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itempool.py
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from locations.items import *
DEFAULT_ITEM_POOL = {
SWORD: 2,
FEATHER: 1,
HOOKSHOT: 1,
BOW: 1,
BOMB: 1,
MAGIC_POWDER: 1,
MAGIC_ROD: 1,
OCARINA: 1,
PEGASUS_BOOTS: 1,
POWER_BRACELET: 2,
SHIELD: 2,
SHOVEL: 1,
ROOSTER: 1,
TOADSTOOL: 1,
TAIL_KEY: 1, SLIME_KEY: 1, ANGLER_KEY: 1, FACE_KEY: 1, BIRD_KEY: 1,
GOLD_LEAF: 5,
FLIPPERS: 1,
BOWWOW: 1,
SONG1: 1, SONG2: 1, SONG3: 1,
BLUE_TUNIC: 1, RED_TUNIC: 1,
MAX_ARROWS_UPGRADE: 1, MAX_BOMBS_UPGRADE: 1, MAX_POWDER_UPGRADE: 1,
HEART_CONTAINER: 8,
HEART_PIECE: 12,
RUPEES_100: 3,
RUPEES_20: 6,
RUPEES_200: 3,
RUPEES_50: 19,
SEASHELL: 26,
MEDICINE: 3,
GEL: 4,
MESSAGE: 1,
COMPASS1: 1, COMPASS2: 1, COMPASS3: 1, COMPASS4: 1, COMPASS5: 1, COMPASS6: 1, COMPASS7: 1, COMPASS8: 1, COMPASS0: 1,
KEY1: 3, KEY2: 5, KEY3: 9, KEY4: 5, KEY5: 3, KEY6: 3, KEY7: 3, KEY8: 7, KEY0: 3,
MAP1: 1, MAP2: 1, MAP3: 1, MAP4: 1, MAP5: 1, MAP6: 1, MAP7: 1, MAP8: 1, MAP0: 1,
NIGHTMARE_KEY1: 1, NIGHTMARE_KEY2: 1, NIGHTMARE_KEY3: 1, NIGHTMARE_KEY4: 1, NIGHTMARE_KEY5: 1, NIGHTMARE_KEY6: 1, NIGHTMARE_KEY7: 1, NIGHTMARE_KEY8: 1, NIGHTMARE_KEY0: 1,
STONE_BEAK1: 1, STONE_BEAK2: 1, STONE_BEAK3: 1, STONE_BEAK4: 1, STONE_BEAK5: 1, STONE_BEAK6: 1, STONE_BEAK7: 1, STONE_BEAK8: 1, STONE_BEAK0: 1,
INSTRUMENT1: 1, INSTRUMENT2: 1, INSTRUMENT3: 1, INSTRUMENT4: 1, INSTRUMENT5: 1, INSTRUMENT6: 1, INSTRUMENT7: 1, INSTRUMENT8: 1,
TRADING_ITEM_YOSHI_DOLL: 1,
TRADING_ITEM_RIBBON: 1,
TRADING_ITEM_DOG_FOOD: 1,
TRADING_ITEM_BANANAS: 1,
TRADING_ITEM_STICK: 1,
TRADING_ITEM_HONEYCOMB: 1,
TRADING_ITEM_PINEAPPLE: 1,
TRADING_ITEM_HIBISCUS: 1,
TRADING_ITEM_LETTER: 1,
TRADING_ITEM_BROOM: 1,
TRADING_ITEM_FISHING_HOOK: 1,
TRADING_ITEM_NECKLACE: 1,
TRADING_ITEM_SCALE: 1,
TRADING_ITEM_MAGNIFYING_GLASS: 1,
"MEDICINE2": 1, "RAFT": 1,
TAIL_CAVE_OPENED: 1, KEY_CAVERN_OPENED: 1, ANGLER_TUNNEL_OPENED: 1, FACE_SHRINE_OPENED: 1, CASTLE_GATE_OPENED: 1, EAGLE_TOWER_OPENED: 1
}
class ItemPool:
def __init__(self, logic, settings, rnd, plando):
self.__pool = {}
self.__setup(logic, settings, rnd)
if not plando:
self.__randomizeRupees(settings, rnd)
def add(self, item, count=1):
self.__pool[item] = self.__pool.get(item, 0) + count
def remove(self, item, count=1):
self.__pool[item] = self.__pool.get(item, 0) - count
if self.__pool[item] == 0:
del self.__pool[item]
def get(self, item):
return self.__pool.get(item, 0)
def removeRupees(self, count):
for n in range(count):
self.removeRupee()
def removeRupee(self):
for item in (RUPEES_20, RUPEES_50, RUPEES_100, RUPEES_200, RUPEES_500):
if self.get(item) > 0:
self.remove(item)
return
raise RuntimeError("Wanted to remove more rupees from the pool then we have")
def __setup(self, logic, settings, rnd):
default_item_pool = DEFAULT_ITEM_POOL
if settings.overworld == "random":
default_item_pool = logic.world.map.get_item_pool()
for item, count in default_item_pool.items():
self.add(item, count)
if settings.boomerang != 'default' and settings.overworld != "random":
self.add(BOOMERANG)
if settings.owlstatues == 'both':
self.add(RUPEES_20, 9 + 24)
elif settings.owlstatues == 'dungeon':
self.add(RUPEES_20, 24)
