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