LttP: Bombless Start and Options/Shops overhaul (#2357)

## What is this fixing or adding?
Adds Bombless Start option, along with proper bomb logic. This involves updating `can_kill_most_things` to include checking how many bombs can be held. Many places where the ability to kill enemies was assumed, now have logic. This fixes some possible existing logic issues, for example: Mini Moldorm cave checks currently are always in logic despite the fact that on expert enemy health it would require 12 bombs to kill each mini moldorm.

Overhauls options, pulling them out of core and in particular making large changes to how the shop options work.


Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Bondo <38083232+BadmoonzZ@users.noreply.github.com>
Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
This commit is contained in:
Alchav
2024-02-19 19:07:49 -05:00
committed by GitHub
parent 933e5bacff
commit 7a86285807
60 changed files with 1926 additions and 2026 deletions

View File

@@ -5,12 +5,12 @@ from BaseClasses import ItemClassification
from Fill import FillError
from .SubClasses import ALttPLocation, LTTPRegion, LTTPRegionType
from .Shops import TakeAny, total_shop_slots, set_up_shops, shuffle_shops, create_dynamic_shop_locations
from .Shops import TakeAny, total_shop_slots, set_up_shops, shop_table_by_location, ShopType
from .Bosses import place_bosses
from .Dungeons import get_dungeon_item_pool_player
from .EntranceShuffle import connect_entrance
from .Items import ItemFactory, GetBeemizerItem
from .Options import smallkey_shuffle, compass_shuffle, bigkey_shuffle, map_shuffle, LTTPBosses
from .Items import ItemFactory, GetBeemizerItem, trap_replaceable, item_name_groups
from .Options import small_key_shuffle, compass_shuffle, big_key_shuffle, map_shuffle, TriforcePiecesMode
from .StateHelpers import has_triforce_pieces, has_melee_weapon
from .Regions import key_drop_data
@@ -189,104 +189,62 @@ difficulties = {
),
}
ice_rod_hunt_difficulties = dict()
for diff in {'easy', 'normal', 'hard', 'expert'}:
ice_rod_hunt_difficulties[diff] = Difficulty(
baseitems=['Nothing'] * 41,
bottles=['Nothing'] * 4,
bottle_count=difficulties[diff].bottle_count,
same_bottle=difficulties[diff].same_bottle,
progressiveshield=['Nothing'] * 3,
basicshield=['Nothing'] * 3,
progressivearmor=['Nothing'] * 2,
basicarmor=['Nothing'] * 2,
swordless=['Nothing'] * 4,
progressivemagic=['Nothing'] * 2,
basicmagic=['Nothing'] * 2,
progressivesword=['Nothing'] * 4,
basicsword=['Nothing'] * 4,
progressivebow=['Nothing'] * 2,
basicbow=['Nothing'] * 2,
timedohko=difficulties[diff].timedohko,
timedother=difficulties[diff].timedother,
progressiveglove=['Nothing'] * 2,
basicglove=['Nothing'] * 2,
alwaysitems=['Ice Rod'] + ['Nothing'] * 19,
legacyinsanity=['Nothing'] * 2,
universal_keys=['Nothing'] * 29,
extras=[['Nothing'] * 15, ['Nothing'] * 15, ['Nothing'] * 10, ['Nothing'] * 5, ['Nothing'] * 25],
progressive_sword_limit=difficulties[diff].progressive_sword_limit,
progressive_shield_limit=difficulties[diff].progressive_shield_limit,
progressive_armor_limit=difficulties[diff].progressive_armor_limit,
progressive_bow_limit=difficulties[diff].progressive_bow_limit,
progressive_bottle_limit=difficulties[diff].progressive_bottle_limit,
boss_heart_container_limit=difficulties[diff].boss_heart_container_limit,
heart_piece_limit=difficulties[diff].heart_piece_limit,
)
items_reduction_table = (
("Piece of Heart", "Boss Heart Container", 4, 1),
# the order of the upgrades is important
("Arrow Upgrade (+5)", "Arrow Upgrade (+10)", 8, 4),
("Arrow Upgrade (+5)", "Arrow Upgrade (+10)", 7, 4),
("Arrow Upgrade (+5)", "Arrow Upgrade (+10)", 6, 3),
("Arrow Upgrade (+10)", "Arrow Upgrade (70)", 4, 1),
("Bomb Upgrade (+5)", "Bomb Upgrade (+10)", 8, 4),
("Bomb Upgrade (+5)", "Bomb Upgrade (+10)", 7, 4),
("Bomb Upgrade (+5)", "Bomb Upgrade (+10)", 6, 3),
("Bomb Upgrade (+10)", "Bomb Upgrade (50)", 5, 1),