elif settings.owlstatues == 'overworld':
self.add(RUPEES_20, 9)
if settings.hpmode == 'inverted':
self.add(BAD_HEART_CONTAINER, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
elif settings.hpmode == 'low':
self.add(HEART_PIECE, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
elif settings.hpmode == 'extralow':
self.add(RUPEES_20, self.get(HEART_CONTAINER))
self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
if settings.goal == 'seashells':
self.remove(SEASHELL, 2)
if settings.shopsanity != '':
self.add(RUPEES_20, 16)
if settings.itempool == 'casual':
self.add(SWORD)
self.add(FLIPPERS)
self.add(FEATHER)
self.add(HOOKSHOT)
self.add(BOW)
self.add(BOMB)
self.add(MAGIC_POWDER)
self.add(MAGIC_ROD)
self.add(OCARINA)
self.add(PEGASUS_BOOTS)
self.add(POWER_BRACELET)
self.add(SHOVEL)
self.add(RUPEES_200, 2)
self.removeRupees(14)
for n in range(9):
self.remove(f"MAP{n}")
self.remove(f"COMPASS{n}")
self.add(f"KEY{n}")
self.add(f"NIGHTMARE_KEY{n}")
elif settings.itempool == 'pain':
self.add(BAD_HEART_CONTAINER, 12)
self.remove(BLUE_TUNIC)
self.removeRupees(7-self.get(MEDICINE))
self.remove(MEDICINE, self.get(MEDICINE))
self.remove(HEART_PIECE, 4)
elif settings.itempool == 'keyup':
for n in range(9):
self.remove(f"MAP{n}")
self.remove(f"COMPASS{n}")
self.add(f"KEY{n}")
self.add(f"NIGHTMARE_KEY{n}")
if settings.owlstatues in ("", "overworld"):
for n in range(9):
self.remove(f"STONE_BEAK{n}")
self.add(f"KEY{n}")
if settings.dungeon_items == 'keysy':
for n in range(9):
for amount, item_name in ((9, "KEY"), (1, "NIGHTMARE_KEY")):
item_name = "%s%d" % (item_name, n)
if item_name in self.__pool:
self.add(RUPEES_20, self.__pool[item_name])
self.remove(item_name, self.__pool[item_name])
self.add(item_name, amount)
if settings.overworld == "dungeondive":
self.remove(SWORD)
self.remove(SHOVEL)
self.remove(TOADSTOOL)
self.remove(MAX_ARROWS_UPGRADE)
self.remove(MAX_BOMBS_UPGRADE)
self.remove(MAX_POWDER_UPGRADE)
self.remove(SEASHELL, 26)
self.remove(TAIL_KEY)
self.remove(SLIME_KEY)
self.remove(ANGLER_KEY)
self.remove(FACE_KEY)
self.remove(BIRD_KEY)
self.remove(GOLD_LEAF, 5)
self.remove(SONG2)
self.remove(SONG3)
self.remove(HEART_PIECE, 8)
self.add(HEART_CONTAINER, 2)
self.remove(RUPEES_50, 9)
self.removeRupees(5-self.get(MEDICINE))
self.remove(MEDICINE, self.get(MEDICINE))
self.remove(MESSAGE)
self.remove(BOWWOW)
self.remove(ROOSTER)
self.remove(GEL, 2)
self.remove("MEDICINE2")
self.remove("RAFT")
self.remove(TAIL_CAVE_OPENED)
self.remove(KEY_CAVERN_OPENED)
self.remove(ANGLER_TUNNEL_OPENED)
self.remove(FACE_SHRINE_OPENED)
self.remove(CASTLE_GATE_OPENED)
self.remove(EAGLE_TOWER_OPENED)
self.remove(TRADING_ITEM_YOSHI_DOLL)
self.remove(TRADING_ITEM_RIBBON)
self.remove(TRADING_ITEM_DOG_FOOD)
self.remove(TRADING_ITEM_BANANAS)
self.remove(TRADING_ITEM_STICK)
self.remove(TRADING_ITEM_HONEYCOMB)
self.remove(TRADING_ITEM_PINEAPPLE)
self.remove(TRADING_ITEM_HIBISCUS)
self.remove(TRADING_ITEM_LETTER)
self.remove(TRADING_ITEM_BROOM)
self.remove(TRADING_ITEM_FISHING_HOOK)
self.remove(TRADING_ITEM_NECKLACE)
self.remove(TRADING_ITEM_SCALE)
self.remove(TRADING_ITEM_MAGNIFYING_GLASS)
elif settings.overworld == "alttp":
self.remove(BLUE_TUNIC)
self.remove(RED_TUNIC)
