Files
Grinch-AP/worlds/alttp/Shops.py
Alchav 7a86285807 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>
2024-02-20 01:07:49 +01:00

474 lines
21 KiB
Python

from __future__ import annotations
from enum import unique, IntEnum
from typing import List, Optional, Set, NamedTuple, Dict
import logging
from Utils import int16_as_bytes
from worlds.generic.Rules import add_rule
from BaseClasses import CollectionState
from .SubClasses import ALttPLocation
from .EntranceShuffle import door_addresses
from .Items import item_name_groups
from .Options import small_key_shuffle, RandomizeShopInventories
from .StateHelpers import has_hearts, can_use_bombs, can_hold_arrows
logger = logging.getLogger("Shops")
@unique
class ShopType(IntEnum):
Shop = 0
TakeAny = 1
UpgradeShop = 2
@unique
class ShopPriceType(IntEnum):
Rupees = 0
Hearts = 1
Magic = 2
Bombs = 3
Arrows = 4
HeartContainer = 5
BombUpgrade = 6
ArrowUpgrade = 7
Keys = 8
Potion = 9
Item = 10
class Shop:
slots: int = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots
blacklist: Set[str] = set() # items that don't work
type = ShopType.Shop
slot_names: Dict[int, str] = {
0: " Left",
1: " Center",
2: " Right"
}
def __init__(self, region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool, sram_offset: int):
self.region = region
self.room_id = room_id
self.inventory: List[Optional[dict]] = [None] * self.slots
self.shopkeeper_config = shopkeeper_config
self.custom = custom
self.locked = locked
self.sram_offset = sram_offset
@property
def item_count(self) -> int:
for x in range(self.slots - 1, -1, -1): # last x is 0
if self.inventory[x]:
return x + 1
return 0
def get_bytes(self) -> List[int]:
# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
entrances = self.region.entrances
config = self.item_count
if len(entrances) == 1 and entrances[0].name in door_addresses:
door_id = door_addresses[entrances[0].name][0] + 1
else:
door_id = 0
config |= 0x40 # ignore door id
if self.type == ShopType.TakeAny:
config |= 0x80
elif self.type == ShopType.UpgradeShop:
config |= 0x10 # Alt. VRAM
return [0x00] + int16_as_bytes(self.room_id) + [door_id, 0x00, config, self.shopkeeper_config, 0x00]
def has_unlimited(self, item: str) -> bool:
for inv in self.inventory:
if inv is None:
continue
if inv['max']:
if inv['replacement'] == item:
return True
elif inv['item'] == item:
return True
return False
def has(self, item: str) -> bool:
for inv in self.inventory:
if inv is None:
continue
if inv['item'] == item:
return True
if inv['replacement'] == item:
return True
return False
def clear_inventory(self):
self.inventory = [None] * self.slots
def add_inventory(self, slot: int, item: str, price: int, max: int = 0,
replacement: Optional[str] = None, replacement_price: int = 0,
player: int = 0, price_type: int = ShopPriceType.Rupees,
replacement_price_type: int = ShopPriceType.Rupees):
self.inventory[slot] = {
'item': item,
'price': price,
'price_type': price_type,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'replacement_price_type': replacement_price_type,
'player': player
}
def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0,
price_type: int = ShopPriceType.Rupees):
self.inventory[slot] = {
'item': item,
'price': price,
'price_type': price_type,
'max': max,
'replacement': self.inventory[slot]["item"] if self.inventory[slot] else None,
'replacement_price': self.inventory[slot]["price"] if self.inventory[slot] else 0,
'replacement_price_type': self.inventory[slot]["price_type"] if self.inventory[slot] else ShopPriceType.Rupees,
'player': player
}
class TakeAny(Shop):
type = ShopType.TakeAny
slot_names: Dict[int, str] = {
0: "",
1: "",
2: ""
}
class UpgradeShop(Shop):
