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https://github.com/MarioSpore/Grinch-AP.git
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Simplify ShopSlot Shuffling
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80
Main.py
80
Main.py
@@ -9,7 +9,7 @@ import time
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import zlib
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import concurrent.futures
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from BaseClasses import World, CollectionState, Item, Region, Location, PlandoItem
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop
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from Items import ItemFactory, item_table, item_name_groups
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from Regions import create_regions, create_shops, mark_light_world_regions, lookup_vanilla_location_to_entrance, SHOP_ID_START
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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@@ -215,69 +215,47 @@ def main(args, seed=None):
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blacklist_word in item_name for blacklist_word in blacklist_words)}
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blacklist_words.add("Bee")
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candidates = [location for location in world.get_locations() if
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not location.locked and not location.item.name in blacklist_words]
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not location.locked and
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not location.shop_slot and
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not location.item.name in blacklist_words]
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world.random.shuffle(candidates)
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shop_slots = [item for sublist in [shop.region.locations for shop in world.shops] for item in sublist if
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item.name != 'Potion Shop'] # TODO: "w" in shop_shuffle options?
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shop_slots_adjusted = []
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shop_items = []
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shop_slots = [item for sublist in (shop.region.locations for shop in world.shops) for item in sublist if
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item.shop_slot]
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for location in shop_slots:
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slot_num = int(location.name[-1]) - 1
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shop_item = location.parent_region.shop.inventory[slot_num]
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item = location.item
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# if item is a rupee or single bee, or identical, swap it out
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if (shop_item is not None and shop_item['item'] == item.name) or 'Rupee' in item.name or (item.name in ['Bee']):
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shop: Shop = location.parent_region.shop
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if shop.can_push_inventory(slot_num):
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for c in candidates: # chosen item locations
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if c.parent_region.shop or c is location: continue
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if (shop_item is not None and shop_item['item'] == c.item.name): continue
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if c.item_rule(location.item): # if rule is good...
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logging.debug('Swapping {} with {}:: {} ||| {}'.format(c, location, c.item, location.item))
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c.item, location.item = location.item, c.item
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if not world.can_beat_game():
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if not world.can_beat_game():
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c.item, location.item = location.item, c.item
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else:
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shop_slots_adjusted.append(location)
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else:
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# we use this candidate
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candidates.remove(c)
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break
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# update table to location data
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item = location.item
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if (shop_item and shop_item['item'] == item.name) or 'Rupee' in item.name or item.name == 'Bee':
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# this will filter items that match the item in the shop or Rupees, or single bees
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# really not a way for the player to know a renewable item from a player pool item
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# bombs can be sitting on top of arrows or a potion refill, but dunno if that's a big deal
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# this should rarely happen with the above code in place, and could be an option in config if necessary
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logging.debug('skipping item shop {}'.format(item.name))
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else:
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if shop_item is None:
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location.parent_region.shop.add_inventory(slot_num, 'None', 0)
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shop_item = location.parent_region.shop.inventory[slot_num]
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else:
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shop_item['replacement'] = shop_item['item']
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shop_item['replacement_price'] = shop_item['price']
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shop_item['item'] = item.name
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if any(x in shop_item['item'] for x in ['Single Bomb', 'Single Arrow']):
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shop_item['price'] = world.random.randrange(5, 35)
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elif any(x in shop_item['item'] for x in ['Arrows', 'Bombs', 'Clock']):
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shop_item['price'] = world.random.randrange(20, 120)
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elif any(x in shop_item['item'] for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']):
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shop_item['price'] = world.random.randrange(50, 150)
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logging.warning("Ran out of ShopShuffle Item candidate locations.")
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break # we ran out of candidates
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# update table to location data
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item_name = location.item.name
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if any(x in item_name for x in ['Single Bomb', 'Single Arrow']):
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price = world.random.randrange(1, 7)
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elif any(x in item_name for x in ['Arrows', 'Bombs', 'Clock']):
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price = world.random.randrange(4, 24)
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elif any(x in item_name for x in ['Compass', 'Map', 'Small Key', 'Piece of Heart']):
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price = world.random.randrange(10, 30)
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else:
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shop_item['price'] = world.random.randrange(50,300)
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price = world.random.randrange(10, 60)
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shop_item['max'] = 1
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shop_item['player'] = item.player if item.player != location.player else 0
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shop_items.append(shop_item)
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price *= 5
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if len(shop_items) > 0:
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my_prices = [my_item['price'] for my_item in shop_items]
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price_scale = (80*max(8, len(my_prices)+2))/sum(my_prices)
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for i in shop_items:
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i['price'] *= price_scale
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if i['price'] < 5: i['price'] = 5
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else: i['price'] = int((i['price']//5)*5)
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logging.debug('Adjusting {} of {} shop slots'.format(len(shop_slots_adjusted), len(shop_slots)))
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logging.debug('Adjusted {} into shops'.format([x.item.name for x in shop_slots_adjusted]))
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shop.push_inventory(slot_num, item_name, price, 1,
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location.item.player if location.item.player != location.player else 0)
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logger.info('Patching ROM.')
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