Esempio n. 1
0
def generate_itempool(world, player: int):
    if world.difficulty[player] not in difficulties:
        raise NotImplementedError(f"Diffulty {world.difficulty[player]}")
    if world.goal[player] not in {'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'localtriforcehunt',
                                  'ganontriforcehunt', 'localganontriforcehunt', 'crystals'}:
        raise NotImplementedError(f"Goal {world.goal[player]}")
    if world.mode[player] not in {'open', 'standard', 'inverted'}:
        raise NotImplementedError(f"Mode {world.mode[player]}")
    if world.timer[player] not in {False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'}:
        raise NotImplementedError(f"Timer {world.mode[player]}")

    if world.timer[player] in ['ohko', 'timed-ohko']:
        world.can_take_damage[player] = False
    if world.goal[player] in ['pedestal', 'triforcehunt', 'localtriforcehunt']:
        world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False)
    else:
        world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)

    if world.goal[player] in ['triforcehunt', 'localtriforcehunt']:
        region = world.get_region('Light World', player)

        loc = Location(player, "Murahdahla", parent=region)
        loc.access_rule = lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player)

        region.locations.append(loc)
        world.dynamic_locations.append(loc)

        world.clear_location_cache()

        world.push_item(loc, ItemFactory('Triforce', player), False)
        loc.event = True
        loc.locked = True

    world.get_location('Ganon', player).event = True
    world.get_location('Ganon', player).locked = True
    world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
    world.get_location('Agahnim 1', player).event = True
    world.get_location('Agahnim 1', player).locked = True
    world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False)
    world.get_location('Agahnim 2', player).event = True
    world.get_location('Agahnim 2', player).locked = True
    world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False)
    world.get_location('Dark Blacksmith Ruins', player).event = True
    world.get_location('Dark Blacksmith Ruins', player).locked = True
    world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False)
    world.get_location('Frog', player).event = True
    world.get_location('Frog', player).locked = True
    world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False)
    world.get_location('Missing Smith', player).event = True
    world.get_location('Missing Smith', player).locked = True
    world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False)
    world.get_location('Floodgate', player).event = True
    world.get_location('Floodgate', player).locked = True

    # set up item pool
    if world.custom:
        (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
         treasure_hunt_icon) = make_custom_item_pool(world, player)
        world.rupoor_cost = min(world.customitemarray[69], 9999)
    else:
        (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = get_pool_core(
            world, player)

    for item in precollected_items:
        world.push_precollected(ItemFactory(item, player))

    if world.mode[player] == 'standard' and not world.state.has_melee_weapon(player):
        if "Link's Uncle" not in placed_items:
            found_sword = False
            found_bow = False
            possible_weapons = []
            for item in pool:
                if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']:
                    if not found_sword and world.swords[player] != 'swordless':
                        found_sword = True
                        possible_weapons.append(item)
                if item in ['Progressive Bow', 'Bow'] and not found_bow:
                    found_bow = True
                    possible_weapons.append(item)
                if item in ['Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']:
                    if item not in possible_weapons:
                        possible_weapons.append(item)
            starting_weapon = world.random.choice(possible_weapons)
            placed_items["Link's Uncle"] = starting_weapon
            pool.remove(starting_weapon)
        if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and world.enemy_health[player] not in ['default', 'easy']:
            world.escape_assist[player].append('bombs')

    for (location, item) in placed_items.items():
        world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
        world.get_location(location, player).event = True
        world.get_location(location, player).locked = True

    items = ItemFactory(pool, player)

    if clock_mode is not None:
        world.clock_mode[player] = clock_mode

    if treasure_hunt_count is not None:
        world.treasure_hunt_count[player] = treasure_hunt_count
    if treasure_hunt_icon is not None:
        world.treasure_hunt_icon[player] = treasure_hunt_icon

    world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player
                           and ((item.smallkey and world.keyshuffle[player])
                                or (item.bigkey and world.bigkeyshuffle[player])
                                or (item.map and world.mapshuffle[player])
                                or (item.compass and world.compassshuffle[player]))])

    # logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
    # rather than making all hearts/heart pieces progression items (which slows down generation considerably)
    # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
    if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
        [item for item in items if item.name == 'Boss Heart Container'][0].advancement = True
    elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
        adv_heart_pieces = [item for item in items if item.name == 'Piece of Heart'][0:4]
        for hp in adv_heart_pieces:
            hp.advancement = True

    beeweights = {0: {None: 100},
                  1: {None: 75, 'trap': 25},
                  2: {None: 40, 'trap': 40, 'bee': 20},
                  3: {'trap': 50, 'bee': 50},
                  4: {'trap': 100}}
    def beemizer(item):
        if world.beemizer[item.player] and not item.advancement and not item.priority and not item.type:
            choice = world.random.choices(list(beeweights[world.beemizer[item.player]].keys()),
                                          weights=list(beeweights[world.beemizer[item.player]].values()))[0]
            return item if not choice else ItemFactory("Bee Trap", player) if choice == 'trap' else ItemFactory("Bee", player)
        return item

    progressionitems = [item for item in items if item.advancement or item.priority or item.type]
    nonprogressionitems = [beemizer(item) for item in items if not item.advancement and not item.priority and not item.type]
    world.random.shuffle(nonprogressionitems)

    triforce_pieces = world.triforce_pieces_available[player]
    if 'triforcehunt' in world.goal[player] and triforce_pieces > 30:
        progressionitems += [ItemFactory("Triforce Piece", player)] * (triforce_pieces - 30)
        nonprogressionitems = nonprogressionitems[(triforce_pieces - 30):]

    world.itempool += progressionitems + nonprogressionitems

    # shuffle medallions
    mm_medallion = ['Ether', 'Quake', 'Bombos'][world.random.randint(0, 2)]
    tr_medallion = ['Ether', 'Quake', 'Bombos'][world.random.randint(0, 2)]
    world.required_medallions[player] = (mm_medallion, tr_medallion)

    place_bosses(world, player)
    set_up_shops(world, player)

    if world.retro[player]:
        set_up_take_anys(world, player)

    create_dynamic_shop_locations(world, player)
def generate_itempool(world):
    if (world.difficulty not in ['easy', 'normal', 'hard', 'expert', 'insane']
            or world.goal not in [
                'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'
            ] or world.mode not in ['open', 'standard', 'swordless']
            or world.timer not in [
                'none', 'display', 'timed', 'timed-ohko', 'ohko',
                'timed-countdown'
            ] or world.progressive not in ['on', 'off', 'random']):
        raise NotImplementedError('Not supported yet')

    if world.timer in ['ohko', 'timed-ohko']:
        world.can_take_damage = False

    world.push_item('Ganon', ItemFactory('Triforce'), False)
    world.get_location('Ganon').event = True
    world.push_item('Agahnim 1', ItemFactory('Beat Agahnim 1'), False)
    world.get_location('Agahnim 1').event = True
    world.push_item('Agahnim 2', ItemFactory('Beat Agahnim 2'), False)
    world.get_location('Agahnim 2').event = True
    world.push_item('Dark Blacksmith Ruins',
                    ItemFactory('Pick Up Purple Chest'), False)
    world.get_location('Dark Blacksmith Ruins').event = True
    world.push_item('Frog', ItemFactory('Get Frog'), False)
    world.get_location('Frog').event = True
    world.push_item('Missing Smith', ItemFactory('Return Smith'), False)
    world.get_location('Missing Smith').event = True
    world.push_item('Floodgate', ItemFactory('Open Floodgate'), False)
    world.get_location('Floodgate').event = True

    # set up item pool
    if world.custom:
        (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)
        world.rupoor_cost = min(world.customitemarray[67], 9999)
    else:
        (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)
    world.itempool = ItemFactory(pool)
    for (location, item) in placed_items:
        world.push_item(location, ItemFactory(item), False)
        world.get_location(location).event = True
    world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
    if clock_mode is not None:
        world.clock_mode = clock_mode
    if treasure_hunt_count is not None:
        world.treasure_hunt_count = treasure_hunt_count
    if treasure_hunt_icon is not None:
        world.treasure_hunt_icon = treasure_hunt_icon

    if world.keysanity:
        world.itempool.extend(get_dungeon_item_pool(world))

    # logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
    # rather than making all hearts/heart pieces progression items (which slows down generation considerably)
    # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
    if world.difficulty in [
            'easy', 'normal', 'hard'
    ] and not (world.custom and world.customitemarray[30] == 0):
        [
            item for item in world.itempool
            if item.name == 'Boss Heart Container'
        ][0].advancement = True
    elif world.difficulty in [
            'expert'
    ] and not (world.custom and world.customitemarray[29] < 4):
        adv_heart_pieces = [
            item for item in world.itempool if item.name == 'Piece of Heart'
        ][0:4]
        for hp in adv_heart_pieces:
            hp.advancement = True

    # shuffle medallions
    mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    world.required_medallions = (mm_medallion, tr_medallion)

    place_bosses(world)
    set_up_shops(world)

    if world.retro:
        set_up_take_anys(world)

    create_dynamic_shop_locations(world)
def generate_itempool(world, player: int):
    if world.difficulty[player] not in difficulties:
        raise NotImplementedError(f"Diffulty {world.difficulty[player]}")
    if world.goal[player] not in {
            'ganon', 'pedestal', 'dungeons', 'triforcehunt',
            'localtriforcehunt', 'icerodhunt', 'ganontriforcehunt',
            'localganontriforcehunt', 'crystals', 'ganonpedestal'
    }:
        raise NotImplementedError(f"Goal {world.goal[player]}")
    if world.mode[player] not in {'open', 'standard', 'inverted'}:
        raise NotImplementedError(f"Mode {world.mode[player]}")
    if world.timer[player] not in {
            False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'
    }:
        raise NotImplementedError(f"Timer {world.mode[player]}")

    if world.timer[player] in ['ohko', 'timed-ohko']:
        world.can_take_damage[player] = False
    if world.goal[player] in [
            'pedestal', 'triforcehunt', 'localtriforcehunt', 'icerodhunt'
    ]:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Nothing', player), False)
    else:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Triforce', player), False)

    if world.goal[player] in ['triforcehunt', 'localtriforcehunt']:
        region = world.get_region('Light World', player)

        loc = Location(player, "Murahdahla", parent=region)
        loc.access_rule = lambda state: state.has_triforce_pieces(
            state.world.treasure_hunt_count[player], player)

        region.locations.append(loc)
        world.dynamic_locations.append(loc)

        world.clear_location_cache()

        world.push_item(loc, ItemFactory('Triforce', player), False)
        loc.event = True
        loc.locked = True

    if world.goal[player] == 'icerodhunt':
        world.progression_balancing[player] = False
        loc = world.get_location('Turtle Rock - Boss', player)
        world.push_item(loc, ItemFactory('Triforce', player), False)
        if world.boss_shuffle[player] != 'none':
            if 'turtle rock-' not in world.boss_shuffle[player]:
                world.boss_shuffle[
                    player] = f'Turtle Rock-Trinexx;{world.boss_shuffle[player]}'
            else:
                logging.warning(
                    f'Cannot guarantee that Trinexx is the boss of Turtle Rock for player {player}'
                )
        loc.event = True
        loc.locked = True
        forbid_items_for_player(
            loc, {
                'Red Pendant', 'Green Pendant', 'Blue Pendant', 'Crystal 5',
                'Crystal 6'
            }, player)
        itemdiff = difficulties[world.difficulty[player]]
        itempool = []
        itempool.extend(itemdiff.alwaysitems)
        itempool.remove('Ice Rod')

        itempool.extend(['Single Arrow', 'Sanctuary Heart Container'])
        itempool.extend(['Boss Heart Container'] *
                        itemdiff.boss_heart_container_limit)
        itempool.extend(['Piece of Heart'] * itemdiff.heart_piece_limit)
        itempool.extend(itemdiff.bottles)
        itempool.extend(itemdiff.basicbow)
        itempool.extend(itemdiff.basicarmor)
        if world.swords[player] != 'swordless':
            itempool.extend(itemdiff.basicsword)
        itempool.extend(itemdiff.basicmagic)
        itempool.extend(itemdiff.basicglove)
        itempool.extend(itemdiff.basicshield)
        itempool.extend(itemdiff.legacyinsanity)
        itempool.extend(['Rupees (300)'] * 34)
        itempool.extend(['Bombs (10)'] * 5)
        itempool.extend(['Arrows (10)'] * 7)
        if world.keyshuffle[player] == 'universal':
            itempool.extend(itemdiff.universal_keys)
            itempool.append('Small Key (Universal)')

