465 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			465 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
from __future__ import annotations
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from enum import unique, Enum
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from typing import List, Union, Optional, Set, NamedTuple, Dict
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import logging
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from worlds.alttp import ALttPLocation
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from worlds.alttp.EntranceShuffle import door_addresses
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from worlds.alttp.Items import item_name_groups, item_table, ItemFactory, trap_replaceable, GetBeemizerItem
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from Utils import int16_as_bytes
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logger = logging.getLogger("Shops")
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@unique
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class ShopType(Enum):
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    Shop = 0
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    TakeAny = 1
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    UpgradeShop = 2
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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, todo: actually check against this
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    type = ShopType.Shop
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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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    @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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    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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    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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        return False
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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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    def clear_inventory(self):
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        self.inventory = [None] * self.slots
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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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        self.inventory[slot] = {
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            'item': item,
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            'price': price,
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            'max': max,
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            'replacement': replacement,
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            'replacement_price': replacement_price,
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            'create_location': create_location,
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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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        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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        if not self.can_push_inventory(slot):
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            logging.warning(f'Warning, there is already an item pushed into this slot.')
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        self.inventory[slot] = {
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            'item': item,
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            'price': price,
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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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            'create_location': self.inventory[slot]["create_location"],
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            'player': player
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        }
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    def can_push_inventory(self, slot: int):
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        return self.inventory[slot] and not self.inventory[slot]["replacement"]
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class TakeAny(Shop):
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    type = ShopType.TakeAny
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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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shop_class_mapping = {ShopType.UpgradeShop: UpgradeShop,
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                      ShopType.Shop: Shop,
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                      ShopType.TakeAny: TakeAny}
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def FillDisabledShopSlots(world):
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    shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
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                                      for location in shop_locations if location.shop_slot and location.shop_slot_disabled}
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    for location in shop_slots:
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        location.shop_slot_disabled = True
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        slot_num = int(location.name[-1]) - 1
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        shop: Shop = location.parent_region.shop
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        location.item = ItemFactory(shop.inventory[slot_num]['item'], location.player)
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        location.item_rule = lambda item: item.name == location.item.name and item.player == location.player
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def ShopSlotFill(world):
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    shop_slots: Set[ALttPLocation] = {location for shop_locations in (shop.region.locations for shop in world.shops)
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                                      for location in shop_locations if location.shop_slot}
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    removed = set()
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    for location in shop_slots:
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        slot_num = int(location.name[-1]) - 1
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        shop: Shop = location.parent_region.shop
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        if not shop.can_push_inventory(slot_num) or location.shop_slot_disabled:
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            location.shop_slot_disabled = True
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            removed.add(location)
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    if removed:
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        shop_slots -= removed
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    if shop_slots:
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        del shop_slots
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        from Fill import swap_location_item
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        # TODO: allow each game to register a blacklist to be used here?
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        blacklist_words = {"Rupee"}
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        blacklist_words = {item_name for item_name in item_table if any(
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            blacklist_word in item_name for blacklist_word in blacklist_words)}
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        blacklist_words.add("Bee")
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        locations_per_sphere = list(sorted(sphere, key=lambda location: location.name) for sphere in world.get_spheres())
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        # currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
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        # Potentially create Locations as needed and make inventory the only source, to prevent divergence
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        cumu_weights = []
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        shops_per_sphere = []
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        candidates_per_sphere = []
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        # sort spheres into piles of valid candidates and shops
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        for sphere in locations_per_sphere:
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            current_shops_slots = []
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            current_candidates = []
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            shops_per_sphere.append(current_shops_slots)
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            candidates_per_sphere.append(current_candidates)
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            for location in sphere:
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                if location.shop_slot:
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                    if not location.shop_slot_disabled:
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                        current_shops_slots.append(location)
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                elif not location.locked and not location.item.name in blacklist_words:
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                    current_candidates.append(location)
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            if cumu_weights:
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                x = cumu_weights[-1]
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            else:
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                x = 0
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            cumu_weights.append(len(current_candidates) + x)
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            world.random.shuffle(current_candidates)
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        del locations_per_sphere
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        for i, current_shop_slots in enumerate(shops_per_sphere):
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            if current_shop_slots:
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                # getting all candidates and shuffling them feels cpu expensive, there may be a better method
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                candidates = [(location, i) for i, candidates in enumerate(candidates_per_sphere[i:], start=i)
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                              for location in candidates]
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                world.random.shuffle(candidates)
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                for location in current_shop_slots:
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                    shop: Shop = location.parent_region.shop
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                    for index, (c, swapping_sphere_id) in enumerate(candidates):  # chosen item locations
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                        if c.item_rule(location.item) and location.item_rule(c.item):
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                            swap_location_item(c, location, check_locked=False)
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                            logger.debug(f'Swapping {c} into {location}:: {location.item}')
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                            # remove candidate
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                            candidates_per_sphere[swapping_sphere_id].remove(c)
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                            candidates.pop(index)
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                            break
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                    else:
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                        # This *should* never happen. But let's fail safely just in case.
