []
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current_candidates = []
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shops_per_sphere.append(current_shops_slots)
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candidates_per_sphere.append(current_candidates)
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for location in sphere:
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if isinstance(location, ALttPLocation) and location.shop_slot is not None:
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if not location.shop_slot_disabled:
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current_shops_slots.append(location)
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elif not location.locked and location.item.name not in blacklist_words:
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current_candidates.append(location)
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if cumu_weights:
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x = cumu_weights[-1]
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else:
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x = 0
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cumu_weights.append(len(current_candidates) + x)
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multiworld.random.shuffle(current_candidates)
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del locations_per_sphere
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for i, current_shop_slots in enumerate(shops_per_sphere):
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if current_shop_slots:
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# getting all candidates and shuffling them feels cpu expensive, there may be a better method
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candidates = [(location, i) for i, candidates in enumerate(candidates_per_sphere[i:], start=i)
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for location in candidates]
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multiworld.random.shuffle(candidates)
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for location in current_shop_slots:
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shop: Shop = location.parent_region.shop
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for index, (c, swapping_sphere_id) in enumerate(candidates): # chosen item locations
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if c.item_rule(location.item) and location.item_rule(c.item):
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swap_location_item(c, location, check_locked=False)
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logger.debug(f"Swapping {c} into {location}:: {location.item}")
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# remove candidate
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candidates_per_sphere[swapping_sphere_id].remove(c)
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candidates.pop(index)
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break
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else:
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# This *should* never happen. But let's fail safely just in case.
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logger.warning("Ran out of ShopShuffle Item candidate locations.")
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location.shop_slot_disabled = True
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continue
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item_name = location.item.name
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if location.item.game != "A Link to the Past":
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if location.item.advancement:
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price = multiworld.random.randrange(8, 56)
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elif location.item.useful:
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price = multiworld.random.randrange(4, 28)
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else:
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price = multiworld.random.randrange(2, 14)
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elif any(x in item_name for x in
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['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
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price = multiworld.random.randrange(1, 7)
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elif any(x in item_name for x in ['Arrow', 'Bomb', 'Clock']):
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price = multiworld.random.randrange(2, 14)
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elif any(x in item_name for x in ['Small Key', 'Heart']):
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price = multiworld.random.randrange(4, 28)
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else:
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price = multiworld.random.randrange(8, 56)
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shop.push_inventory(location.shop_slot, item_name,
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min(int(price * multiworld.shop_price_modifier[location.player] / 100) * 5, 9999), 1,
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location.item.player if location.item.player != location.player else 0)
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if 'P' in multiworld.shop_shuffle[location.player]:
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price_to_funny_price(multiworld, shop.inventory[location.shop_slot], location.player)
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FillDisabledShopSlots(multiworld)
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def create_shops(world, player: int):
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option = world.shop_shuffle[player]
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player_shop_table = shop_table.copy()
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if "w" in option:
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player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False)
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dynamic_shop_slots = total_dynamic_shop_slots + 3
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else:
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dynamic_shop_slots = total_dynamic_shop_slots
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num_slots = min(dynamic_shop_slots, world.shop_item_slots[player])
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single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
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world.random.shuffle(single_purchase_slots)
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if 'g' in option or 'f' in option:
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default_shop_table = [i for l in
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[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
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not world.retro_bow[player] or x != 'arrows'] for i in l]
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new_basic_shop = world.random.sample(default_shop_table, k=3)
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new_dark_shop = world.random.sample(default_shop_table, k=3)
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for name, shop in player_shop_table.items():
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typ, shop_id, keeper, custom, locked, items, sram_offset = shop
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if not locked:
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new_items = world.random.sample(default_shop_table, k=3)
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if 'f' not in option:
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if items == _basic_shop_defaults:
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new_items = new_basic_shop
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elif items == _dark_world_shop_defaults:
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new_items = new_dark_shop
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keeper = world.random.choice([0xA0, 0xC1, 0xFF])
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player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset)
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if world.mode[player] == "inverted":
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# make sure that blue potion is available in inverted, special case locked = None; lock when done.