        for item in itempool:
            world.push_precollected(ItemFactory(item, player))

    world.get_location('Ganon', player).event = True
    world.get_location('Ganon', player).locked = True
    event_pairs = [('Agahnim 1', 'Beat Agahnim 1'),
                   ('Agahnim 2', 'Beat Agahnim 2'),
                   ('Dark Blacksmith Ruins', 'Pick Up Purple Chest'),
                   ('Frog', 'Get Frog'), ('Missing Smith', 'Return Smith'),
                   ('Floodgate', 'Open Floodgate'),
                   ('Agahnim 1', 'Beat Agahnim 1'),
                   ('Flute Activation Spot', 'Activated Flute')]
    for location_name, event_name in event_pairs:
        location = world.get_location(location_name, player)
        event = ItemFactory(event_name, player)
        world.push_item(location, event, False)
        location.event = location.locked = True

    # set up item pool
    additional_triforce_pieces = 0
    if world.custom:
        (pool, placed_items, precollected_items, clock_mode,
         treasure_hunt_count,
         treasure_hunt_icon) = make_custom_item_pool(world, player)
        world.rupoor_cost = min(world.customitemarray[67], 9999)
    else:
        pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \
        treasure_hunt_icon, additional_triforce_pieces = get_pool_core(world, player)

    for item in precollected_items:
        world.push_precollected(ItemFactory(item, player))

    if world.mode[player] == 'standard' and not world.state.has_melee_weapon(
            player):
        if "Link's Uncle" not in placed_items:
            found_sword = False
            found_bow = False
            possible_weapons = []
            for item in pool:
                if item in [
                        'Progressive Sword', 'Fighter Sword', 'Master Sword',
                        'Tempered Sword', 'Golden Sword'
                ]:
                    if not found_sword and world.swords[player] != 'swordless':
                        found_sword = True
                        possible_weapons.append(item)
                if item in ['Progressive Bow', 'Bow'] and not found_bow:
                    found_bow = True
                    possible_weapons.append(item)
                if item in [
                        'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria',
                        'Cane of Byrna'
                ]:
                    if item not in possible_weapons:
                        possible_weapons.append(item)
            starting_weapon = world.random.choice(possible_weapons)
            placed_items["Link's Uncle"] = starting_weapon
            pool.remove(starting_weapon)
        if placed_items["Link's Uncle"] in [
                'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria',
                'Cane of Byrna'
        ] and world.enemy_health[player] not in ['default', 'easy']:
            world.escape_assist[player].append('bombs')

    for (location, item) in placed_items.items():
        world.push_item(world.get_location(location, player),
                        ItemFactory(item, player), False)
        world.get_location(location, player).event = True
        world.get_location(location, player).locked = True

    items = ItemFactory(pool, player)

    if clock_mode is not None:
        world.clock_mode[player] = clock_mode

    if treasure_hunt_count is not None:
        world.treasure_hunt_count[player] = treasure_hunt_count % 999
    if treasure_hunt_icon is not None:
        world.treasure_hunt_icon[player] = treasure_hunt_icon

    dungeon_items = [
        item for item in get_dungeon_item_pool(world)
        if item.player == player and (
            (item.smallkey and world.keyshuffle[player]) or
            (item.bigkey and world.bigkeyshuffle[player]) or
            (item.map and world.mapshuffle[player]) or
            (item.compass and world.compassshuffle[player])
            or world.goal[player] == 'icerodhunt')
    ]

    if world.goal[player] == 'icerodhunt':
        for item in dungeon_items:
            world.itempool.append(
                ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player))
            world.push_precollected(item)
    else:
        world.itempool.extend([item for item in dungeon_items])

    # logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
    # rather than making all hearts/heart pieces progression items (which slows down generation considerably)
    # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
    if world.goal[player] != 'icerodhunt' and world.difficulty[player] in [
            'easy', 'normal', 'hard'
    ] and not (world.custom and world.customitemarray[30] == 0):
        next(item for item in items
             if item.name == 'Boss Heart Container').advancement = True
    elif world.goal[player] != 'icerodhunt' and world.difficulty[player] in [
            'expert'
    ] and not (world.custom and world.customitemarray[29] < 4):
        adv_heart_pieces = (item for item in items
                            if item.name == 'Piece of Heart')
        for i in range(4):
            next(adv_heart_pieces).advancement = True

    progressionitems = []
    nonprogressionitems = []
    for item in items:
        if item.advancement or item.type:
            progressionitems.append(item)
        else:
            nonprogressionitems.append(
                GetBeemizerItem(world, item.player, item))
    world.random.shuffle(nonprogressionitems)

    if additional_triforce_pieces:
        if additional_triforce_pieces > len(nonprogressionitems):
            raise FillError(
                f"Not enough non-progression items to replace with Triforce pieces found for player "
                f"{world.get_player_names(player)}.")
        progressionitems += [ItemFactory("Triforce Piece", player)
                             ] * additional_triforce_pieces
        nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)
                                 )  # try to keep hearts in the pool
        nonprogressionitems = nonprogressionitems[additional_triforce_pieces:]
        world.random.shuffle(nonprogressionitems)

    # shuffle medallions
    if world.required_medallions[player][0] == "random":
        mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos'])
    else:
        mm_medallion = world.required_medallions[player][0]
    if world.required_medallions[player][1] == "random":
        tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos'])
    else:
        tr_medallion = world.required_medallions[player][1]
    world.required_medallions[player] = (mm_medallion, tr_medallion)

    place_bosses(world, player)
    set_up_shops(world, player)

    if world.shop_shuffle[player]:
        shuffle_shops(world, nonprogressionitems, player)
    create_dynamic_shop_locations(world, player)

    world.itempool += progressionitems + nonprogressionitems

    if world.retro[player]:
        set_up_take_anys(world, player)  # depends on world.itempool to be set
Esempio n. 4
0
def generate_itempool(world, player):
    if (world.difficulty[player] not in ['normal', 'hard', 'expert']
            or world.goal[player] not in [
                'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'
            ] or world.mode[player] not in ['open', 'standard', 'inverted']
            or world.timer not in [
                'none', 'display', 'timed', 'timed-ohko', 'ohko',
                'timed-countdown'
            ] or world.progressive not in ['on', 'off', 'random']):
        raise NotImplementedError('Not supported yet')

    if world.timer in ['ohko', 'timed-ohko']:
        world.can_take_damage = False

    if world.goal[player] in ['pedestal', 'triforcehunt']:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Nothing', player), False)
    else:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Triforce', player), False)

    if world.goal[player] in ['triforcehunt']:
        region = world.get_region('Light World', player)

        loc = Location(player, "Murahdahla", parent=region)
        loc.access_rule = lambda state: state.item_count(
            'Triforce Piece', player) + state.item_count(
                'Power Star', player) > state.world.treasure_hunt_count[player]
        region.locations.append(loc)
        world.dynamic_locations.append(loc)

        world.clear_location_cache()

        world.push_item(loc, ItemFactory('Triforce', player), False)
        loc.event = True
        loc.locked = True