type = ShopType.UpgradeShop
# Potions break due to VRAM flags set in UpgradeShop.
# Didn't check for more things breaking as not much else can be shuffled here currently
blacklist = item_name_groups["Potions"]
slot_names: Dict[int, str] = {
0: " Left",
1: " Right"
}
shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
ShopType.Shop: Shop,
ShopType.TakeAny: TakeAny}
def push_shop_inventories(multiworld):
shop_slots = [location for shop_locations in (shop.region.locations for shop in multiworld.shops if shop.type
!= ShopType.TakeAny) for location in shop_locations if location.shop_slot is not None]
for location in shop_slots:
item_name = location.item.name
# Retro Bow arrows will already have been pushed
if (not multiworld.retro_bow[location.player]) or ((item_name, location.item.player)
!= ("Single Arrow", location.player)):
location.shop.push_inventory(location.shop_slot, item_name, location.shop_price,
1, location.item.player if location.item.player != location.player else 0,
location.shop_price_type)
location.shop_price = location.shop.inventory[location.shop_slot]["price"] = min(location.shop_price,
get_price(multiworld, location.shop.inventory[location.shop_slot], location.player,
location.shop_price_type)[1])
def create_shops(multiworld, player: int):
player_shop_table = shop_table.copy()
if multiworld.include_witch_hut[player]:
player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False)
dynamic_shop_slots = total_dynamic_shop_slots + 3
else:
dynamic_shop_slots = total_dynamic_shop_slots
if multiworld.shuffle_capacity_upgrades[player]:
player_shop_table["Capacity Upgrade"] = player_shop_table["Capacity Upgrade"]._replace(locked=False)
num_slots = min(dynamic_shop_slots, multiworld.shop_item_slots[player])
single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
multiworld.random.shuffle(single_purchase_slots)
if multiworld.randomize_shop_inventories[player]:
default_shop_table = [i for l in
[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
not multiworld.retro_bow[player] or x != 'arrows'] for i in l]
new_basic_shop = multiworld.random.sample(default_shop_table, k=3)
new_dark_shop = multiworld.random.sample(default_shop_table, k=3)
for name, shop in player_shop_table.items():
typ, shop_id, keeper, custom, locked, items, sram_offset = shop
if not locked:
new_items = multiworld.random.sample(default_shop_table, k=len(items))
if multiworld.randomize_shop_inventories[player] == RandomizeShopInventories.option_randomize_by_shop_type:
if items == _basic_shop_defaults:
new_items = new_basic_shop
elif items == _dark_world_shop_defaults:
new_items = new_dark_shop
keeper = multiworld.random.choice([0xA0, 0xC1, 0xFF])
player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset)
if multiworld.mode[player] == "inverted":
# make sure that blue potion is available in inverted, special case locked = None; lock when done.
player_shop_table["Dark Lake Hylia Shop"] = \
player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
region = multiworld.get_region(region_name, player)
shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset)
# special case: allow shop slots, but do not allow overwriting of base inventory behind them
if locked is None:
shop.locked = True
region.shop = shop
multiworld.shops.append(shop)
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if not locked and (num_slots or type == ShopType.UpgradeShop):
slot_name = f"{region.name}{shop.slot_names[index]}"
loc = ALttPLocation(player, slot_name, address=shop_table_by_location[slot_name],
parent=region, hint_text="for sale")
loc.shop_price_type, loc.shop_price = get_price(multiworld, None, player)
loc.item_rule = lambda item, spot=loc: not any(i for i in price_blacklist[spot.shop_price_type] if i in item.name)
add_rule(loc, lambda state, spot=loc: shop_price_rules(state, player, spot))
loc.shop = shop
loc.shop_slot = index
if ((not (multiworld.shuffle_capacity_upgrades[player] and type == ShopType.UpgradeShop))
and not single_purchase_slots.pop()):
loc.shop_slot_disabled = True
loc.locked = True
else:
shop.region.locations.append(loc)
class ShopData(NamedTuple):
room: int
type: ShopType
shopkeeper: int
custom: bool
locked: Optional[bool]
items: List
sram_offset: int
# (type, room_id, shopkeeper, custom, locked, [items], sram_offset)
# 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)]
_inverted_hylia_shop_defaults = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