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player_shop_table["Dark Lake Hylia Shop"] = \
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player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
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chance_100 = int(world.retro_bow[player]) * 0.25 + int(
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world.smallkey_shuffle[player] == smallkey_shuffle.option_universal) * 0.5
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for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
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region = world.get_region(region_name, player)
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shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset)
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# special case: allow shop slots, but do not allow overwriting of base inventory behind them
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if locked is None:
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shop.locked = True
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region.shop = shop
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world.shops.append(shop)
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for index, item in enumerate(inventory):
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shop.add_inventory(index, *item)
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if not locked and num_slots:
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slot_name = f"{region.name}{shop.slot_names[index]}"
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loc = ALttPLocation(player, slot_name, address=shop_table_by_location[slot_name],
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parent=region, hint_text="for sale")
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loc.shop_slot = index
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loc.locked = True
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if single_purchase_slots.pop():
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if world.goal[player] != 'icerodhunt':
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if world.random.random() < chance_100:
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additional_item = 'Rupees (100)'
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else:
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additional_item = 'Rupees (50)'
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else:
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additional_item = GetBeemizerItem(world, player, 'Nothing')
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loc.item = ItemFactory(additional_item, player)
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else:
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loc.item = ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player)
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loc.shop_slot_disabled = True
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shop.region.locations.append(loc)
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world.clear_location_cache()
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class ShopData(NamedTuple):
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room: int
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type: ShopType
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shopkeeper: int
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custom: bool
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locked: Optional[bool]
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items: List
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sram_offset: int
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# (type, room_id, shopkeeper, custom, locked, [items], sram_offset)
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# item = (item, price, max=0, replacement=None, replacement_price=0)
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_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
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_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
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_inverted_hylia_shop_defaults = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
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shop_table: Dict[str, ShopData] = {
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'Cave Shop (Dark Death Mountain)': ShopData(0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults, 0),
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'Red Shield Shop': ShopData(0x0110, ShopType.Shop, 0xC1, True, False,
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[('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)], 3),
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'Dark Lake Hylia Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 6),
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'Dark World Lumberjack Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 9),
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'Village of Outcasts Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 12),
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'Dark World Potion Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 15),
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'Light World Death Mountain Shop': ShopData(0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 18),
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'Kakariko Shop': ShopData(0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 21),
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'Cave Shop (Lake Hylia)': ShopData(0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 24),
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'Potion Shop': ShopData(0x0109, ShopType.Shop, 0xA0, True, True,
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[('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)], 27),
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'Capacity Upgrade': ShopData(0x0115, ShopType.UpgradeShop, 0x04, True, True,
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[('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)], 30)
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}
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total_shop_slots = len(shop_table) * 3
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total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not data[4]) # data[4] -> locked
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SHOP_ID_START = 0x400000
