diff --git a/EntranceRandomizer.py b/EntranceRandomizer.py index 48650536..26fbec33 100755 --- a/EntranceRandomizer.py +++ b/EntranceRandomizer.py @@ -326,7 +326,9 @@ def parse_arguments(argv, no_defaults=False): parser.add_argument('--beemizer', default=defval(0), type=lambda value: min(max(int(value), 0), 4)) parser.add_argument('--shop_shuffle', default='', help='''\ combine letters for options: - i: shuffle the inventories of the shops around + g: generate default inventories for light and dark world shops, and unique shops + f: generate default inventories for each shop individually + i: shuffle the default inventories of the shops around p: randomize the prices of the items in shop inventories u: shuffle capacity upgrades into the item pool ''') diff --git a/Fill.py b/Fill.py index 1212f6e0..67cfdf32 100644 --- a/Fill.py +++ b/Fill.py @@ -152,6 +152,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None fill_locations.remove(spot_to_fill) world.random.shuffle(fill_locations) + prioitempool, fill_locations = fast_fill(world, prioitempool, fill_locations) restitempool, fill_locations = fast_fill(world, restitempool, fill_locations) diff --git a/ItemPool.py b/ItemPool.py index 8267774c..c6f51d7b 100644 --- a/ItemPool.py +++ b/ItemPool.py @@ -383,7 +383,8 @@ def shuffle_shops(world, items, player: int): 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! - return int(price * (0.5 + world.random.random() * 1.5)) + 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: @@ -398,6 +399,7 @@ def shuffle_shops(world, items, player: int): if 'i' in option: world.random.shuffle(total_inventory) + i = 0 for shop in shops: slots = shop.slots @@ -468,7 +470,7 @@ def create_dynamic_shop_locations(world, player): if item is None: continue if item['create_location']: - loc = Location(player, "{} Item {}".format(shop.region.name, i+1), parent=shop.region) + loc = Location(player, "{} Slot Item {}".format(shop.region.name, i+1), parent=shop.region) shop.region.locations.append(loc) world.dynamic_locations.append(loc) diff --git a/Regions.py b/Regions.py index 11968766..97c8cf7f 100644 --- a/Regions.py +++ b/Regions.py @@ -378,6 +378,24 @@ def create_shops(world, player: int): 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 + 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 + if name == 'Capacity Upgrade': + continue + if name == 'Potion Shop': + continue + 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 @@ -402,6 +420,7 @@ def create_shops(world, player: int): 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)] @@ -420,6 +439,14 @@ shop_table = { 'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)]) } +shop_generation_types = { + 'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5)] + [('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)], +} + old_location_address_to_new_location_address = { 0x2eb18: 0x18001b, # Bottle Merchant 0x33d68: 0x18001a, # Purple Chest diff --git a/WebHostLib/static/static/playerSettings.json b/WebHostLib/static/static/playerSettings.json index 48a47264..fa1a4c9f 100644 --- a/WebHostLib/static/static/playerSettings.json +++ b/WebHostLib/static/static/playerSettings.json @@ -1092,6 +1092,18 @@ "description": "Shop contents are left unchanged.", "defaultValue": 50 }, + "g": { + "keyString": "shop_shuffle.g", + "friendlyName": "Inventory Generate", + "description": "Generates new default base inventories of overworld and underworld shops.", + "defaultValue": 0 + }, + "f": { + "keyString": "shop_shuffle.f", + "friendlyName": "Full Inventory Generate", + "description": "Generates new base inventories of each individual shop.", + "defaultValue": 0 + }, "i": { "keyString": "shop_shuffle.i", "friendlyName": "Inventory Shuffle", diff --git a/playerSettings.yaml b/playerSettings.yaml index 1ee5abcd..bdc6d6f2 100644 --- a/playerSettings.yaml +++ b/playerSettings.yaml @@ -222,10 +222,13 @@ potion_shop_shuffle: # influence of potion shop by shop shuffle a: 0 # generate/shuffle in any items shop_shuffle: none: 50 + g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops + f: 0 # Generate new default inventories for every shop independently i: 0 # Shuffle default inventories of the shops around p: 0 # Randomize the prices of the items in shop inventories u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld) ip: 0 # Shuffle inventories and randomize prices + fpu: 0 # Generate new inventories, randomize prices and shuffle capacity upgrades into item pool uip: 0 # Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool # You can add more combos shuffle_prizes: # aka drops