shop_table: Dict[str, ShopData] = {
'Cave Shop (Dark Death Mountain)': ShopData(0x0112, ShopType.Shop, 0xC1, True, False, _basic_shop_defaults, 0),
'Red Shield Shop': ShopData(0x0110, ShopType.Shop, 0xC1, True, False,
[('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)], 3),
'Dark Lake Hylia Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 6),
'Dark World Lumberjack Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 9),
'Village of Outcasts Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 12),
'Dark World Potion Shop': ShopData(0x010F, ShopType.Shop, 0xC1, True, False, _dark_world_shop_defaults, 15),
'Light World Death Mountain Shop': ShopData(0x00FF, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 18),
'Kakariko Shop': ShopData(0x011F, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 21),
'Cave Shop (Lake Hylia)': ShopData(0x0112, ShopType.Shop, 0xA0, True, False, _basic_shop_defaults, 24),
'Potion Shop': ShopData(0x0109, ShopType.Shop, 0xA0, True, True,
[('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)], 27),
'Capacity Upgrade': ShopData(0x0115, ShopType.UpgradeShop, 0x04, True, True,
[('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)], 30)
}
total_shop_slots = len(shop_table) * 3
total_dynamic_shop_slots = sum(3 for shopname, data in shop_table.items() if not data[4]) # data[4] -> locked
SHOP_ID_START = 0x400000
shop_table_by_location_id = dict(enumerate(
(f"{name}{UpgradeShop.slot_names[num]}" if shop_data.type == ShopType.UpgradeShop else
f"{name}{Shop.slot_names[num]}" for name, shop_data in sorted(shop_table.items(),
key=lambda item: item[1].sram_offset)
for num in range(2 if shop_data.type == ShopType.UpgradeShop else 3)), start=SHOP_ID_START))
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots)] = "Old Man Sword Cave"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 1)] = "Take-Any #1"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 2)] = "Take-Any #2"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 3)] = "Take-Any #3"
shop_table_by_location_id[(SHOP_ID_START + total_shop_slots + 4)] = "Take-Any #4"
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
shop_generation_types = {
'arrows': [('Single Arrow', 5), ('Arrows (10)', 50)],
'bombs': [('Single Bomb', 10), ('Bombs (3)', 30), ('Bombs (10)', 50)],
'shields': [('Red Shield', 500), ('Blue Shield', 50)],
'potions': [('Red Potion', 150), ('Green Potion', 90), ('Blue Potion', 190)],
'discount_potions': [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)],
'bottle': [('Small Heart', 10), ('Apple', 50), ('Bee', 10), ('Good Bee', 100), ('Faerie', 100), ('Magic Jar', 100)],
'time': [('Red Clock', 100), ('Blue Clock', 200), ('Green Clock', 300)],
}
def set_up_shops(multiworld, player: int):
# TODO: move hard+ mode changes for shields here, utilizing the new shops
if multiworld.retro_bow[player]:
rss = multiworld.get_region('Red Shield Shop', player).shop
replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
['Blue Shield', 50], ['Small Heart',
10]] # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
replacement_items.append(['Small Key (Universal)', 100])
replacement_item = multiworld.random.choice(replacement_items)
rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
rss.locked = True
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal or multiworld.retro_bow[player]:
for shop in multiworld.random.sample([s for s in multiworld.shops if
s.custom and not s.locked and s.type == ShopType.Shop
and s.region.player == player], 5):
shop.locked = True
slots = [0, 1, 2]
multiworld.random.shuffle(slots)
slots = iter(slots)
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
if multiworld.retro_bow[player]:
shop.push_inventory(next(slots), 'Single Arrow', 80)
if multiworld.shuffle_capacity_upgrades[player]:
for shop in multiworld.shops:
if shop.type == ShopType.UpgradeShop and shop.region.player == player and \
shop.region.name == "Capacity Upgrade":
shop.clear_inventory()
if (multiworld.shuffle_shop_inventories[player] or multiworld.randomize_shop_prices[player]
or multiworld.randomize_cost_types[player]):
shops = []
total_inventory = []
for shop in multiworld.shops:
if shop.region.player == player:
if shop.type == ShopType.Shop and not shop.locked:
shops.append(shop)
total_inventory.extend(shop.inventory)