("Bomb Upgrade (+10)", "Bomb Upgrade (50)", 4, 1),
("Progressive Sword", 4),
("Fighter Sword", 1),
("Master Sword", 1),
("Tempered Sword", 1),
("Golden Sword", 1),
("Progressive Shield", 3),
("Blue Shield", 1),
("Red Shield", 1),
("Mirror Shield", 1),
("Progressive Mail", 2),
("Blue Mail", 1),
("Red Mail", 1),
("Progressive Bow", 2),
("Bow", 1),
("Silver Bow", 1),
("Lamp", 1),
("Bottles",)
)
def generate_itempool(world):
player = world.player
multiworld = world.multiworld
if multiworld.difficulty[player] not in difficulties:
raise NotImplementedError(f"Diffulty {multiworld.difficulty[player]}")
if multiworld.goal[player] not in {'ganon', 'pedestal', 'bosses', 'triforcehunt', 'localtriforcehunt', 'icerodhunt',
'ganontriforcehunt', 'localganontriforcehunt', 'crystals', 'ganonpedestal'}:
if multiworld.item_pool[player].current_key not in difficulties:
raise NotImplementedError(f"Diffulty {multiworld.item_pool[player]}")
if multiworld.goal[player] not in ('ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt',
'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals',
'ganon_pedestal'):
raise NotImplementedError(f"Goal {multiworld.goal[player]} for player {player}")
if multiworld.mode[player] not in {'open', 'standard', 'inverted'}:
if multiworld.mode[player] not in ('open', 'standard', 'inverted'):
raise NotImplementedError(f"Mode {multiworld.mode[player]} for player {player}")
if multiworld.timer[player] not in {False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'}:
if multiworld.timer[player] not in {False, 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'}:
raise NotImplementedError(f"Timer {multiworld.mode[player]} for player {player}")
if multiworld.timer[player] in ['ohko', 'timed-ohko']:
if multiworld.timer[player] in ['ohko', 'timed_ohko']:
multiworld.can_take_damage[player] = False
if multiworld.goal[player] in ['pedestal', 'triforcehunt', 'localtriforcehunt', 'icerodhunt']:
if multiworld.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
multiworld.push_item(multiworld.get_location('Ganon', player), ItemFactory('Nothing', player), False)
else:
multiworld.push_item(multiworld.get_location('Ganon', player), ItemFactory('Triforce', player), False)
if multiworld.goal[player] == 'icerodhunt':
multiworld.progression_balancing[player].value = 0
loc = multiworld.get_location('Turtle Rock - Boss', player)
multiworld.push_item(loc, ItemFactory('Triforce Piece', player), False)
multiworld.treasure_hunt_count[player] = 1
if multiworld.boss_shuffle[player] != 'none':
if isinstance(multiworld.boss_shuffle[player].value, str) and 'turtle rock-' not in multiworld.boss_shuffle[player].value:
multiworld.boss_shuffle[player] = LTTPBosses.from_text(f'Turtle Rock-Trinexx;{multiworld.boss_shuffle[player].current_key}')
elif isinstance(multiworld.boss_shuffle[player].value, int):
multiworld.boss_shuffle[player] = LTTPBosses.from_text(f'Turtle Rock-Trinexx;{multiworld.boss_shuffle[player].current_key}')
else:
logging.warning(f'Cannot guarantee that Trinexx is the boss of Turtle Rock for player {player}')
loc.event = True
loc.locked = True
itemdiff = difficulties[multiworld.difficulty[player]]
itempool = []
itempool.extend(itemdiff.alwaysitems)
itempool.remove('Ice Rod')
itempool.extend(['Single Arrow', 'Sanctuary Heart Container'])
itempool.extend(['Boss Heart Container'] * itemdiff.boss_heart_container_limit)
itempool.extend(['Piece of Heart'] * itemdiff.heart_piece_limit)
itempool.extend(itemdiff.bottles)
itempool.extend(itemdiff.basicbow)
itempool.extend(itemdiff.basicarmor)
if not multiworld.swordless[player]:
itempool.extend(itemdiff.basicsword)
itempool.extend(itemdiff.basicmagic)
itempool.extend(itemdiff.basicglove)
itempool.extend(itemdiff.basicshield)
itempool.extend(itemdiff.legacyinsanity)
itempool.extend(['Rupees (300)'] * 34)
itempool.extend(['Bombs (10)'] * 5)
itempool.extend(['Arrows (10)'] * 7)
if multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
itempool.extend(itemdiff.universal_keys)
for item in itempool:
multiworld.push_precollected(ItemFactory(item, player))
if multiworld.goal[player] in ['triforcehunt', 'localtriforcehunt', 'icerodhunt']:
if multiworld.goal[player] in ['triforce_hunt', 'local_triforce_hunt']:
region = multiworld.get_region('Light World', player)
loc = ALttPLocation(player, "Murahdahla", parent=region)
@@ -308,7 +266,8 @@ def generate_itempool(world):
('Missing Smith', 'Return Smith'),
('Floodgate', 'Open Floodgate'),
('Agahnim 1', 'Beat Agahnim 1'),
('Flute Activation Spot', 'Activated Flute')
('Flute Activation Spot', 'Activated Flute'),
('Capacity Upgrade Shop', 'Capacity Upgrade Shop')
]
for location_name, event_name in event_pairs:
location = multiworld.get_location(location_name, player)
@@ -340,17 +299,31 @@ def generate_itempool(world):
if not found_sword:
found_sword = True
possible_weapons.append(item)
if item in ['Progressive Bow', 'Bow'] and not found_bow:
elif item in ['Progressive Bow', 'Bow'] and not found_bow:
found_bow = True
possible_weapons.append(item)
if item in ['Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
elif item in ['Hammer', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
if item not in possible_weapons:
possible_weapons.append(item)
elif (item == 'Bombs (10)' and (not multiworld.bombless_start[player]) and item not in
possible_weapons):
possible_weapons.append(item)
elif (item in ['Bomb Upgrade (+10)', 'Bomb Upgrade (50)'] and multiworld.bombless_start[player] and item
not in possible_weapons):
possible_weapons.append(item)
starting_weapon = multiworld.random.choice(possible_weapons)
placed_items["Link's Uncle"] = starting_weapon
pool.remove(starting_weapon)
if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and multiworld.enemy_health[player] not in ['default', 'easy']:
multiworld.escape_assist[player].append('bombs')
if (placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Bomb Upgrade (+10)',
'Bomb Upgrade (50)', 'Cane of Somaria', 'Cane of Byrna'] and multiworld.enemy_health[player] not in ['default', 'easy']):
if multiworld.bombless_start[player] and "Bomb Upgrade" not in placed_items["Link's Uncle"]:
if 'Bow' in placed_items["Link's Uncle"]:
multiworld.escape_assist[player].append('arrows')
elif 'Cane' in placed_items["Link's Uncle"]:
multiworld.escape_assist[player].append('magic')
else:
multiworld.escape_assist[player].append('bombs')
for (location, item) in placed_items.items():
multiworld.get_location(location, player).place_locked_item(ItemFactory(item, player))
@@ -377,7 +350,7 @@ def generate_itempool(world):
for key_loc in key_drop_data:
key_data = key_drop_data[key_loc]
drop_item = ItemFactory(key_data[3], player)
if multiworld.goal[player] == 'icerodhunt' or not multiworld.key_drop_shuffle[player]:
if not multiworld.key_drop_shuffle[player]:
if drop_item in dungeon_items:
dungeon_items.remove(drop_item)
else:
@@ -391,88 +364,151 @@ def generate_itempool(world):
world.dungeons[dungeon].small_keys.remove(drop_item)
elif world.dungeons[dungeon].big_key is not None and world.dungeons[dungeon].big_key == drop_item:
world.dungeons[dungeon].big_key = None
if not multiworld.key_drop_shuffle[player]:
# key drop item was removed from the pool because key drop shuffle is off
# and it will now place the removed key into its original location
loc = multiworld.get_location(key_loc, player)
loc.place_locked_item(drop_item)
loc.address = None
elif multiworld.goal[player] == 'icerodhunt':
# key drop item removed because of icerodhunt
multiworld.itempool.append(ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player))
multiworld.push_precollected(drop_item)
elif "Small" in key_data[3] and multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
elif "Small" in key_data[3] and multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