self.remove(TAIL_KEY)
self.remove(SLIME_KEY)
self.remove(ANGLER_KEY)
self.remove(BIRD_KEY)
self.remove(SLIME_KEY)
self.remove(FACE_KEY)
self.remove(BOWWOW)
self.remove(SONG2)
self.remove(ROOSTER)
self.remove(GOLD_LEAF, 5)
self.remove(HEART_PIECE, 8)
self.remove("MEDICINE2")
self.remove("RAFT")
self.remove(TAIL_CAVE_OPENED)
self.remove(KEY_CAVERN_OPENED)
self.remove(ANGLER_TUNNEL_OPENED)
self.remove(FACE_SHRINE_OPENED)
self.remove(EAGLE_TOWER_OPENED)
self.remove(SEASHELL, 4)
self.remove(MEDICINE, 3)
self.remove(RUPEES_50, 5)
self.add(RUPEES_200, 1)
self.add(HAMMER)
for item_name in {KEY, NIGHTMARE_KEY, MAP, COMPASS, STONE_BEAK}:
self.remove(f"{item_name}0", self.get(f"{item_name}0"))
self.remove(TRADING_ITEM_BANANAS)
self.remove(TRADING_ITEM_STICK)
self.remove(TRADING_ITEM_PINEAPPLE)
self.remove(TRADING_ITEM_BROOM)
self.remove(TRADING_ITEM_FISHING_HOOK)
self.remove(TRADING_ITEM_NECKLACE)
self.remove(TRADING_ITEM_SCALE)
self.remove(TRADING_ITEM_MAGNIFYING_GLASS)
if settings.owlstatues == 'dungeon':
self.remove(RUPEES_20, 3) # Remove color dungeon owls
elif not settings.rooster:
self.remove(ROOSTER)
self.add(RUPEES_50)
if settings.overworld == "nodungeons":
for n in range(9):
for item_name in {KEY, NIGHTMARE_KEY, MAP, COMPASS, STONE_BEAK}:
self.remove(f"{item_name}{n}", self.get(f"{item_name}{n}"))
if self.get(BLUE_TUNIC) > 0:
self.remove(BLUE_TUNIC)
else:
self.removeRupee()
self.remove(RED_TUNIC)
self.remove(SEASHELL, 3)
self.removeRupees(29-self.get(MEDICINE))
self.remove(MEDICINE, self.get(MEDICINE))
self.remove(GEL, 4)
self.remove(MESSAGE, 1)
self.add(RUPEES_500, 3)
if settings.overworld == "dungeonchain":
self.__pool = {}
required_item_count = 1 # Start item
key_counts = {1: 3, 2: 5, 3: 9, 4: 5, 5: 3, 6: 3, 7: 3, 8: 7, 0: 3}
item_counts = {
1: 3, 2: 3, 3: 4, 4: 4, 5: 5, 6: 7, 7: 4, 8: 7, 0: 0,
"shop": 2, "mamu": 1, "trendy": 1, "dream": 2, "chestcave": 1, "cavegen": 0,
}
if logic.world_setup.cavegen:
item_counts["cavegen"] = logic.world_setup.cavegen.get_reward_count()
if settings.owlstatues in {'both', 'dungeon'}:
for idx, count in {1: 3, 2: 3, 3: 3, 4: 1, 5: 2, 6: 3, 7: 3, 8: 3, 0: 3}.items():
item_counts[idx] += count
required_items_per_dungeon = {
1: {FEATHER, SHIELD, BOMB},
2: {POWER_BRACELET, FEATHER},
3: {POWER_BRACELET, PEGASUS_BOOTS},
4: {SHIELD, FLIPPERS, FEATHER, PEGASUS_BOOTS, BOMB},
5: {HOOKSHOT, FEATHER, BOMB, POWER_BRACELET, FLIPPERS},
6: {POWER_BRACELET, POWER_BRACELET+"2", BOMB, FEATHER, HOOKSHOT},
7: {POWER_BRACELET, SHIELD, SHIELD+"2", BOMB, HOOKSHOT},
8: {MAGIC_ROD, BOMB, FEATHER, POWER_BRACELET, HOOKSHOT},
0: {POWER_BRACELET, HOOKSHOT},
"shop": {RUPEES_100, RUPEES_200, RUPEES_500},
"mamu": {RUPEES_100, RUPEES_200, OCARINA},
"trendy": {RUPEES_50},
"dream": {PEGASUS_BOOTS},
"chestcave": set(),
"cavegen": {BOMB},
}
required_items = {SWORD, BOW, MAGIC_POWDER}
for dungeon_idx in logic.world_setup.dungeon_chain:
if isinstance(dungeon_idx, int):
self.add(f"KEY{dungeon_idx}", key_counts[dungeon_idx])
self.add(f"NIGHTMARE_KEY{dungeon_idx}")
self.add(f"MAP{dungeon_idx}")
self.add(f"COMPASS{dungeon_idx}")
self.add(f"STONE_BEAK{dungeon_idx}")
if 1 <= dungeon_idx <= 8:
self.add(HEART_CONTAINER)
required_item_count += item_counts[dungeon_idx]