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shop_table_by_location_id = dict(enumerate(
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(f"{name}{Shop.slot_names[num]}" for name, shop_data in
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sorted(shop_table.items(), key=lambda item: item[1].sram_offset)
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for num in range(3)), start=SHOP_ID_START))
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots)] = "Old Man Sword Cave"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 1)] = "Take-Any #1"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 2)] = "Take-Any #2"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 3)] = "Take-Any #3"
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shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 4)] = "Take-Any #4"
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shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
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shop_generation_types = {
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'arrows': [('Single Arrow', 5), ('Arrows (10)', 50)],
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'bombs': [('Single Bomb', 10), ('Bombs (3)', 30), ('Bombs (10)', 50)],
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'shields': [('Red Shield', 500), ('Blue Shield', 50)],
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'potions': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
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'discount_potions': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
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'bottle': [('Small Heart', 10), ('Apple', 50), ('Bee', 10), ('Good Bee', 100), ('Faerie', 100), ('Magic Jar', 100)],
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'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
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}
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def set_up_shops(world, player: int):
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# TODO: move hard+ mode changes for shields here, utilizing the new shops
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if world.retro_bow[player]:
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rss = world.get_region('Red Shield Shop', player).shop
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replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
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['Blue Shield', 50], ['Small Heart',
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10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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replacement_items.append(['Small Key (Universal)', 100])
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replacement_item = world.random.choice(replacement_items)
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|
rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
|
|
rss.locked = True
|
|
|
|
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal or world.retro_bow[player]:
|
|
for shop in world.random.sample([s for s in world.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]
|
|
world.random.shuffle(slots)
|
|
slots = iter(slots)
|
|
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
|
shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
|
|
if world.retro_bow[player]:
|
|
shop.push_inventory(next(slots), 'Single Arrow', 80)
|
|
|
|
|
|
def shuffle_shops(world, items, player: int):
|
|
option = world.shop_shuffle[player]
|
|
if 'u' in option:
|
|
progressive = world.progressive[player]
|
|
progressive = world.random.choice([True, False]) if progressive == 'grouped_random' else progressive == 'on'
|
|
progressive &= world.goal == 'icerodhunt'
|
|
new_items = ["Bomb Upgrade (+5)"] * 6
|
|
new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
|
|
|
|
if not world.retro_bow[player]:
|
|
new_items += ["Arrow Upgrade (+5)"] * 6
|
|
new_items.append("Arrow Upgrade (+5)" if progressive else "Arrow Upgrade (+10)")
|
|
|
|
world.random.shuffle(new_items) # Decide what gets tossed randomly if it can't insert everything.
|
|
|
|
capacityshop: Optional[Shop] = None
|
|
for shop in world.shops:
|
|
if shop.type == ShopType.UpgradeShop and shop.region.player == player and \
|
|
shop.region.name == "Capacity Upgrade":
|
|
shop.clear_inventory()
|
|
capacityshop = shop
|
|
|
|
if world.goal[player] != 'icerodhunt':
|
|
for i, item in enumerate(items):
|
|
if item.name in trap_replaceable:
|
|
items[i] = ItemFactory(new_items.pop(), player)
|
|
if not new_items:
|
|
break
|
|
else:
|
|
logging.warning(
|
|
f"Not all upgrades put into Player{player}' item pool. Putting remaining items in Capacity Upgrade shop instead.")
|
|
bombupgrades = sum(1 for item in new_items if 'Bomb Upgrade' in item)
|
|
arrowupgrades = sum(1 for item in new_items if 'Arrow Upgrade' in item)
|
|
slots = iter(range(2))
|
|
if bombupgrades:
|
|
capacityshop.add_inventory(next(slots), 'Bomb Upgrade (+5)', 100, bombupgrades)
|
|
if arrowupgrades:
|
|
capacityshop.add_inventory(next(slots), 'Arrow Upgrade (+5)', 100, arrowupgrades)
|
|
else:
|
|
for item in new_items:
|
|
world.push_precollected(ItemFactory(item, player))
|
|
|
|
if any(setting in option for setting in 'ipP'):
|
|
shops = []
|
|
upgrade_shops = []
|
|
total_inventory = []
|
|
for shop in world.shops:
|
|
if shop.region.player == player:
|
|
if shop.type == ShopType.UpgradeShop:
|
|
upgrade_shops.append(shop)
|
|
elif shop.type == ShopType.Shop and not shop.locked:
|
|
shops.append(shop)
|
|
total_inventory.extend(shop.inventory)
|
|
|
|
if 'p' in option:
|
|
def price_adjust(price: int) -> int:
|
|
# it is important that a base price of 0 always returns 0 as new price!
|
|
adjust = 2 if price < 100 else 5
|
|
return int((price / adjust) * (0.5 + world.random.random() * 1.5)) * adjust
|
|
|
|
def adjust_item(item):
|
|
if item:
|
|
item["price"] = price_adjust(item["price"])
|
|
item['replacement_price'] = price_adjust(item["price"])
|
|
|
|
for item in total_inventory:
|
|
adjust_item(item)
|
|
for shop in upgrade_shops:
|
|
for item in shop.inventory:
|
|
adjust_item(item)
|
|
|
|
if 'P' in option:
|
|
for item in total_inventory:
|
|
price_to_funny_price(world, item, player)
|
|
# Don't apply to upgrade shops
|
|
# Upgrade shop is only one place, and will generally be too easy to
|
|
# replenish hearts and bombs
|
|
|
|
if 'i' in option:
|
|
world.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: p,
|
|
ShopPriceType.Hearts: lambda p: min(5, p // 5) * 8, # Each heart is 0x8 in memory, Max of 5 hearts (20 total??)
