mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Partial implementation of many V31 features
Partial support for Progressive bow - Still needs to be added to item pool - Silver hint handling remains TBD even for VT Added weapons selection. - Vanilla needs to be implemented - Assured needs to be implemented - Inverted swordless is almost certainly messed up. - Swordless standard mode will likely softlock - Random weapon standard mode is currently treated as uncle assured Deleted removed difficulties - Remaining difficulties still need to be adjusted Added locked property to locations: - This is used for preplaced items etc so that multiworld balancing knows they cannot be moved. Made a few of the difficulty changes from V31, but not all. Added required text changes to handle crystals requirements - More changes will likely me made in future - Currently there is is no way to tell ganon requirement in Inverted mode
This commit is contained in:
130
ItemList.py
130
ItemList.py
@@ -29,17 +29,6 @@ normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)',
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normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
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normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
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easybaseitems = (['Sanctuary Heart Container'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 + ['Lamp'] * 2 + ['Silver Arrows'] * 2 +
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['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
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easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)']
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easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart
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easyfirst15extra = ['Rupees (100)'] + ['Arrows (10)'] * 7 + ['Bombs (3)'] * 7
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easysecond10extra = ['Bombs (3)'] * 7 + ['Rupee (1)', 'Rupees (50)', 'Bombs (10)']
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easythird5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)']
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easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2
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easytimedotherextra = ['Red Clock'] * 5
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hardbaseitems = ['Silver Arrows', 'Single Arrow', 'Bombs (10)'] + ['Rupees (300)'] * 4 + ['Boss Heart Container'] * 6 + ['Piece of Heart'] * 20 + ['Rupees (5)'] * 7 + ['Bombs (3)'] * 4
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hardfirst20extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Bombs (3)'] * 5 + ['Rupees (5)'] * 10 + ['Arrows (10)', 'Rupee (1)']
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hardsecond10extra = ['Rupees (5)'] * 5 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)']
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@@ -55,13 +44,6 @@ expertthird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)']
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expertfourth5extra = ['Rupees (5)'] * 5
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expertfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
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insanebaseitems = ['Rupees (300)'] * 4 + ['Single Arrow', 'Bombs (10)', 'Rupee (1)'] + ['Rupees (5)'] * 24 + ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupees (20)'] * 5
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insanefirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Rupees (5)'] * 12
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insanesecond15extra = ['Rupees (5)'] * 10 + ['Rupees (20)'] * 5
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insanethird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)'] * 3 + ['Rupee (1)']
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insanefourth5extra = ['Rupees (5)'] * 5
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insanefinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
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Difficulty = namedtuple('Difficulty',
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['baseitems', 'bottles', 'bottle_count', 'same_bottle', 'progressiveshield',
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'basicshield', 'progressivearmor', 'basicarmor', 'swordless',
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@@ -72,14 +54,6 @@ Difficulty = namedtuple('Difficulty',
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total_items_to_place = 153
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def easy_conditional_extras(timer, _goal, _mode, pool, placed_items):
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extraitems = total_items_to_place - len(pool) - len(placed_items)
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if extraitems < len(easyextra):
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return easylimitedextra
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if timer in ['timed', 'timed-countdown']:
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return easytimedotherextra
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return []
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def no_conditional_extras(*_args):
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return []
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@@ -109,30 +83,6 @@ difficulties = {
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progressive_armor_limit = 2,
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progressive_bottle_limit = 4,
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),
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'easy': Difficulty(
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baseitems = easybaseitems,
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bottles = normalbottles,
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bottle_count = 8,
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same_bottle = False,
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progressiveshield = ['Progressive Shield'] * 6,
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basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'] * 2,
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progressivearmor = ['Progressive Armor'] * 4,
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basicarmor = ['Blue Mail', 'Red Mail'] * 2,
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swordless = ['Rupees (20)'] * 8,
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progressivesword = ['Progressive Sword'] * 7,
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basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'] *2 + ['Fighter Sword'],
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timedohko = ['Green Clock'] * 25,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 5, # +5 more Red Clocks if there is room
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triforcehunt = ['Triforce Piece'] * 30,
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triforce_pieces_required = 20,
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retro = ['Small Key (Universal)'] * 27,
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conditional_extras = easy_conditional_extras,
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extras = [easyextra, easyfirst15extra, easysecond10extra, easythird5extra, easyfinal25extra],
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progressive_sword_limit = 4,
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progressive_shield_limit = 3,
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progressive_armor_limit = 2,
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progressive_bottle_limit = 4,
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),
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'hard': Difficulty(
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baseitems = hardbaseitems,
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bottles = hardbottles,
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@@ -181,34 +131,10 @@ difficulties = {
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progressive_armor_limit = 0,
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progressive_bottle_limit = 4,
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),
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'insane': Difficulty(
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baseitems = insanebaseitems,
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bottles = hardbottles,
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bottle_count = 4,
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same_bottle = False,
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progressiveshield = [],
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basicshield = [],
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progressivearmor = [],
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basicarmor = [],
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swordless = ['Rupees (20)'] * 3 + ['Silver Arrows'],
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progressivesword = ['Progressive Sword'] * 3,
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basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'],
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timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
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triforcehunt = ['Triforce Piece'] * 30,
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triforce_pieces_required = 20,
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retro = ['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 15,
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conditional_extras = no_conditional_extras,
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extras = [insanefirst15extra, insanesecond15extra, insanethird10extra, insanefourth5extra, insanefinal25extra],
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progressive_sword_limit = 2,
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progressive_shield_limit = 0,
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progressive_armor_limit = 0,
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progressive_bottle_limit = 4,
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),
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}
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def generate_itempool(world, player):
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if (world.difficulty not in ['easy', 'normal', 'hard', 'expert', 'insane'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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or world.mode not in ['open', 'standard', 'swordless', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
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raise NotImplementedError('Not supported yet')
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@@ -217,29 +143,37 @@ def generate_itempool(world, player):
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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world.get_location('Ganon', player).event = True
