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