from BaseClasses import Item, ItemClassification from worlds.AutoWorld import World from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem from .Locations import get_total_locations from .Rules import get_difficulty from typing import Optional, List, Dict def create_itempool(world: World) -> List[Item]: itempool: List[Item] = [] if not world.is_dw_only() and world.multiworld.HatItems[world.player].value == 0: calculate_yarn_costs(world) yarn_pool: List[Item] = create_multiple_items(world, "Yarn", world.multiworld.YarnAvailable[world.player].value, ItemClassification.progression_skip_balancing) for i in range(int(len(yarn_pool) * (0.01 * world.multiworld.YarnBalancePercent[world.player].value))): yarn_pool[i].classification = ItemClassification.progression itempool += yarn_pool for name in item_table.keys(): if name == "Yarn": continue if not item_dlc_enabled(world, name): continue if world.multiworld.HatItems[world.player].value == 0 and name in hat_type_to_item.values(): continue item_type: ItemClassification = item_table.get(name).classification if world.is_dw_only(): if item_type is ItemClassification.progression \ or item_type is ItemClassification.progression_skip_balancing: continue else: if name == "Scooter Badge": if world.multiworld.CTRLogic[world.player].value >= 1 or get_difficulty(world) >= Difficulty.MODERATE: item_type = ItemClassification.progression elif name == "No Bonk Badge": if get_difficulty(world) >= Difficulty.MODERATE: item_type = ItemClassification.progression # some death wish bonuses require one hit hero + hookshot if world.is_dw() and name == "Badge Pin" and not world.is_dw_only(): item_type = ItemClassification.progression if item_type is ItemClassification.filler or item_type is ItemClassification.trap: continue if name in act_contracts.keys() and world.multiworld.ShuffleActContracts[world.player].value == 0: continue if name in alps_hooks.keys() and world.multiworld.ShuffleAlpineZiplines[world.player].value == 0: continue if name == "Progressive Painting Unlock" \ and world.multiworld.ShuffleSubconPaintings[world.player].value == 0: continue if world.multiworld.StartWithCompassBadge[world.player].value > 0 and name == "Compass Badge": continue if name == "Time Piece": tp_count: int = 40 max_extra: int = 0 if world.is_dlc1(): max_extra += 6 if world.is_dlc2(): max_extra += 10 tp_count += min(max_extra, world.multiworld.MaxExtraTimePieces[world.player].value) tp_list: List[Item] = create_multiple_items(world, name, tp_count, item_type) for i in range(int(len(tp_list) * (0.01 * world.multiworld.TimePieceBalancePercent[world.player].value))): tp_list[i].classification = ItemClassification.progression itempool += tp_list continue itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type) itempool += create_junk_items(world, get_total_locations(world) - len(itempool)) return itempool def calculate_yarn_costs(world: World): mw = world.multiworld p = world.player min_yarn_cost = int(min(mw.YarnCostMin[p].value, mw.YarnCostMax[p].value)) max_yarn_cost = int(max(mw.YarnCostMin[p].value, mw.YarnCostMax[p].value)) max_cost: int = 0 for i in range(5): cost: int = mw.random.randint(min(min_yarn_cost, max_yarn_cost), max(max_yarn_cost, min_yarn_cost)) world.get_hat_yarn_costs()[HatType(i)] = cost max_cost += cost available_yarn: int = mw.YarnAvailable[p].value if max_cost > available_yarn: mw.YarnAvailable[p].value = max_cost available_yarn = max_cost if max_cost + mw.MinExtraYarn[p].value > available_yarn: mw.YarnAvailable[p].value += (max_cost + mw.MinExtraYarn[p].value) - available_yarn def item_dlc_enabled(world: World, name: str) -> bool: data = item_table[name] if data.dlc_flags == HatDLC.none: return True elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1(): return True elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2(): return True elif data.dlc_flags == HatDLC.death_wish and world.is_dw(): return True return False def create_item(world: World, name: str) -> Item: data = item_table[name] return HatInTimeItem(name, data.classification, data.code, world.player) def create_multiple_items(world: World, name: str, count: int = 1, item_type: Optional[ItemClassification] = ItemClassification.progression) -> List[Item]: data = item_table[name] itemlist: List[Item] = [] for i in range(count): itemlist += [HatInTimeItem(name, item_type, data.code, world.player)] return itemlist def create_junk_items(world: World, count: int) -> List[Item]: trap_chance = world.multiworld.TrapChance[world.player].value junk_pool: List[Item] = [] junk_list: Dict[str, int] = {} trap_list: Dict[str, int] = {} ic: ItemClassification for name in item_table.keys(): ic = item_table[name].classification if ic == ItemClassification.filler: if world.is_dw_only() and "Pons" in name: continue junk_list[name] = junk_weights.get(name) elif trap_chance > 0 and ic == ItemClassification.trap: if name == "Baby Trap": trap_list[name] = world.multiworld.BabyTrapWeight[world.player].value