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world.get_location('Ganon', player).locked = True
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world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
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world.get_location('Agahnim 1', player).event = True
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world.get_location('Agahnim 1', player).locked = True
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world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False)
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world.get_location('Agahnim 2', player).event = True
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world.get_location('Agahnim 2', player).locked = True
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world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False)
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world.get_location('Dark Blacksmith Ruins', player).event = True
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world.get_location('Dark Blacksmith Ruins', player).locked = True
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world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False)
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world.get_location('Frog', player).event = True
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world.get_location('Frog', player).locked = True
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world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False)
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world.get_location('Missing Smith', player).event = True
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world.get_location('Missing Smith', player).locked = True
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world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False)
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world.get_location('Floodgate', player).event = True
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world.get_location('Floodgate', player).locked = True
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# set up item pool
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if world.custom:
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro, world.customitemarray)
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro, world.customitemarray)
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world.rupoor_cost = min(world.customitemarray[67], 9999)
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else:
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro)
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro)
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world.itempool += ItemFactory(pool, player)
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for (location, item) in placed_items:
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world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
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world.get_location(location, player).event = True
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world.get_location(location, player).locked = True
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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if clock_mode is not None:
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world.clock_mode = clock_mode
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@@ -254,7 +188,7 @@ def generate_itempool(world, player):
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# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
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# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
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if world.difficulty in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
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if world.difficulty in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
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[item for item in world.itempool if item.name == 'Boss Heart Container' and item.player == player][0].advancement = True
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elif world.difficulty in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
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adv_heart_pieces = [item for item in world.itempool if item.name == 'Piece of Heart' and item.player == player][0:4]
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@@ -341,6 +275,7 @@ def create_dynamic_shop_locations(world, player):
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world.push_item(loc, ItemFactory(item['item'], player), False)
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loc.event = True
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loc.locked = True
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def fill_prizes(world, attempts=15):
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@@ -393,7 +328,7 @@ def set_up_shops(world, player):
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#special shop types
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro):
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pool = []
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placed_items = []
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clock_mode = None
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@@ -411,8 +346,6 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
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pool.extend(basicgloves)
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lamps_needed_for_dark_rooms = 1
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if difficulty == 'easy':
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lamps_needed_for_dark_rooms = 3
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# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
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if shuffle == 'insanity_legacy':
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@@ -448,7 +381,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
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else:
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pool.extend(diff.basicarmor)
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if mode == 'swordless':
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if swords == 'swordless':
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pool.extend(diff.swordless)
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elif mode == 'standard':
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if want_progressives():
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@@ -505,7 +438,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
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pool.extend(['Small Key (Universal)'])
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return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, retro, customitemarray):
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, customitemarray):
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pool = []
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placed_items = []
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clock_mode = None
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@@ -589,8 +522,6 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, r
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diff = difficulties[difficulty]
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lamps_needed_for_dark_rooms = 1
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if difficulty == 'easy':
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lamps_needed_for_dark_rooms = customitemarray[12]
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# expert+ difficulties produce the same contents for
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# all bottles, since only one bottle is available
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@@ -659,24 +590,25 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, r
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# A quick test to ensure all combinations generate the correct amount of items.
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def test():
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for difficulty in ['easy', 'normal', 'hard', 'expert', 'insane']:
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for difficulty in ['normal', 'hard', 'expert']:
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for goal in ['ganon', 'triforcehunt', 'pedestal']:
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for timer in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']:
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for mode in ['open', 'standard', 'swordless', 'inverted']:
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for progressive in ['on', 'off']:
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for shuffle in ['full', 'insane']:
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for retro in [True, False]:
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out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro)
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count = len(out[0]) + len(out[1])
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for mode in ['open', 'standard', 'inverted']:
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for swords in ['random', 'assured', 'swordless', 'vanilla']:
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for progressive in ['on', 'off']:
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for shuffle in ['full', 'insanity_legacy']:
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for retro in [True, False]:
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out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro)
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count = len(out[0]) + len(out[1])
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correct_count = total_items_to_place
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if goal in ['pedestal']:
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# pedestal goals generate one extra item
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correct_count += 1
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if retro:
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correct_count += 28
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correct_count = total_items_to_place
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if goal in ['pedestal']:
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# pedestal goals generate one extra item
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correct_count += 1
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if retro:
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correct_count += 28
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assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, retro))
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assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, retro))
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if __name__ == '__main__':
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test()
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