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Grinch-AP/worlds/tww/randomizers/ItemPool.py

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from typing import TYPE_CHECKING
from BaseClasses import ItemClassification as IC
from Fill import FillError
from ..Items import ITEM_TABLE, item_factory
from ..Options import DungeonItem
from .Dungeons import get_dungeon_item_pool_player
if TYPE_CHECKING:
from .. import TWWWorld
VANILLA_DUNGEON_ITEM_LOCATIONS: dict[str, list[str]] = {
"DRC Small Key": [
"Dragon Roost Cavern - First Room",
"Dragon Roost Cavern - Boarded Up Chest",
"Dragon Roost Cavern - Rat Room Boarded Up Chest",
"Dragon Roost Cavern - Bird's Nest",
],
"FW Small Key": [
"Forbidden Woods - Vine Maze Right Chest"
],
"TotG Small Key": [
"Tower of the Gods - Hop Across Floating Boxes",
"Tower of the Gods - Floating Platforms Room"
],
"ET Small Key": [
"Earth Temple - Transparent Chest in First Crypt",
"Earth Temple - Casket in Second Crypt",
"Earth Temple - End of Foggy Room With Floormasters",
],
"WT Small Key": [
"Wind Temple - Spike Wall Room - First Chest",
"Wind Temple - Chest Behind Seven Armos"
],
"DRC Big Key": ["Dragon Roost Cavern - Big Key Chest"],
"FW Big Key": ["Forbidden Woods - Big Key Chest"],
"TotG Big Key": ["Tower of the Gods - Big Key Chest"],
"ET Big Key": ["Earth Temple - Big Key Chest"],
"WT Big Key": ["Wind Temple - Big Key Chest"],
"DRC Dungeon Map": ["Dragon Roost Cavern - Alcove With Water Jugs"],
"FW Dungeon Map": ["Forbidden Woods - First Room"],
"TotG Dungeon Map": ["Tower of the Gods - Chest Behind Bombable Walls"],
"FF Dungeon Map": ["Forsaken Fortress - Chest Outside Upper Jail Cell"],
"ET Dungeon Map": ["Earth Temple - Transparent Chest In Warp Pot Room"],
"WT Dungeon Map": ["Wind Temple - Chest In Many Cyclones Room"],
"DRC Compass": ["Dragon Roost Cavern - Rat Room"],
"FW Compass": ["Forbidden Woods - Vine Maze Left Chest"],
"TotG Compass": ["Tower of the Gods - Skulls Room Chest"],
"FF Compass": ["Forsaken Fortress - Chest Guarded By Bokoblin"],
"ET Compass": ["Earth Temple - Chest In Three Blocks Room"],
"WT Compass": ["Wind Temple - Chest In Middle Of Hub Room"],
}
def generate_itempool(world: "TWWWorld") -> None:
"""
Generate the item pool for the world.
:param world: The Wind Waker game world.
"""
multiworld = world.multiworld
# Get the core pool of items.
pool, precollected_items = get_pool_core(world)
# Add precollected items to the multiworld's `precollected_items` list.
for item in precollected_items:
multiworld.push_precollected(item_factory(item, world))
# Place a "Victory" item on "Defeat Ganondorf" for the spoiler log.
world.get_location("Defeat Ganondorf").place_locked_item(item_factory("Victory", world))
# Create the pool of the remaining shuffled items.
items = item_factory(pool, world)
world.random.shuffle(items)
multiworld.itempool += items
# Dungeon items should already be created, so handle those separately.
handle_dungeon_items(world)
def get_pool_core(world: "TWWWorld") -> tuple[list[str], list[str]]:
"""
Get the core pool of items and precollected items for the world.
:param world: The Wind Waker game world.
:return: A tuple of the item pool and precollected items.
"""
pool: list[str] = []
precollected_items: list[str] = []
# Split items into three different pools: progression, useful, and filler.
progression_pool: list[str] = []
useful_pool: list[str] = []
filler_pool: list[str] = []
for item, data in ITEM_TABLE.items():
if data.type == "Item":
adjusted_classification = world.item_classification_overrides.get(item)
classification = data.classification if adjusted_classification is None else adjusted_classification
if classification & IC.progression:
progression_pool.extend([item] * data.quantity)
elif classification & IC.useful:
useful_pool.extend([item] * data.quantity)
else:
filler_pool.extend([item] * data.quantity)
# If the player starts with a sword, add one to the precollected items list and remove one from the item pool.
if world.options.sword_mode == "start_with_sword":
precollected_items.append("Progressive Sword")
progression_pool.remove("Progressive Sword")
# Or, if it's swordless mode, remove all swords from the item pool.
elif world.options.sword_mode == "swordless":
useful_pool = [item for item in useful_pool if item != "Progressive Sword"]
# Assign useful and filler items to item pools in the world.
world.random.shuffle(useful_pool)
world.random.shuffle(filler_pool)
world.useful_pool = useful_pool
world.filler_pool = filler_pool
# Add filler items to place into excluded locations.
excluded_locations = world.progress_locations.intersection(world.options.exclude_locations)
pool.extend([world.get_filler_item_name() for _ in excluded_locations])
# The remaining of items left to place should be the same as the number of non-excluded locations in the world.
nonexcluded_locations = [
location
for location in world.multiworld.get_locations(world.player)
if location.name not in world.options.exclude_locations
]
num_items_left_to_place = len(nonexcluded_locations) - 1
# Account for the dungeon items that have already been created.
for dungeon in world.dungeons.values():
num_items_left_to_place -= len(dungeon.all_items)
# All progression items are added to the item pool.
if len(progression_pool) > num_items_left_to_place:
raise FillError(
"There are insufficient locations to place progression items! "
f"Trying to place {len(progression_pool)} items in only {num_items_left_to_place} locations."
)
pool.extend(progression_pool)
num_items_left_to_place -= len(progression_pool)
# Place useful items, then filler items to fill out the remaining locations.
pool.extend([world.get_filler_item_name(strict=False) for _ in range(num_items_left_to_place)])
return pool, precollected_items
def handle_dungeon_items(world: "TWWWorld") -> None:
"""
Handle the placement of dungeon items in the world.
:param world: The Wind Waker game world.
"""
player = world.player
multiworld = world.multiworld
options = world.options
dungeon_items = [
item
for item in get_dungeon_item_pool_player(world)
if item.name not in multiworld.worlds[player].dungeon_local_item_names
]
for x in range(len(dungeon_items) - 1, -1, -1):
item = dungeon_items[x]
# Consider dungeon items in non-required dungeons as filler.
if item.dungeon.name in world.boss_reqs.banned_dungeons:
item.classification = IC.filler
option: DungeonItem
if item.type == "Big Key":
option = options.randomize_bigkeys
elif item.type == "Small Key":
option = options.randomize_smallkeys
else:
option = options.randomize_mapcompass
if option == "startwith":
dungeon_items.pop(x)
multiworld.push_precollected(item)
multiworld.itempool.append(item_factory(world.get_filler_item_name(), world))
elif option == "vanilla":
for location_name in VANILLA_DUNGEON_ITEM_LOCATIONS[item.name]:
location = world.get_location(location_name)
if location.item is None:
dungeon_items.pop(x)
location.place_locked_item(item)
break
else:
raise FillError(f"Could not place dungeon item in vanilla location: {item}")
multiworld.itempool.extend([item for item in dungeon_items])