elif name == "Laser Trap": trap_list[name] = world.multiworld.LaserTrapWeight[world.player].value elif name == "Parade Trap": trap_list[name] = world.multiworld.ParadeTrapWeight[world.player].value for i in range(count): if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance: junk_pool += [world.create_item( world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0])] else: junk_pool += [world.create_item( world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0])] return junk_pool ahit_items = { "Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing), "Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing), # for HatItems option "Sprint Hat": ItemData(2000300049, ItemClassification.progression), "Brewing Hat": ItemData(2000300050, ItemClassification.progression), "Ice Hat": ItemData(2000300051, ItemClassification.progression), "Dweller Mask": ItemData(2000300052, ItemClassification.progression), "Time Stop Hat": ItemData(2000300053, ItemClassification.progression), # Relics "Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression), "Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression), "Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression), "Relic (Train)": ItemData(2000300009, ItemClassification.progression), "Relic (UFO)": ItemData(2000300010, ItemClassification.progression), "Relic (Cow)": ItemData(2000300011, ItemClassification.progression), "Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression), "Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression), "Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression), "Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression), "Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression), "Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression), # Badges "Projectile Badge": ItemData(2000300024, ItemClassification.useful), "Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful), "Hover Badge": ItemData(2000300026, ItemClassification.useful), "Hookshot Badge": ItemData(2000300027, ItemClassification.progression), "Item Magnet Badge": ItemData(2000300028, ItemClassification.useful), "No Bonk Badge": ItemData(2000300029, ItemClassification.useful), "Compass Badge": ItemData(2000300030, ItemClassification.useful), "Scooter Badge": ItemData(2000300031, ItemClassification.useful), "One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish), "Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish), # Other "Badge Pin": ItemData(2000300043, ItemClassification.useful), "Umbrella": ItemData(2000300033, ItemClassification.progression), "Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression), # Garbage items "25 Pons": ItemData(2000300034, ItemClassification.filler), "50 Pons": ItemData(2000300035, ItemClassification.filler), "100 Pons": ItemData(2000300036, ItemClassification.filler), "Health Pon": ItemData(2000300037, ItemClassification.filler), "Random Cosmetic": ItemData(2000300044, ItemClassification.filler), # Traps "Baby Trap": ItemData(2000300039, ItemClassification.trap), "Laser Trap": ItemData(2000300040, ItemClassification.trap), "Parade Trap": ItemData(2000300041, ItemClassification.trap), # DLC1 items "Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1), "Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1), "Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1), "Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1), # DLC2 items "Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2), "Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2), "Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2), "Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2), "Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2), "Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2), } act_contracts = { "Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression), "Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression), "Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression), "Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression), } alps_hooks = { "Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression), "Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression), "Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression), "Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression), } relic_groups = { "Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"}, "Train": {"Relic (Mountain Set)", "Relic (Train)"}, "UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"}, "Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"}, "Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"}, "Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"}, } item_frequencies = { "Badge Pin": 2, "Progressive Painting Unlock": 3, } junk_weights = { "25 Pons": 50, "50 Pons": 25, "100 Pons": 10, "Health Pon": 35, "Random Cosmetic": 35, } item_table = { **ahit_items, **act_contracts, **alps_hooks, }