for item in total_inventory:
item["price_type"], item["price"] = get_price(multiworld, item, player)
if multiworld.shuffle_shop_inventories[player]:
multiworld.random.shuffle(total_inventory)
i = 0
for shop in shops:
slots = shop.slots
shop.inventory = total_inventory[i:i + slots]
i += slots
price_blacklist = {
ShopPriceType.Rupees: {'Rupees'},
ShopPriceType.Hearts: {'Small Heart', 'Apple'},
ShopPriceType.Magic: {'Magic Jar'},
ShopPriceType.Bombs: {'Bombs', 'Single Bomb'},
ShopPriceType.Arrows: {'Arrows', 'Single Arrow'},
ShopPriceType.HeartContainer: {},
ShopPriceType.BombUpgrade: {"Bomb Upgrade"},
ShopPriceType.ArrowUpgrade: {"Arrow Upgrade"},
ShopPriceType.Keys: {"Small Key"},
ShopPriceType.Potion: {},
}
price_chart = {
ShopPriceType.Rupees: lambda p, d: p,
# Each heart is 0x8 in memory, Max of 19 hearts on easy/normal, 9 on hard, 7 on expert
ShopPriceType.Hearts: lambda p, d: max(8, min([19, 19, 9, 7][d], p // 14) * 8),
# Each pip is 0x8 in memory, Max of 15 pips (16 total)
ShopPriceType.Magic: lambda p, d: max(8, min(15, p // 18) * 8),
ShopPriceType.Bombs: lambda p, d: max(1, min(50, p // 5)), # 50 Bombs max
ShopPriceType.Arrows: lambda p, d: max(1, min(70, p // 4)), # 70 Arrows Max
ShopPriceType.HeartContainer: lambda p, d: 0x8,
ShopPriceType.BombUpgrade: lambda p, d: 0x1,
ShopPriceType.ArrowUpgrade: lambda p, d: 0x1,
ShopPriceType.Keys: lambda p, d: max(1, min(3, (p // 90) + 1)), # Max of 3 keys for a price
ShopPriceType.Potion: lambda p, d: (p // 5) % 5,
}
price_type_display_name = {
ShopPriceType.Rupees: "Rupees",
ShopPriceType.Hearts: "Hearts",
ShopPriceType.Bombs: "Bombs",
ShopPriceType.Arrows: "Arrows",
ShopPriceType.Keys: "Keys",
ShopPriceType.Item: "Item",
ShopPriceType.Magic: "Magic"
}
# price division
price_rate_display = {
ShopPriceType.Hearts: 8,
ShopPriceType.Magic: 8,
}
def get_price_modifier(item):
if item.game == "A Link to the Past":
if any(x in item.name for x in
['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
return 0.125
elif any(x in item.name for x in
['Arrow', 'Bomb', 'Clock']) and item.name != "Bombos" and "(50)" not in item.name:
return 0.25
elif any(x in item.name for x in ['Small Key', 'Heart']):
return 0.5
else:
return 1
if item.advancement:
return 1
elif item.useful:
return 0.5
else:
return 0.25
def get_price(multiworld, item, player: int, price_type=None):
"""Converts a raw Rupee price into a special price type"""
if price_type:
price_types = [price_type]
else:
price_types = [ShopPriceType.Rupees] # included as a chance to not change price
if multiworld.randomize_cost_types[player]:
price_types += [
ShopPriceType.Hearts,
ShopPriceType.Bombs,
ShopPriceType.Magic,
]
if multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
if item and item["item"] == "Small Key (Universal)":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for repeatable keys
else:
price_types.append(ShopPriceType.Keys)
if multiworld.retro_bow[player]:
if item and item["item"] == "Single Arrow":
price_types = [ShopPriceType.Rupees, ShopPriceType.Magic] # no logical requirements for arrows
else:
price_types.append(ShopPriceType.Arrows)
diff = multiworld.item_pool[player].value
if item:
# This is for a shop's regular inventory, the item is already determined, and we will decide the price here
price = item["price"]
if multiworld.randomize_shop_prices[player]:
adjust = 2 if price < 100 else 5
price = int((price / adjust) * (0.5 + multiworld.random.random() * 1.5)) * adjust
multiworld.random.shuffle(price_types)
for p_type in price_types:
if any(x in item['item'] for x in price_blacklist[p_type]):
continue
return p_type, price_chart[p_type](price, diff)
else:
# This is an AP location and the price will be adjusted after an item is shuffled into it
p_type = multiworld.random.choice(price_types)
return p_type, price_chart[p_type](min(int(multiworld.random.randint(8, 56)
* multiworld.shop_price_modifier[player] / 100) * 5, 9999), diff)
def shop_price_rules(state: CollectionState, player: int, location: ALttPLocation):
if location.shop_price_type == ShopPriceType.Hearts:
return has_hearts(state, player, (location.shop_price / 8) + 1)
elif location.shop_price_type == ShopPriceType.Bombs:
return can_use_bombs(state, player, location.shop_price)
elif location.shop_price_type == ShopPriceType.Arrows:
return can_hold_arrows(state, player, location.shop_price)
return True