LttP: Rename Shop Slot 1, 2, 3 to Shop Slot Left, Center, Right

General: Move generic IDs from LttP to new Generic World
Generate: ensure thread errors are collected before data from their completion may be referenced in playthrough/spoiler
This commit is contained in:
Fabian Dill
2021-08-27 14:52:33 +02:00
parent e8da9924c6
commit 21255b3b46
10 changed files with 61 additions and 33 deletions

View File

@@ -22,6 +22,11 @@ class Shop():
slots: int = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
blacklist: Set[str] = set() # items that don't work, todo: actually check against this
type = ShopType.Shop
slot_names: Dict[int, str] = {
0: "Left",
1: "Center",
2: "Right"
}
def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool, sram_offset: int):
self.region = region
@@ -131,23 +136,22 @@ shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
def FillDisabledShopSlots(world):
shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
for location in shop_locations if location.shop_slot and location.shop_slot_disabled}
for location in shop_locations
if location.shop_slot is not None and location.shop_slot_disabled}
for location in shop_slots:
location.shop_slot_disabled = True
slot_num = int(location.name[-1]) - 1
shop: Shop = location.parent_region.shop
location.item = ItemFactory(shop.inventory[slot_num]['item'], location.player)
location.item = ItemFactory(shop.inventory[location.shop_slot]['item'], location.player)
location.item_rule = lambda item: item.name == location.item.name and item.player == location.player
def ShopSlotFill(world):
shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
for location in shop_locations if location.shop_slot}
for location in shop_locations if location.shop_slot is not None}
removed = set()
for location in shop_slots:
slot_num = int(location.name[-1]) - 1
shop: Shop = location.parent_region.shop
if not shop.can_push_inventory(slot_num) or location.shop_slot_disabled:
if not shop.can_push_inventory(location.shop_slot) or location.shop_slot_disabled:
location.shop_slot_disabled = True
removed.add(location)
@@ -179,7 +183,7 @@ def ShopSlotFill(world):
shops_per_sphere.append(current_shops_slots)
candidates_per_sphere.append(current_candidates)
for location in sphere:
if location.shop_slot:
if location.shop_slot is not None:
if not location.shop_slot_disabled:
current_shops_slots.append(location)
elif not location.locked and not location.item.name in blacklist_words:
@@ -229,7 +233,7 @@ def ShopSlotFill(world):
else:
price = world.random.randrange(8, 56)
shop.push_inventory(int(location.name[-1]) - 1, item_name, price * 5, 1,
shop.push_inventory(location.shop_slot, item_name, price * 5, 1,
location.item.player if location.item.player != location.player else 0)
@@ -278,10 +282,10 @@ def create_shops(world, player: int):
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if not locked and num_slots:
slot_name = "{} Slot {}".format(region.name, index + 1)
slot_name = f"{region.name} {shop.slot_names[index]}"
loc = ALttPLocation(player, slot_name, address=shop_table_by_location[slot_name],
parent=region, hint_text="for sale")
loc.shop_slot = True
loc.shop_slot = index
loc.locked = True
if single_purchase_slots.pop():
if world.goal[player] != 'icerodhunt':
@@ -337,9 +341,10 @@ total_shop_slots = len(shop_table) * 3
total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not data[4]) # data[4] -> locked
SHOP_ID_START = 0x400000
shop_table_by_location_id = {cnt: s for cnt, s in enumerate(
(f"{name} Slot {num}" for name in [key for key, value in sorted(shop_table.items(), key=lambda item: item[1].sram_offset)]
for num in range(1, 4)), start=SHOP_ID_START)}
shop_table_by_location_id = dict(enumerate(
(f"{name} {Shop.slot_names[num]}" for name, shop_data in sorted(shop_table.items(), key=lambda item: item[1].sram_offset)
for num in range(3)), start=SHOP_ID_START))
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots)] = "Old Man Sword Cave"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 1)] = "Take-Any #1"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 2)] = "Take-Any #2"