    world.get_location('Ganon', player).event = True
    world.get_location('Ganon', player).locked = True
    world.push_item(world.get_location('Agahnim 1', player),
                    ItemFactory('Beat Agahnim 1', player), False)
    world.get_location('Agahnim 1', player).event = True
    world.get_location('Agahnim 1', player).locked = True
    world.push_item(world.get_location('Agahnim 2', player),
                    ItemFactory('Beat Agahnim 2', player), False)
    world.get_location('Agahnim 2', player).event = True
    world.get_location('Agahnim 2', player).locked = True
    world.push_item(world.get_location('Dark Blacksmith Ruins', player),
                    ItemFactory('Pick Up Purple Chest', player), False)
    world.get_location('Dark Blacksmith Ruins', player).event = True
    world.get_location('Dark Blacksmith Ruins', player).locked = True
    world.push_item(world.get_location('Frog', player),
                    ItemFactory('Get Frog', player), False)
    world.get_location('Frog', player).event = True
    world.get_location('Frog', player).locked = True
    world.push_item(world.get_location('Missing Smith', player),
                    ItemFactory('Return Smith', player), False)
    world.get_location('Missing Smith', player).event = True
    world.get_location('Missing Smith', player).locked = True
    world.push_item(world.get_location('Floodgate', player),
                    ItemFactory('Open Floodgate', player), False)
    world.get_location('Floodgate', player).event = True
    world.get_location('Floodgate', player).locked = True
    world.push_item(world.get_location('Trench 1 Switch', player),
                    ItemFactory('Trench 1 Filled', player), False)
    world.get_location('Trench 1 Switch', player).event = True
    world.get_location('Trench 1 Switch', player).locked = True
    world.push_item(world.get_location('Trench 2 Switch', player),
                    ItemFactory('Trench 2 Filled', player), False)
    world.get_location('Trench 2 Switch', player).event = True
    world.get_location('Trench 2 Switch', player).locked = True
    world.push_item(world.get_location('Swamp Drain', player),
                    ItemFactory('Drained Swamp', player), False)
    world.get_location('Swamp Drain', player).event = True
    world.get_location('Swamp Drain', player).locked = True
    world.push_item(world.get_location('Attic Cracked Floor', player),
                    ItemFactory('Shining Light', player), False)
    world.get_location('Attic Cracked Floor', player).event = True
    world.get_location('Attic Cracked Floor', player).locked = True
    world.push_item(world.get_location('Suspicious Maiden', player),
                    ItemFactory('Maiden Rescued', player), False)
    world.get_location('Suspicious Maiden', player).event = True
    world.get_location('Suspicious Maiden', player).locked = True
    world.push_item(world.get_location('Revealing Light', player),
                    ItemFactory('Maiden Unmasked', player), False)
    world.get_location('Revealing Light', player).event = True
    world.get_location('Revealing Light', player).locked = True
    world.push_item(world.get_location('Ice Block Drop', player),
                    ItemFactory('Convenient Block', player), False)
    world.get_location('Ice Block Drop', player).event = True
    world.get_location('Ice Block Drop', player).locked = True
    if world.mode[player] == 'standard':
        world.push_item(world.get_location('Zelda Pickup', player),
                        ItemFactory('Zelda Herself', player), False)
        world.get_location('Zelda Pickup', player).event = True
        world.get_location('Zelda Pickup', player).locked = True
        world.push_item(world.get_location('Zelda Drop Off', player),
                        ItemFactory('Zelda Delivered', player), False)
        world.get_location('Zelda Drop Off', player).event = True
        world.get_location('Zelda Drop Off', player).locked = True

    # set up item pool
    if world.custom:
        (pool, placed_items, precollected_items, clock_mode,
         treasure_hunt_count, treasure_hunt_icon,
         lamps_needed_for_dark_rooms) = make_custom_item_pool(
             world.progressive, world.shuffle[player],
             world.difficulty[player], world.timer, world.goal[player],
             world.mode[player], world.swords[player], world.retro[player],
             world.customitemarray)
        world.rupoor_cost = min(world.customitemarray["rupoorcost"], 9999)
    else:
        (pool, placed_items, precollected_items, clock_mode,
         treasure_hunt_count, treasure_hunt_icon,
         lamps_needed_for_dark_rooms) = get_pool_core(
             world.progressive, world.shuffle[player],
             world.difficulty[player], world.timer, world.goal[player],
             world.mode[player], world.swords[player], world.retro[player],
             world.doorShuffle[player])

    if player in world.pool_adjustment.keys():
        amt = world.pool_adjustment[player]
        if amt < 0:
            for i in range(0, amt):
                pool.remove('Rupees (20)')
        elif amt > 0:
            for i in range(0, amt):
                pool.append('Rupees (20)')

    for item in precollected_items:
        world.push_precollected(ItemFactory(item, player))