# key drop shuffle and universal keys are on. Add universal keys in place of key drop keys.
multiworld.itempool.append(ItemFactory(GetBeemizerItem(world, player, 'Small Key (Universal)'), player))
multiworld.itempool.append(ItemFactory(GetBeemizerItem(multiworld, player, 'Small Key (Universal)'), player))
dungeon_item_replacements = sum(difficulties[multiworld.difficulty[player]].extras, []) * 2
multiworld.random.shuffle(dungeon_item_replacements)
if multiworld.goal[player] == 'icerodhunt':
for item in dungeon_items:
multiworld.itempool.append(ItemFactory(GetBeemizerItem(multiworld, player, 'Nothing'), player))
for x in range(len(dungeon_items)-1, -1, -1):
item = dungeon_items[x]
if ((multiworld.small_key_shuffle[player] == small_key_shuffle.option_start_with and item.type == 'SmallKey')
or (multiworld.big_key_shuffle[player] == big_key_shuffle.option_start_with and item.type == 'BigKey')
or (multiworld.compass_shuffle[player] == compass_shuffle.option_start_with and item.type == 'Compass')
or (multiworld.map_shuffle[player] == map_shuffle.option_start_with and item.type == 'Map')):
dungeon_items.pop(x)
multiworld.push_precollected(item)
else:
for x in range(len(dungeon_items)-1, -1, -1):
item = dungeon_items[x]
if ((multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_start_with and item.type == 'SmallKey')
or (multiworld.bigkey_shuffle[player] == bigkey_shuffle.option_start_with and item.type == 'BigKey')
or (multiworld.compass_shuffle[player] == compass_shuffle.option_start_with and item.type == 'Compass')
or (multiworld.map_shuffle[player] == map_shuffle.option_start_with and item.type == 'Map')):
dungeon_items.pop(x)
multiworld.push_precollected(item)
multiworld.itempool.append(ItemFactory(dungeon_item_replacements.pop(), player))
multiworld.itempool.extend([item for item in dungeon_items])
# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
if multiworld.goal[player] != 'icerodhunt' and multiworld.difficulty[player] in ['easy', 'normal', 'hard'] and not (multiworld.custom and multiworld.customitemarray[30] == 0):
next(item for item in items if item.name == 'Boss Heart Container').classification = ItemClassification.progression
elif multiworld.goal[player] != 'icerodhunt' and multiworld.difficulty[player] in ['expert'] and not (multiworld.custom and multiworld.customitemarray[29] < 4):
adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
for i in range(4):
next(adv_heart_pieces).classification = ItemClassification.progression
multiworld.itempool.append(ItemFactory(dungeon_item_replacements.pop(), player))
multiworld.itempool.extend([item for item in dungeon_items])
progressionitems = []
nonprogressionitems = []
for item in items:
if item.advancement or item.type:
progressionitems.append(item)
else:
nonprogressionitems.append(GetBeemizerItem(multiworld, item.player, item))
multiworld.random.shuffle(nonprogressionitems)
if additional_triforce_pieces:
if additional_triforce_pieces > len(nonprogressionitems):
raise FillError(f"Not enough non-progression items to replace with Triforce pieces found for player "
f"{multiworld.get_player_name(player)}.")