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                        logger.warning("Ran out of ShopShuffle Item candidate locations.")
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                        location.shop_slot_disabled = True
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                        continue
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                    item_name = location.item.name
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                    if location.item.game != "A Link to the Past":
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                        price = world.random.randrange(1, 28)
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                    elif any(x in item_name for x in ['Compass', 'Map', 'Single Bomb', 'Single Arrow', 'Piece of Heart']):
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                        price = world.random.randrange(1, 7)
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                    elif any(x in item_name for x in ['Arrow', 'Bomb', 'Clock']):
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                        price = world.random.randrange(2, 14)
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                    elif any(x in item_name for x in ['Small Key', 'Heart']):
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                        price = world.random.randrange(4, 28)
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                    else:
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                        price = world.random.randrange(8, 56)
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                    shop.push_inventory(int(location.name[-1]) - 1, item_name, price * 5, 1,
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                                        location.item.player if location.item.player != location.player else 0)
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def create_shops(world, player: int):
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    option = world.shop_shuffle[player]
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    player_shop_table = shop_table.copy()
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    if "w" in option:
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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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    num_slots = min(dynamic_shop_slots, max(0, int(world.shop_shuffle_slots[player])))  # 0 to 30
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    single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots)
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    world.random.shuffle(single_purchase_slots)
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    if 'g' in option or 'f' in option:
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        default_shop_table = [i for l in [shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if not world.retro[player] or x != 'arrows'] for i in l]
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        new_basic_shop = world.random.sample(default_shop_table, k=3)
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        new_dark_shop = world.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 = world.random.sample(default_shop_table, k=3)
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                if 'f' not in option:
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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 = world.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 world.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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    chance_100 = int(world.retro[player])*0.25+int(world.keyshuffle[player] == "universal") * 0.5
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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 = world.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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        world.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:
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                slot_name = "{} Slot {}".format(region.name, index + 1)
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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_slot = True
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                loc.locked = True
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                if single_purchase_slots.pop():
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                    if world.goal[player] != 'icerodhunt':
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                        if world.random.random() < chance_100:
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                            additional_item = 'Rupees (100)'
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                        else:
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                            additional_item = 'Rupees (50)'
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                    else:
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                        additional_item = GetBeemizerItem(world, player, 'Nothing')
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                    loc.item = ItemFactory(additional_item, player)
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                else:
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                    loc.item = ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player)
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                    loc.shop_slot_disabled = True
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                loc.item.world = world
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                shop.region.locations.append(loc)
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                world.dynamic_locations.append(loc)
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                world.clear_location_cache()
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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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# (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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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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SHOP_ID_START = 0x400000
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shop_table_by_location_id = {cnt: s for cnt, s in enumerate(
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    (f"{name} Slot {num}" for name in [key for key, value in sorted(shop_table.items(), key=lambda item: item[1].sram_offset)]
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     for num in range(1, 4)), start=SHOP_ID_START)}
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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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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)],
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
def set_up_shops(world, player: int):
 | 
						|
    # TODO: move hard+ mode changes for shields here, utilizing the new shops
 | 
						|
 | 
						|
    if world.retro[player]:
 | 
						|
        rss = world.get_region('Red Shield Shop', player).shop
 | 
						|
        replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
 | 
						|
                             ['Blue Shield', 50], ['Small Heart', 10]]  # Can't just replace the single arrow with 10 arrows as retro doesn't need them.