    if world.mode[player] == 'standard' and not world.state.has_blunt_weapon(
            player):
        if "Link's Uncle" not in placed_items:
            found_sword = False
            found_bow = False
            possible_weapons = []
            for item in pool:
                if item in [
                        'Progressive Sword', 'Fighter Sword', 'Master Sword',
                        'Tempered Sword', 'Golden Sword'
                ]:
                    if not found_sword and world.swords[player] != 'swordless':
                        found_sword = True
                        possible_weapons.append(item)
                if item in ['Progressive Bow', 'Bow'] and not found_bow:
                    found_bow = True
                    possible_weapons.append(item)
                if item in [
                        'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria',
                        'Cane of Byrna'
                ]:
                    if item not in possible_weapons:
                        possible_weapons.append(item)
            starting_weapon = random.choice(possible_weapons)
            placed_items["Link's Uncle"] = starting_weapon
            pool.remove(starting_weapon)
        if placed_items["Link's Uncle"] in [
                'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria',
                'Cane of Byrna'
        ] and world.enemy_health[player] not in ['default', 'easy']:
            world.escape_assist[player].append('bombs')

    for (location, item) in placed_items.items():
        world.push_item(world.get_location(location, player),
                        ItemFactory(item, player), False)
        world.get_location(location, player).event = True
        world.get_location(location, player).locked = True

    items = ItemFactory(pool, player)

    world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms

    if clock_mode is not None:
        world.clock_mode = clock_mode

    if treasure_hunt_count is not None:
        world.treasure_hunt_count[player] = treasure_hunt_count
    if treasure_hunt_icon is not None:
        world.treasure_hunt_icon[player] = treasure_hunt_icon

    world.itempool.extend([
        item for item in get_dungeon_item_pool(world)
        if item.player == player and (
            (item.smallkey and world.keyshuffle[player]) or
            (item.bigkey and world.bigkeyshuffle[player]) or
            (item.map and world.mapshuffle[player]) or
            (item.compass and world.compassshuffle[player]))
    ])

    # logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
    # rather than making all hearts/heart pieces progression items (which slows down generation considerably)
    # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
    if world.difficulty[player] in [
            'normal', 'hard'
    ] and not (world.custom and world.customitemarray["heartcontainer"] == 0):
        [item for item in items
         if item.name == 'Boss Heart Container'][0].advancement = True
    elif world.difficulty[player] in [
            'expert'
    ] and not (world.custom and world.customitemarray["heartpiece"] < 4):
        adv_heart_pieces = [
            item for item in items if item.name == 'Piece of Heart'
        ][0:4]
        for hp in adv_heart_pieces:
            hp.advancement = True

    beeweights = {
        0: {
            None: 100
        },
        1: {
            None: 75,
            'trap': 25
        },
        2: {
            None: 40,
            'trap': 40,
            'bee': 20
        },
        3: {
            'trap': 50,
            'bee': 50
        },
        4: {
            'trap': 100
        }
    }

    def beemizer(item):
        if world.beemizer[
                item.
                player] and not item.advancement and not item.priority and not item.type:
            choice = random.choices(
                list(beeweights[world.beemizer[item.player]].keys()),
                weights=list(
                    beeweights[world.beemizer[item.player]].values()))[0]
            return item if not choice else ItemFactory(
                "Bee Trap", player) if choice == 'trap' else ItemFactory(
                    "Bee", player)
        return item

    world.itempool += [beemizer(item) for item in items]

    # shuffle medallions
    mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    world.required_medallions[player] = (mm_medallion, tr_medallion)

    place_bosses(world, player)
    set_up_shops(world, player)

    if world.retro[player]:
        set_up_take_anys(world, player)

    create_dynamic_shop_locations(world, player)
Esempio n. 5
0
def generate_itempool(world, player):
    if (world.difficulty not in ['normal', 'hard', 'expert']
            or world.goal not in [
                'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'
            ] or world.mode not in ['open', 'standard', 'inverted']
            or world.timer not in [
                'none', 'display', 'timed', 'timed-ohko', 'ohko',
                'timed-countdown'
            ] or world.progressive not in ['on', 'off', 'random']):
        raise NotImplementedError('Not supported yet')