|
|
ShopPriceType.Magic: lambda p: min(15, p // 5) * 8, # Each pip is 0x8 in memory, Max of 15 pips (16 total...)
|
|
ShopPriceType.Bombs: lambda p: max(1, min(10, p // 5)), # 10 Bombs max
|
|
ShopPriceType.Arrows: lambda p: max(1, min(30, p // 5)), # 30 Arrows Max
|
|
ShopPriceType.HeartContainer: lambda p: 0x8,
|
|
ShopPriceType.BombUpgrade: lambda p: 0x1,
|
|
ShopPriceType.ArrowUpgrade: lambda p: 0x1,
|
|
ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1), # Max of 3 keys for a price
|
|
ShopPriceType.Potion: lambda p: (p // 5) % 5,
|
|
}
|
|
|
|
price_type_display_name = {
|
|
ShopPriceType.Rupees: "Rupees",
|
|
ShopPriceType.Hearts: "Hearts",
|
|
ShopPriceType.Bombs: "Bombs",
|
|
ShopPriceType.Arrows: "Arrows",
|
|
ShopPriceType.Keys: "Keys",
|
|
}
|
|
|
|
# price division
|
|
price_rate_display = {
|
|
ShopPriceType.Hearts: 8,
|
|
ShopPriceType.Magic: 8,
|
|
}
|
|
|
|
# prices with no? logic requirements
|
|
simple_price_types = [
|
|
ShopPriceType.Rupees,
|
|
ShopPriceType.Hearts,
|
|
ShopPriceType.Bombs,
|
|
ShopPriceType.Arrows,
|
|
ShopPriceType.Keys
|
|
]
|
|
|
|
|
|
def price_to_funny_price(world, item: dict, player: int):
|
|
"""
|
|
Converts a raw Rupee price into a special price type
|
|
"""
|
|
if item:
|
|
price_types = [
|
|
ShopPriceType.Rupees, # included as a chance to not change price type
|
|
ShopPriceType.Hearts,
|
|
ShopPriceType.Bombs,
|
|
]
|
|
# don't pay in universal keys to get access to universal keys
|
|
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal \
|
|
and not "Small Key (Universal)" == item['replacement']:
|
|
price_types.append(ShopPriceType.Keys)
|
|
if not world.retro_bow[player]:
|
|
price_types.append(ShopPriceType.Arrows)
|
|
world.random.shuffle(price_types)
|
|
for p_type in price_types:
|
|
# Ignore rupee prices
|
|
if p_type == ShopPriceType.Rupees:
|
|
return
|
|
if any(x in item['item'] for x in price_blacklist[p_type]):
|
|
continue
|
|
else:
|
|
item['price'] = min(price_chart[p_type](item['price']), 255)
|
|
item['price_type'] = p_type
|
|
break
|
|
|
|
|
|
def create_dynamic_shop_locations(world, player):
|
|
for shop in world.shops:
|
|
if shop.region.player == player:
|
|
for i, item in enumerate(shop.inventory):
|
|
if item is None:
|
|
continue
|
|
if item['create_location']:
|
|
slot_name = f"{shop.region.name}{shop.slot_names[i]}"
|
|
loc = ALttPLocation(player, slot_name,
|
|
address=shop_table_by_location[slot_name], parent=shop.region)
|
|
loc.place_locked_item(ItemFactory(item['item'], player))
|
|
if shop.type == ShopType.TakeAny:
|
|
loc.shop_slot_disabled = True
|
|
shop.region.locations.append(loc)
|
|
world.clear_location_cache()
|
|
|
|
loc.shop_slot = i
|