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						commit
						bbd9c9a4f3
					
				
							
								
								
									
										12
									
								
								ItemPool.py
								
								
								
								
							
							
						
						
									
										12
									
								
								ItemPool.py
								
								
								
								
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					@ -368,13 +368,17 @@ def shuffle_shops(world, items, player: int):
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        shops = []
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					        shops = []
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        upgrade_shops = []
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					        upgrade_shops = []
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        total_inventory = []
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					        total_inventory = []
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					        potion_option = world.potion_shop_shuffle[player]
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        for shop in world.shops:
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					        for shop in world.shops:
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            if shop.region.player == player:
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					            if shop.region.player == player:
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                if shop.type == ShopType.UpgradeShop:
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					                if shop.type == ShopType.UpgradeShop:
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                    upgrade_shops.append(shop)
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					                    upgrade_shops.append(shop)
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                elif shop.type == ShopType.Shop and shop.region.name != 'Potion Shop':
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					                elif shop.type == ShopType.Shop:
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                    shops.append(shop)
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					                    if shop.region.name == 'Potion Shop' and potion_option in [None, '', 'none']:
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                    total_inventory.extend(shop.inventory)
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					                        upgrade_shops.append(shop) # just put it with the upgrade shops/caves so we don't shuffle the items, just prices
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					                    else:
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					                        shops.append(shop)
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					                        total_inventory.extend(shop.inventory)
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        if 'p' in option:
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					        if 'p' in option:
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            def price_adjust(price: int) -> int:
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					            def price_adjust(price: int) -> int:
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					@ -470,7 +474,7 @@ def create_dynamic_shop_locations(world, player):
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                    world.clear_location_cache()
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					                    world.clear_location_cache()
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                    world.push_item(loc, ItemFactory(item['item'], player), False)
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					                    world.push_item(loc, ItemFactory(item['item'], player), False) 
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                    loc.event = True
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					                    loc.event = True
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                    loc.locked = True
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					                    loc.locked = True
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					@ -368,6 +368,10 @@ def roll_settings(weights):
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    if not ret.shop_shuffle:
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					    if not ret.shop_shuffle:
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        ret.shop_shuffle = ''
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					        ret.shop_shuffle = ''
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					    ret.potion_shop_shuffle = get_choice('potion_shop_shuffle', weights, '')
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					    if not ret.potion_shop_shuffle:
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					        ret.potion_shop_shuffle = ''
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    ret.mode = get_choice('world_state', weights, None)  # legacy support
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					    ret.mode = get_choice('world_state', weights, None)  # legacy support
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    if ret.mode == 'retro':
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					    if ret.mode == 'retro':
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        ret.mode = 'open'
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					        ret.mode = 'open'
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										2
									
								
								Rules.py
								
								
								
								
							
							
						
						
									
										2
									
								
								Rules.py
								
								
								
								
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					@ -85,7 +85,7 @@ def set_rules(world, player):
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        add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.world.get_entrance('Ganons Tower Ascent', player).can_reach(state), 'or')
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					        add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.world.get_entrance('Ganons Tower Ascent', player).can_reach(state), 'or')
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    set_bunny_rules(world, player, world.mode[player] == 'inverted')
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					    set_bunny_rules(world, player, world.mode[player] == 'inverted')
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def mirrorless_path_to_castle_courtyard(world, player):
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					def mirrorless_path_to_castle_courtyard(world, player):
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    # If Agahnim is defeated then the courtyard needs to be accessible without using the mirror for the mirror offset glitch.
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					    # If Agahnim is defeated then the courtyard needs to be accessible without using the mirror for the mirror offset glitch.
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