 | 
						|
        if world.keyshuffle[player] == "universal":
 | 
						|
            replacement_items.append(['Small Key (Universal)', 100])
 | 
						|
        replacement_item = world.random.choice(replacement_items)
 | 
						|
        rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
 | 
						|
        rss.locked = True
 | 
						|
 | 
						|
    if world.keyshuffle[player] == "universal" or world.retro[player]:
 | 
						|
        for shop in world.random.sample([s for s in world.shops if
 | 
						|
                                         s.custom and not s.locked and s.type == ShopType.Shop and s.region.player == player],
 | 
						|
                                        5):
 | 
						|
            shop.locked = True
 | 
						|
            slots = [0, 1, 2]
 | 
						|
            world.random.shuffle(slots)
 | 
						|
            slots = iter(slots)
 | 
						|
            if world.keyshuffle[player] == "universal":
 | 
						|
                shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
 | 
						|
            if world.retro[player]:
 | 
						|
                shop.push_inventory(next(slots), 'Single Arrow', 80)
 | 
						|
 | 
						|
 | 
						|
def shuffle_shops(world, items, player: int):
 | 
						|
    option = world.shop_shuffle[player]
 | 
						|
    if 'u' in option:
 | 
						|
        progressive = world.progressive[player]
 | 
						|
        progressive = world.random.choice([True, False]) if progressive == 'random' else progressive == 'on'
 | 
						|
        progressive &= world.goal == 'icerodhunt'
 | 
						|
        new_items = ["Bomb Upgrade (+5)"] * 6
 | 
						|
        new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
 | 
						|
 | 
						|
        if not world.retro[player]:
 | 
						|
            new_items += ["Arrow Upgrade (+5)"] * 6
 | 
						|
            new_items.append("Arrow Upgrade (+5)" if progressive else "Arrow Upgrade (+10)")
 | 
						|
 | 
						|
        world.random.shuffle(new_items)  # Decide what gets tossed randomly if it can't insert everything.
 | 
						|
 | 
						|
        capacityshop: Optional[Shop] = None
 | 
						|
        for shop in world.shops:
 | 
						|
            if shop.type == ShopType.UpgradeShop and shop.region.player == player and \
 | 
						|
                    shop.region.name == "Capacity Upgrade":
 | 
						|
                shop.clear_inventory()
 | 
						|
                capacityshop = shop
 | 
						|
 | 
						|
        if world.goal[player] != 'icerodhunt':
 | 
						|
            for i, item in enumerate(items):
 | 
						|
                if item.name in trap_replaceable:
 | 
						|
                    items[i] = ItemFactory(new_items.pop(), player)
 | 
						|
                    if not new_items:
 | 
						|
                        break
 | 
						|
            else:
 | 
						|
                logging.warning(f"Not all upgrades put into Player{player}' item pool. Putting remaining items in Capacity Upgrade shop instead.")
 | 
						|
                bombupgrades = sum(1 for item in new_items if 'Bomb Upgrade' in item)
 | 
						|
                arrowupgrades = sum(1 for item in new_items if 'Arrow Upgrade' in item)
 | 
						|
                if bombupgrades:
 | 
						|
                    capacityshop.add_inventory(1, 'Bomb Upgrade (+5)', 100, bombupgrades)
 | 
						|
                if arrowupgrades:
 | 
						|
                    capacityshop.add_inventory(1, 'Arrow Upgrade (+5)', 100, arrowupgrades)
 | 
						|
        else:
 | 
						|
            for item in new_items:
 | 
						|
                world.push_precollected(ItemFactory(item, player))
 | 
						|
 | 
						|
    if 'p' in option or 'i' in option:
 | 
						|
        shops = []
 | 
						|
        upgrade_shops = []
 | 
						|
        total_inventory = []
 | 
						|
        for shop in world.shops:
 | 
						|
            if shop.region.player == player:
 | 
						|
                if shop.type == ShopType.UpgradeShop:
 | 
						|
                    upgrade_shops.append(shop)
 | 
						|
                elif shop.type == ShopType.Shop and not shop.locked:
 | 
						|
                    shops.append(shop)
 | 
						|
                    total_inventory.extend(shop.inventory)
 | 
						|
 | 
						|
        if 'p' in option:
 | 
						|
            def price_adjust(price: int) -> int:
 | 
						|
                # it is important that a base price of 0 always returns 0 as new price!
 | 
						|
                adjust = 2 if price < 100 else 5
 | 
						|
                return int((price / adjust) * (0.5 + world.random.random() * 1.5)) * adjust
 | 
						|
 | 
						|
            def adjust_item(item):
 | 
						|
                if item:
 | 
						|
                    item["price"] = price_adjust(item["price"])
 | 
						|
                    item['replacement_price'] = price_adjust(item["price"])
 | 
						|
 | 
						|
            for item in total_inventory:
 | 
						|
                adjust_item(item)
 | 
						|
            for shop in upgrade_shops:
 | 
						|
                for item in shop.inventory:
 | 
						|
                    adjust_item(item)
 | 
						|
 | 
						|
        if 'i' in option:
 | 
						|
            world.random.shuffle(total_inventory)
 | 
						|
 | 
						|
            i = 0
 | 
						|
            for shop in shops:
 | 
						|
                slots = shop.slots
 | 
						|
                shop.inventory = total_inventory[i:i + slots]
 | 
						|
                i += slots
 |