Bartering Update
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@ -4,7 +4,7 @@ import Utils
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from Patch import read_rom
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '13a75c5dd28055fbcf8f69bd8161871d'
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RANDOMIZERBASEHASH = 'e397fef0e947d1bd760c68c4fe99a600'
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import io
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import json
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@ -18,6 +18,19 @@ class ShopType(Enum):
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TakeAny = 1
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UpgradeShop = 2
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@unique
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class ShopPriceType(Enum):
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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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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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@ -87,10 +100,11 @@ class Shop():
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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, create_location: bool = False,
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player: int = 0):
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player: int = 0, 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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@ -98,7 +112,7 @@ class Shop():
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'player': player
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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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def push_inventory(self, slot: int, item: str, price: int, max: int = 1, player: int = 0, price_type: int = ShopPriceType.Rupees):
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if not self.inventory[slot]:
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raise ValueError("Inventory can't be pushed back if it doesn't exist")
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@ -108,6 +122,7 @@ class Shop():
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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"],
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'replacement_price': self.inventory[slot]["price"],
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@ -392,6 +407,7 @@ def set_up_shops(world, player: int):
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shop.push_inventory(next(slots), 'Single Arrow', 80)
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def shuffle_shops(world, items, player: int):
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option = world.shop_shuffle[player]
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if 'u' in option:
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@ -461,6 +477,14 @@ def shuffle_shops(world, items, player: int):
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for item in shop.inventory:
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adjust_item(item)
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if 'P' in option:
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print('Making funny prices.')
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for item in total_inventory:
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price_to_funny_price(item, world, player)
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for shop in upgrade_shops:
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for item in shop.inventory:
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price_to_funny_price(item, world, player)
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if 'i' in option:
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world.random.shuffle(total_inventory)
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@ -469,3 +493,45 @@ def shuffle_shops(world, items, player: int):
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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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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: {},
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ShopPriceType.ArrowUpgrade: {},
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ShopPriceType.Keys: {},
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ShopPriceType.Potion: {},
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# ShopPriceType.Item: {}
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}
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price_chart = {
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ShopPriceType.Rupees: lambda p: p,
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ShopPriceType.Hearts: lambda p: min(1, p//5)*4,
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ShopPriceType.Magic: lambda p: min(8, p//5)*4,
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ShopPriceType.Bombs: lambda p: min(10, p//5),
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ShopPriceType.Arrows: lambda p: min(30, p//5),
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ShopPriceType.HeartContainer: lambda p: 0x8,
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ShopPriceType.BombUpgrade: lambda p: 0x1,
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ShopPriceType.ArrowUpgrade: lambda p: 0x1,
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ShopPriceType.Keys: lambda p: min(3, (p//100)+1),
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ShopPriceType.Potion: lambda p: (p//5)%5,
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# ShopPriceType.Item: lambda p: 0,
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}
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def price_to_funny_price(item, world, player):
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if item is None:
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return
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my_price_types = [x for x in price_blacklist]
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my_choices = world.random.sample(my_price_types, len(my_price_types))
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for p in my_choices:
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if p in [ShopPriceType.Rupees, ShopPriceType.BombUpgrade, ShopPriceType.ArrowUpgrade] or (p in [ShopPriceType.Keys] and world.smallkey_shuffle[player] == smallkey_shuffle.option_universal):
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return
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if any(x in item['item'] for x in price_blacklist[p]):
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continue
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else:
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item['price'] = 0x8000 | 0x100*(p.value-1) | price_chart[p](item['price'])
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break
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