progressionitems += [ItemFactory("Triforce Piece", player) for _ in range(additional_triforce_pieces)]
nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)) # try to keep hearts in the pool
nonprogressionitems = nonprogressionitems[additional_triforce_pieces:]
multiworld.random.shuffle(nonprogressionitems)
# shuffle medallions
if multiworld.required_medallions[player][0] == "random":
mm_medallion = multiworld.random.choice(['Ether', 'Quake', 'Bombos'])
else:
mm_medallion = multiworld.required_medallions[player][0]
if multiworld.required_medallions[player][1] == "random":
tr_medallion = multiworld.random.choice(['Ether', 'Quake', 'Bombos'])
else:
tr_medallion = multiworld.required_medallions[player][1]
multiworld.required_medallions[player] = (mm_medallion, tr_medallion)
place_bosses(world)
set_up_shops(multiworld, player)
if multiworld.shop_shuffle[player]:
shuffle_shops(multiworld, nonprogressionitems, player)
if multiworld.retro_bow[player]:
shop_items = 0
shop_locations = [location for shop_locations in (shop.region.locations for shop in multiworld.shops if
shop.type == ShopType.Shop and shop.region.player == player) for location in shop_locations if
location.shop_slot is not None]
for location in shop_locations:
if location.shop.inventory[location.shop_slot]["item"] == "Single Arrow":
location.place_locked_item(ItemFactory("Single Arrow", player))
else:
shop_items += 1
else:
shop_items = min(multiworld.shop_item_slots[player], 30 if multiworld.include_witch_hut[player] else 27)
multiworld.itempool += progressionitems + nonprogressionitems
if multiworld.shuffle_capacity_upgrades[player]:
shop_items += 2
chance_100 = int(multiworld.retro_bow[player]) * 0.25 + int(
multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal) * 0.5
for _ in range(shop_items):
if multiworld.random.random() < chance_100:
items.append(ItemFactory(GetBeemizerItem(multiworld, player, "Rupees (100)"), player))
else:
items.append(ItemFactory(GetBeemizerItem(multiworld, player, "Rupees (50)"), player))
multiworld.random.shuffle(items)
pool_count = len(items)
new_items = ["Triforce Piece" for _ in range(additional_triforce_pieces)]
if multiworld.shuffle_capacity_upgrades[player] or multiworld.bombless_start[player]:
progressive = multiworld.progressive[player]
progressive = multiworld.random.choice([True, False]) if progressive == 'grouped_random' else progressive == 'on'
if multiworld.shuffle_capacity_upgrades[player] == "on_combined":
new_items.append("Bomb Upgrade (50)")
elif multiworld.shuffle_capacity_upgrades[player] == "on":
new_items += ["Bomb Upgrade (+5)"] * 6
new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
if multiworld.shuffle_capacity_upgrades[player] != "on_combined" and multiworld.bombless_start[player]:
new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
if multiworld.shuffle_capacity_upgrades[player] and not multiworld.retro_bow[player]:
if multiworld.shuffle_capacity_upgrades[player] == "on_combined":
new_items += ["Arrow Upgrade (70)"]
else:
new_items += ["Arrow Upgrade (+5)"] * 6
new_items.append("Arrow Upgrade (+5)" if progressive else "Arrow Upgrade (+10)")
items += [ItemFactory(item, player) for item in new_items]
removed_filler = []
multiworld.random.shuffle(items) # Decide what gets tossed randomly.
while len(items) > pool_count:
for i, item in enumerate(items):
if item.classification in (ItemClassification.filler, ItemClassification.trap):
removed_filler.append(items.pop(i))
break
else:
# no more junk to remove, condense progressive items
def condense_items(items, small_item, big_item, rem, add):
small_item = ItemFactory(small_item, player)
# while (len(items) >= pool_count + rem - 1 # minus 1 to account for the replacement item
# and items.count(small_item) >= rem):
if items.count(small_item) >= rem:
for _ in range(rem):
items.remove(small_item)
removed_filler.append(ItemFactory(small_item.name, player))
items += [ItemFactory(big_item, player) for _ in range(add)]
return True
return False
def cut_item(items, item_to_cut, minimum_items):
item_to_cut = ItemFactory(item_to_cut, player)
if items.count(item_to_cut) > minimum_items:
items.remove(item_to_cut)
removed_filler.append(ItemFactory(item_to_cut.name, player))
return True
return False
while len(items) > pool_count:
items_were_cut = False
for reduce_item in items_reduction_table:
if len(items) <= pool_count:
break
if len(reduce_item) == 2:
items_were_cut = items_were_cut or cut_item(items, *reduce_item)
elif len(reduce_item) == 4:
items_were_cut = items_were_cut or condense_items(items, *reduce_item)
elif len(reduce_item) == 1: # Bottles
bottles = [item for item in items if item.name in item_name_groups["Bottles"]]
if len(bottles) > 4:
bottle = multiworld.random.choice(bottles)
items.remove(bottle)
removed_filler.append(bottle)
items_were_cut = True
assert items_were_cut, f"Failed to limit item pool size for player {player}"
if len(items) < pool_count:
items += removed_filler[len(items) - pool_count:]
if multiworld.randomize_cost_types[player]:
# Heart and Arrow costs require all Heart Container/Pieces and Arrow Upgrades to be advancement items for logic
for item in items:
if (item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart")
or "Arrow Upgrade" in item.name):
item.classification = ItemClassification.progression
else:
# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
if multiworld.item_pool[player] in ['easy', 'normal', 'hard'] and not (multiworld.custom and multiworld.customitemarray[30] == 0):
next(item for item in items if item.name == 'Boss Heart Container').classification = ItemClassification.progression
elif multiworld.item_pool[player] in ['expert'] and not (multiworld.custom and multiworld.customitemarray[29] < 4):
adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
for i in range(4):
next(adv_heart_pieces).classification = ItemClassification.progression
multiworld.required_medallions[player] = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
place_bosses(world)
multiworld.itempool += items
if multiworld.retro_caves[player]:
set_up_take_anys(multiworld, player) # depends on world.itempool to be set
# set_up_take_anys needs to run first
create_dynamic_shop_locations(multiworld, player)
take_any_locations = {
@@ -516,9 +552,14 @@ def set_up_take_anys(world, player):
sword = world.random.choice(swords)
world.itempool.remove(sword)
world.itempool.append(ItemFactory('Rupees (20)', player))
old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True)
old_man_take_any.shop.add_inventory(0, sword.name, 0, 0)
loc_name = "Old Man Sword Cave"
location = ALttPLocation(player, loc_name, shop_table_by_location[loc_name], parent=old_man_take_any)
location.shop_slot = 0
old_man_take_any.locations.append(location)
location.place_locked_item(sword)
else:
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0, create_location=True)
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0)
for num in range(4):
take_any = LTTPRegion("Take-Any #{}".format(num+1), LTTPRegionType.Cave, 'a cave of choice', player, world)
@@ -532,18 +573,22 @@ def set_up_take_anys(world, player):
take_any.shop = TakeAny(take_any, room_id, 0xE3, True, True, total_shop_slots + num + 1)
world.shops.append(take_any.shop)
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0, create_location=True)
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
location = ALttPLocation(player, take_any.name, shop_table_by_location[take_any.name], parent=take_any)
location.shop_slot = 1
take_any.locations.append(location)
location.place_locked_item(ItemFactory("Boss Heart Container", player))
def get_pool_core(world, player: int):
shuffle = world.shuffle[player]
difficulty = world.difficulty[player]
timer = world.timer[player]
goal = world.goal[player]
mode = world.mode[player]
shuffle = world.entrance_shuffle[player].current_key
difficulty = world.item_pool[player].current_key
timer = world.timer[player].current_key
goal = world.goal[player].current_key
mode = world.mode[player].current_key
swordless = world.swordless[player]
retro_bow = world.retro_bow[player]
logic = world.logic[player]
logic = world.glitches_required[player]
pool = []
placed_items = {}
@@ -552,7 +597,7 @@ def get_pool_core(world, player: int):
treasure_hunt_count = None
treasure_hunt_icon = None
diff = ice_rod_hunt_difficulties[difficulty] if goal == 'icerodhunt' else difficulties[difficulty]
diff = difficulties[difficulty]
pool.extend(diff.alwaysitems)
def place_item(loc, item):
@@ -560,7 +605,7 @@ def get_pool_core(world, player: int):
placed_items[loc] = item
# provide boots to major glitch dependent seeds
if logic in {'owglitches', 'hybridglitches', 'nologic'} and world.glitch_boots[player] and goal != 'icerodhunt':
if logic in {'overworld_glitches', 'hybrid_major_glitches', 'no_logic'} and world.glitch_boots[player]:
precollected_items.append('Pegasus Boots')
pool.remove('Pegasus Boots')
pool.append('Rupees (20)')
@@ -611,7 +656,7 @@ def get_pool_core(world, player: int):
if want_progressives(world.random):
pool.extend(diff.progressivebow)
world.worlds[player].has_progressive_bows = True
elif (swordless or logic == 'noglitches') and goal != 'icerodhunt':
elif (swordless or logic == 'no_glitches'):
swordless_bows = ['Bow', 'Silver Bow']
if difficulty == "easy":
swordless_bows *= 2
@@ -627,21 +672,32 @@ def get_pool_core(world, player: int):
extraitems = total_items_to_place - len(pool) - len(placed_items)
if timer in ['timed', 'timed-countdown']:
if timer in ['timed', 'timed_countdown']:
pool.extend(diff.timedother)
extraitems -= len(diff.timedother)
clock_mode = 'stopwatch' if timer == 'timed' else 'countdown'
elif timer == 'timed-ohko':
elif timer == 'timed_ohko':
pool.extend(diff.timedohko)
extraitems -= len(diff.timedohko)
clock_mode = 'countdown-ohko'
additional_pieces_to_place = 0
if 'triforcehunt' in goal:
pieces_in_core = min(extraitems, world.triforce_pieces_available[player])
additional_pieces_to_place = world.triforce_pieces_available[player] - pieces_in_core
if 'triforce_hunt' in goal:
if world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_extra:
triforce_pieces = world.triforce_pieces_available[player].value + world.triforce_pieces_extra[player].value
elif world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_percentage:
percentage = float(max(100, world.triforce_pieces_percentage[player].value)) / 100
triforce_pieces = int(round(world.triforce_pieces_required[player].value * percentage, 0))
else: # available
triforce_pieces = world.triforce_pieces_available[player].value
triforce_pieces = max(triforce_pieces, world.triforce_pieces_required[player].value)
pieces_in_core = min(extraitems, triforce_pieces)
additional_pieces_to_place = triforce_pieces - pieces_in_core
pool.extend(["Triforce Piece"] * pieces_in_core)
extraitems -= pieces_in_core
treasure_hunt_count = world.triforce_pieces_required[player]
treasure_hunt_count = world.triforce_pieces_required[player].value
treasure_hunt_icon = 'Triforce Piece'
for extra in diff.extras:
@@ -659,12 +715,12 @@ def get_pool_core(world, player: int):
pool.remove("Rupees (20)")
if retro_bow:
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)'}
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (50)'}
pool = ['Rupees (5)' if item in replace else item for item in pool]
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
pool.extend(diff.universal_keys)
if mode == 'standard':
if world.key_drop_shuffle[player] and world.goal[player] != 'icerodhunt':
if world.key_drop_shuffle[player]:
key_locations = ['Secret Passage', 'Hyrule Castle - Map Guard Key Drop']
key_location = world.random.choice(key_locations)
key_locations.remove(key_location)
@@ -688,8 +744,8 @@ def get_pool_core(world, player: int):
def make_custom_item_pool(world, player):
shuffle = world.shuffle[player]
difficulty = world.difficulty[player]
shuffle = world.entrance_shuffle[player]
difficulty = world.item_pool[player]
timer = world.timer[player]
goal = world.goal[player]
mode = world.mode[player]
@@ -798,9 +854,9 @@ def make_custom_item_pool(world, player):
treasure_hunt_count = world.triforce_pieces_required[player]
treasure_hunt_icon = 'Triforce Piece'
if timer in ['display', 'timed', 'timed-countdown']:
clock_mode = 'countdown' if timer == 'timed-countdown' else 'stopwatch'
elif timer == 'timed-ohko':
if timer in ['display', 'timed', 'timed_countdown']:
clock_mode = 'countdown' if timer == 'timed_countdown' else 'stopwatch'
elif timer == 'timed_ohko':
clock_mode = 'countdown-ohko'
elif timer == 'ohko':
clock_mode = 'ohko'
@@ -810,7 +866,7 @@ def make_custom_item_pool(world, player):
itemtotal = itemtotal + 1
if mode == 'standard':
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
key_location = world.random.choice(
['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest',
'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
@@ -833,7 +889,7 @@ def make_custom_item_pool(world, player):
pool.extend(['Magic Mirror'] * customitemarray[22])
pool.extend(['Moon Pearl'] * customitemarray[28])
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in universal Mode
if world.key_drop_shuffle[player]:
itemtotal = itemtotal - (len(key_drop_data) - 1)