    if world.timer in ['ohko', 'timed-ohko']:
        world.can_take_damage = False

    if world.goal in ['pedestal', 'triforcehunt']:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Nothing', player), False)
    else:
        world.push_item(world.get_location('Ganon', player),
                        ItemFactory('Triforce', player), False)

    if world.goal in ['triforcehunt']:
        if world.mode == 'inverted':
            region = world.get_region('Light World', player)
        else:
            region = world.get_region('Hyrule Castle Courtyard', player)

        loc = Location(player, "Murahdahla", parent=region)
        loc.access_rule = lambda state: state.item_count(
            'Triforce Piece', player) + state.item_count(
                'Power Star', player) > state.world.treasure_hunt_count
        region.locations.append(loc)
        world.dynamic_locations.append(loc)

        world.clear_location_cache()

        world.push_item(loc, ItemFactory('Triforce', player), False)
        loc.event = True
        loc.locked = True

    world.get_location('Ganon', player).event = True
    world.get_location('Ganon', player).locked = True
    world.push_item(world.get_location('Agahnim 1', player),
                    ItemFactory('Beat Agahnim 1', player), False)
    world.get_location('Agahnim 1', player).event = True
    world.get_location('Agahnim 1', player).locked = True
    world.push_item(world.get_location('Agahnim 2', player),
                    ItemFactory('Beat Agahnim 2', player), False)
    world.get_location('Agahnim 2', player).event = True
    world.get_location('Agahnim 2', player).locked = True
    world.push_item(world.get_location('Dark Blacksmith Ruins', player),
                    ItemFactory('Pick Up Purple Chest', player), False)
    world.get_location('Dark Blacksmith Ruins', player).event = True
    world.get_location('Dark Blacksmith Ruins', player).locked = True
    world.push_item(world.get_location('Frog', player),
                    ItemFactory('Get Frog', player), False)
    world.get_location('Frog', player).event = True
    world.get_location('Frog', player).locked = True
    world.push_item(world.get_location('Missing Smith', player),
                    ItemFactory('Return Smith', player), False)
    world.get_location('Missing Smith', player).event = True
    world.get_location('Missing Smith', player).locked = True
    world.push_item(world.get_location('Floodgate', player),
                    ItemFactory('Open Floodgate', player), False)
    world.get_location('Floodgate', player).event = True
    world.get_location('Floodgate', player).locked = True

    # set up item pool
    if world.custom:
        (pool, placed_items, precollected_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)
        world.rupoor_cost = min(world.customitemarray[67], 9999)
    else:
        (pool, placed_items, precollected_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)
    world.itempool += ItemFactory(pool, player)
    for item in precollected_items:
        world.push_precollected(ItemFactory(item, player))
    for (location, item) in placed_items:
        world.push_item(world.get_location(location, player),
                        ItemFactory(item, player), False)
        world.get_location(location, player).event = True
        world.get_location(location, player).locked = True
    world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
    if clock_mode is not None:
        world.clock_mode = clock_mode
    if treasure_hunt_count is not None:
        world.treasure_hunt_count = treasure_hunt_count
    if treasure_hunt_icon is not None:
        world.treasure_hunt_icon = treasure_hunt_icon

    if world.keysanity:
        world.itempool.extend([
            item for item in get_dungeon_item_pool(world)
            if item.player == player
        ])

    # logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
    # rather than making all hearts/heart pieces progression items (which slows down generation considerably)
    # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
    if world.difficulty in [
            'normal', 'hard'
    ] and not (world.custom and world.customitemarray[30] == 0):
        [
            item for item in world.itempool
            if item.name == 'Boss Heart Container' and item.player == player
        ][0].advancement = True
    elif world.difficulty in [
            'expert'
    ] and not (world.custom and world.customitemarray[29] < 4):
        adv_heart_pieces = [
            item for item in world.itempool
            if item.name == 'Piece of Heart' and item.player == player
        ][0:4]
        for hp in adv_heart_pieces:
            hp.advancement = True

    # shuffle medallions
    mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
    world.required_medallions[player] = (mm_medallion, tr_medallion)

    place_bosses(world, player)
    set_up_shops(world, player)

    if world.retro:
        set_up_take_anys(world, player)

    create_dynamic_shop_locations(world, player)