Move Shop related stuff to a Shops module

This commit is contained in:
Fabian Dill
2021-01-16 02:23:23 +01:00
parent f046ca806c
commit f3e686ba9a
14 changed files with 325 additions and 292 deletions

View File

@@ -1,7 +1,8 @@
import collections
import typing
from BaseClasses import Region, Location, Entrance, RegionType, Shop, TakeAny, UpgradeShop, ShopType
from BaseClasses import Region, Location, Entrance, RegionType
def create_regions(world, player):
@@ -365,104 +366,6 @@ def mark_light_world_regions(world, player: int):
queue.append(exit.connected_region)
def create_shops(world, player: int):
cls_mapping = {ShopType.UpgradeShop: UpgradeShop,
ShopType.Shop: Shop,
ShopType.TakeAny: TakeAny}
option = world.shop_shuffle[player]
my_shop_table = dict(shop_table)
num_slots = int(world.shop_shuffle_slots[player])
my_shop_slots = ([True] * num_slots + [False] * (len(shop_table) * 3))[:len(shop_table)*3 - 2]
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
if name == 'Capacity Upgrade':
pass
elif name == 'Potion Shop' and not "w" in option:
pass
else:
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
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
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
region = world.get_region(region_name, player)
shop = cls_mapping[type](region, room_id, shopkeeper, custom, locked)
region.shop = shop
world.shops.append(shop)
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if region_name == 'Potion Shop' and 'w' not in option:
pass
elif region_name == 'Capacity Upgrade':
pass
else:
if my_shop_slots.pop():
additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)'])
slot_name = "{} Slot {}".format(shop.region.name, index + 1)
loc = Location(player, slot_name, address=shop_table_by_location[slot_name],
parent=shop.region, hint_text="for sale")
loc.shop_slot = True
loc.locked = True
loc.item = ItemFactory(additional_item, player)
shop.region.locations.append(loc)
world.dynamic_locations.append(loc)
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)]
_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults),
'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, True, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults),
'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults),
'Potion Shop': (0x0109, ShopType.Shop, 0xA0, True, False, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
}
SHOP_ID_START = 0x400000
shop_table_by_location_id = {SHOP_ID_START + cnt: s for cnt, s in enumerate(
[item for sublist in [["{} Slot {}".format(name, num + 1) for num in range(3)] for name in shop_table] for item in
sublist])}
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3)] = "Old Man Sword Cave"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 1)] = "Take-Any #1"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 2)] = "Take-Any #2"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 3)] = "Take-Any #3"
shop_table_by_location_id[(SHOP_ID_START + len(shop_table)*3 + 4)] = "Take-Any #4"
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
shop_generation_types = {
'default': _basic_shop_defaults + [('Bombs (3)', 20), ('Green Potion', 90), ('Blue Potion', 190), ('Bee', 10), ('Single Arrow', 5), ('Single Bomb', 10)] + [('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
@@ -769,6 +672,7 @@ location_table: typing.Dict[str,
'Turtle Rock - Prize': (
[0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock')}
from Shops import shop_table_by_location_id, shop_table_by_location
lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}
lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()}, -1: "cheat console"}
lookup_id_to_name.update(shop_table_by_location_id)