required_items.update(required_items_per_dungeon[dungeon_idx])
for item in required_items:
if item.endswith("2"):
item = item[:-1]
self.add(item)
required_item_count -= 1
major_additions = [SWORD, FEATHER, HOOKSHOT, BOW, BOMB, MAGIC_POWDER, MAGIC_ROD, PEGASUS_BOOTS, POWER_BRACELET, SHIELD, BOOMERANG]
minor_additions = [BOMB, MAGIC_POWDER, BLUE_TUNIC, RED_TUNIC, MAX_ARROWS_UPGRADE, MAX_BOMBS_UPGRADE, MAX_POWDER_UPGRADE, MEDICINE]
junk_items = [RUPEES_100, RUPEES_20, RUPEES_50, SEASHELL, GEL, MESSAGE]
max_counts = {BLUE_TUNIC: 1, RED_TUNIC: 1, MAX_ARROWS_UPGRADE: 1, MAX_BOMBS_UPGRADE: 1, MAX_POWDER_UPGRADE: 1, MEDICINE: 1, SWORD: 2, MESSAGE: 1}
for n in range(3):
pick = rnd.choice(major_additions)
if pick not in required_items or pick in {SWORD, SHIELD} and required_item_count > 0:
self.add(pick)
required_item_count -= 1
major_additions.remove(pick)
if not major_additions:
break
for n in range(required_item_count // 3):
pick = rnd.choice(minor_additions)
if required_item_count > 0 and self.get(pick) < max_counts.get(pick, 999):
self.add(pick)
required_item_count -= 1
assert required_item_count >= 0
while required_item_count > 0:
pick = rnd.choice(junk_items)
if required_item_count > 0 and self.get(pick) < max_counts.get(pick, 999):
self.add(pick)
required_item_count -= 1
if settings.bowwow == 'always':
# Bowwow mode takes a sword from the pool to give as bowwow. So we need to fix that.
self.add(SWORD)
self.remove(BOWWOW)
elif settings.bowwow == 'swordless':
# Bowwow mode takes a sword from the pool to give as bowwow, we need to remove all swords and Bowwow except for 1
self.add(RUPEES_20, self.get(BOWWOW) + self.get(SWORD) - 1)
self.remove(SWORD, self.get(SWORD) - 1)
self.remove(BOWWOW, self.get(BOWWOW))
if settings.goal == "seashells":
for n in range(8):
self.remove("INSTRUMENT%d" % (n + 1))
self.add(SEASHELL, 8)
if self.get(SEASHELL) < 20:
raise RuntimeError("Not enough seashells (" + str(self.get(SEASHELL)) + ") available in itempool")
# In multiworld, put a bit more rupees in the seed, this helps with generation (2nd shop item)
# As we cheat and can place rupees for the wrong player.
if settings.multiworld:
rupees20 = self.__pool.get(RUPEES_20, 0)
self.add(RUPEES_50, rupees20 // 2)
self.remove(RUPEES_20, rupees20 // 2)
rupees50 = self.__pool.get(RUPEES_50, 0)
self.add(RUPEES_200, rupees50 // 5)
self.remove(RUPEES_50, rupees50 // 5)
def __randomizeRupees(self, options, rnd):
# Remove rupees from the item pool and replace them with other items to create more variety
rupee_item = []
rupee_item_count = []
for k, v in self.__pool.items():
if k in {RUPEES_20, RUPEES_50} and v > 0:
rupee_item.append(k)
rupee_item_count.append(v)
rupee_chests = sum(v for k, v in self.__pool.items() if k.startswith("RUPEES_"))
if rupee_chests // 5 > sum(rupee_item_count):
rupee_chests = 5*sum(rupee_item_count)
for n in range(rupee_chests // 5):
new_item = rnd.choices((BOMB, SINGLE_ARROW, ARROWS_10, MAGIC_POWDER, MEDICINE), (10, 5, 10, 10, 1))[0]
while True:
remove_item = rnd.choices(rupee_item, rupee_item_count)[0]
if self.get(remove_item) > 0:
break
self.add(new_item)
self.remove(remove_item)
def toDict(self):
return self.__pool.copy()