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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Fixes to barter pricing min/max, future key logic, spoiler log
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@@ -458,7 +458,7 @@ def shuffle_shops(world, items, player: int):
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for item in new_items:
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world.push_precollected(ItemFactory(item, player))
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if 'p' in option or 'i' in option:
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if any(setting in option for setting in 'ipP'):
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shops = []
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upgrade_shops = []
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total_inventory = []
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@@ -490,9 +490,12 @@ def shuffle_shops(world, items, player: int):
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if 'P' in option:
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for item in total_inventory:
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price_to_funny_price(item, world, player)
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# Don't apply to upgrade shops
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# Upgrade shop is only one place, and will generally be too easy to
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# replenish hearts and bombs
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for shop in upgrade_shops:
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for item in shop.inventory:
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price_to_funny_price(item, world, player)
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pass
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if 'i' in option:
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world.random.shuffle(total_inventory)
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@@ -519,14 +522,14 @@ price_blacklist = {
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price_chart = {
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ShopPriceType.Rupees: lambda p: p,
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ShopPriceType.Hearts: lambda p: min(1, p // 5) * 4,
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ShopPriceType.Magic: lambda p: min(8, p // 5) * 4,
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ShopPriceType.Bombs: lambda p: min(10, p // 5),
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ShopPriceType.Arrows: lambda p: min(30, p // 5),
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ShopPriceType.Hearts: lambda p: min(5, p // 5) * 8, # Each heart is 0x8 in memory, Max of 5 hearts (20 total??)
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ShopPriceType.Magic: lambda p: min(15, p // 5) * 8, # Each pip is 0x8 in memory, Max of 15 pips (16 total...)
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ShopPriceType.Bombs: lambda p: max(1, min(10, p // 5)), # 10 Bombs max
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ShopPriceType.Arrows: lambda p: max(1, min(30, p // 5)), # 30 Arrows Max
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ShopPriceType.HeartContainer: lambda p: 0x8,
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ShopPriceType.BombUpgrade: lambda p: 0x1,
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ShopPriceType.ArrowUpgrade: lambda p: 0x1,
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ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1),
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ShopPriceType.Keys: lambda p: min(3, (p // 100) + 1), # Max of 3 keys for a price
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ShopPriceType.Potion: lambda p: (p // 5) % 5,
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}
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@@ -535,6 +538,13 @@ price_type_display_name = {
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ShopPriceType.Hearts: "Hearts",
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ShopPriceType.Bombs: "Bombs",
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ShopPriceType.Arrows: "Arrows",
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ShopPriceType.Keys: "Keys",
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}
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# price division
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price_rate_display = {
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ShopPriceType.Hearts: 8,
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ShopPriceType.Magic: 8,
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}
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# prices with no? logic requirements
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@@ -543,20 +553,34 @@ simple_price_types = [
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ShopPriceType.Hearts,
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ShopPriceType.Bombs,
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ShopPriceType.Arrows,
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ShopPriceType.Keys
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]
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def price_to_funny_price(item: dict, world, player: int):
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"""
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Converts a raw Rupee price into a special price type
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"""
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if item:
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my_price_types = simple_price_types.copy()
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world.random.shuffle(my_price_types)
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for p in my_price_types:
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if p in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade] or (
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p in [ShopPriceType.Keys] and world.smallkey_shuffle[player] == smallkey_shuffle.option_universal):
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for p_type in my_price_types:
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# Ignore rupee prices, logic-based prices or Keys (if we're not on universal keys)
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if p_type in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade]:
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return
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if any(x in item['item'] for x in price_blacklist[p]):
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# If we're using keys...
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# Check if we're in universal, check if our replacement isn't a Small Key
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# Check if price isn't super small... (this will ideally be handled in a future table)
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if p_type in [ShopPriceType.Keys]:
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if world.smallkey_shuffle[player] != smallkey_shuffle.option_universal:
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continue
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elif item['replacement'] and 'Small Key' in item['replacement']:
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continue
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if item['price'] < 50:
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continue
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if any(x in item['item'] for x in price_blacklist[p_type]):
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continue
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else:
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item['price'] = price_chart[p](item['price'])
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item['price_type'] = p
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item['price'] = min(price_chart[p_type](item['price']) , 255)
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item['price_type'] = p_type
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break
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