Archipelago/Shops.py

290 lines
13 KiB
Python

from __future__ import annotations
from enum import unique, Enum
from typing import List, Union, Optional
import logging
from BaseClasses import Location
from EntranceShuffle import door_addresses
from Items import item_name_groups, item_table
from Utils import int16_as_bytes
logger = logging.getLogger("Shops")
@unique
class ShopType(Enum):
Shop = 0
TakeAny = 1
UpgradeShop = 2
class Shop():
slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
blacklist = set() # items that don't work, todo: actually check against this
type = ShopType.Shop
def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool):
self.region = region
self.room_id = room_id
self.inventory: List[Union[None, dict]] = [None] * self.slots
self.shopkeeper_config = shopkeeper_config
self.custom = custom
self.locked = locked
@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]:
# [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['item'] == item:
return True
if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == 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['max'] != 0 and 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, create_location: bool = False,
player: int = 0):
self.inventory[slot] = {
'item': item,
'price': price,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'create_location': create_location,
'player': player
}
def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0):
if not self.inventory[slot]:
raise ValueError("Inventory can't be pushed back if it doesn't exist")
self.inventory[slot] = {
'item': item,
'price': price,
'max': max,
'replacement': self.inventory[slot]["item"],
'replacement_price': self.inventory[slot]["price"],
'create_location': self.inventory[slot]["create_location"],
'player': player
}
def can_push_inventory(self, slot: int):
return self.inventory[slot] and not self.inventory[slot]["replacement"]
class TakeAny(Shop):
type = ShopType.TakeAny
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"]
def ShopSlotFill(world):
shop_slots: List[Location] = [location for shop_locations in (shop.region.locations for shop in world.shops)
for location in shop_locations if location.shop_slot]
if shop_slots:
from Fill import swap_location_item
# TODO: allow each game to register a blacklist to be used here?
blacklist_words = {"Rupee"}
blacklist_words = {item_name for item_name in item_table if any(
blacklist_word in item_name for blacklist_word in blacklist_words)}
blacklist_words.add("Bee")
candidates: List[Location] = [location for location in world.get_locations() if
not location.locked and
not location.shop_slot and
not location.item.name in blacklist_words]
world.random.shuffle(candidates)
if not world.fulfills_accessibility():
logger.warning("World does not fulfill accessibility rules as is, "
"only using \"beatable only\" for shop logic.")
shuffle_condition = world.can_beat_game
else:
shuffle_condition = world.fulfills_accessibility
# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
# Potentially create Locations as needed and make inventory the only source, to prevent divergence
for location in shop_slots:
slot_num = int(location.name[-1]) - 1
shop: Shop = location.parent_region.shop
if shop.can_push_inventory(slot_num):
for c in candidates: # chosen item locations
if c.item_rule(location.item) and location.item_rule(c.item): # if rule is good...
swap_location_item(c, location, check_locked=False)
candidates.remove(c)
if not shuffle_condition():
swap_location_item(c, location, check_locked=False)
continue
logger.debug(f'Swapping {c} into {location}:: {location.item}')
break
else:
# This *should* never happen. But let's fail safely just in case.
logger.warning("Ran out of ShopShuffle Item candidate locations.")
shop.region.locations.remove(location)
continue
item_name = location.item.name
if any(x in item_name for x in ['Single Bomb', 'Single Arrow']):
price = world.random.randrange(1, 7)
elif any(x in item_name for x in ['Arrows', 'Bombs', 'Clock']):
price = world.random.randrange(4, 24)
elif any(x in item_name for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']):
price = world.random.randrange(10, 30)
else:
price = world.random.randrange(10, 60)
price *= 5
shop.push_inventory(slot_num, item_name, price, 1,
location.item.player if location.item.player != location.player else 0)
else:
shop.region.locations.remove(location)
# remove locations that may no longer exist from caches, by flushing them entirely
if shop_slots:
world.clear_location_cache()
world._location_cache = {}
def create_shops(world, player: int):
cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
ShopType.Shop: Shop,
ShopType.TakeAny: TakeAny}
option = world.shop_shuffle[player]
my_shop_table = dict(shop_table)
num_slots = int(world.shop_shuffle_slots[player])
my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table)*3 - 2]
world.random.shuffle(my_shop_slots)
from Items import ItemFactory
if 'g' in option or 'f' in option:
new_basic_shop = world.random.sample(shop_generation_types['default'], k=3)
new_dark_shop = world.random.sample(shop_generation_types['default'], k=3)
for name, shop in my_shop_table.items():
typ, shop_id, keeper, custom, locked, items = shop
if name == 'Capacity Upgrade':
pass
elif name == 'Potion Shop' and not "w" in option:
pass
else:
new_items = world.random.sample(shop_generation_types['default'], k=3)
if 'f' not in option:
if items == _basic_shop_defaults:
new_items = new_basic_shop
elif items == _dark_world_shop_defaults:
new_items = new_dark_shop
keeper = world.random.choice([0xA0, 0xC1, 0xFF])
my_shop_table[name] = (typ, shop_id, keeper, custom, locked, new_items)
for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in my_shop_table.items():
if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop':
locked = True
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
region = world.get_region(region_name, player)
shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked)
region.shop = shop
world.shops.append(shop)
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if region_name == 'Potion Shop' and 'w' not in option:
pass
elif region_name == 'Capacity Upgrade':
pass
else:
if my_shop_slots.pop():
additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
slot_name = "{} Slot {}".format(shop.region.name, index + 1)
loc = Location(player, slot_name, address=shop_table_by_location[slot_name],
parent=shop.region, hint_text="for sale")
loc.shop_slot = True
loc.locked = True
loc.item = ItemFactory(additional_item, player)
shop.region.locations.append(loc)
world.dynamic_locations.append(loc)
world.clear_location_cache()
# (type, room_id, shopkeeper, custom, locked, [items])
# 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)]
shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
}
SHOP_ID_START = 0x400000
shop_table_by_location_id = {SHOP_ID_START + cnt: s for cnt, s in enumerate(
[item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in
sublist])}
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3)] = "Old Man Sword Cave"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 1)] = "Take-Any #1"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 2)] = "Take-Any #2"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 3)] = "Take-Any #3"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 4)] = "Take-Any #4"
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
shop_generation_types = {
'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5), ('Single Bomb', 10)] + [('Red Shield', 500), ('Blue Shield', 50)],
'potion': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
'discount_potion': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
'bottle': [('Bee', 10)],
'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
}