279 lines
10 KiB
Python
279 lines
10 KiB
Python
from .locations.items import *
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DEFAULT_ITEM_POOL = {
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SWORD: 2,
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FEATHER: 1,
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HOOKSHOT: 1,
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BOW: 1,
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BOMB: 1,
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MAGIC_POWDER: 1,
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MAGIC_ROD: 1,
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OCARINA: 1,
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PEGASUS_BOOTS: 1,
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POWER_BRACELET: 2,
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SHIELD: 2,
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SHOVEL: 1,
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ROOSTER: 1,
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TOADSTOOL: 1,
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TAIL_KEY: 1, SLIME_KEY: 1, ANGLER_KEY: 1, FACE_KEY: 1, BIRD_KEY: 1,
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GOLD_LEAF: 5,
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FLIPPERS: 1,
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BOWWOW: 1,
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SONG1: 1, SONG2: 1, SONG3: 1,
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BLUE_TUNIC: 1, RED_TUNIC: 1,
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MAX_ARROWS_UPGRADE: 1, MAX_BOMBS_UPGRADE: 1, MAX_POWDER_UPGRADE: 1,
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HEART_CONTAINER: 8,
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HEART_PIECE: 12,
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RUPEES_100: 3,
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RUPEES_20: 6,
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RUPEES_200: 3,
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RUPEES_50: 19,
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SEASHELL: 24,
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MEDICINE: 3,
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GEL: 4,
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MESSAGE: 1,
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COMPASS1: 1, COMPASS2: 1, COMPASS3: 1, COMPASS4: 1, COMPASS5: 1, COMPASS6: 1, COMPASS7: 1, COMPASS8: 1, COMPASS9: 1,
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KEY1: 3, KEY2: 5, KEY3: 9, KEY4: 5, KEY5: 3, KEY6: 3, KEY7: 3, KEY8: 7, KEY9: 3,
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MAP1: 1, MAP2: 1, MAP3: 1, MAP4: 1, MAP5: 1, MAP6: 1, MAP7: 1, MAP8: 1, MAP9: 1,
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NIGHTMARE_KEY1: 1, NIGHTMARE_KEY2: 1, NIGHTMARE_KEY3: 1, NIGHTMARE_KEY4: 1, NIGHTMARE_KEY5: 1, NIGHTMARE_KEY6: 1, NIGHTMARE_KEY7: 1, NIGHTMARE_KEY8: 1, NIGHTMARE_KEY9: 1,
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STONE_BEAK1: 1, STONE_BEAK2: 1, STONE_BEAK3: 1, STONE_BEAK4: 1, STONE_BEAK5: 1, STONE_BEAK6: 1, STONE_BEAK7: 1, STONE_BEAK8: 1, STONE_BEAK9: 1,
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INSTRUMENT1: 1, INSTRUMENT2: 1, INSTRUMENT3: 1, INSTRUMENT4: 1, INSTRUMENT5: 1, INSTRUMENT6: 1, INSTRUMENT7: 1, INSTRUMENT8: 1,
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TRADING_ITEM_YOSHI_DOLL: 1,
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TRADING_ITEM_RIBBON: 1,
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TRADING_ITEM_DOG_FOOD: 1,
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TRADING_ITEM_BANANAS: 1,
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TRADING_ITEM_STICK: 1,
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TRADING_ITEM_HONEYCOMB: 1,
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TRADING_ITEM_PINEAPPLE: 1,
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TRADING_ITEM_HIBISCUS: 1,
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TRADING_ITEM_LETTER: 1,
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TRADING_ITEM_BROOM: 1,
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TRADING_ITEM_FISHING_HOOK: 1,
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TRADING_ITEM_NECKLACE: 1,
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TRADING_ITEM_SCALE: 1,
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TRADING_ITEM_MAGNIFYING_GLASS: 1,
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"MEDICINE2": 1, "RAFT": 1, "ANGLER_KEYHOLE": 1, "CASTLE_BUTTON": 1
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}
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class ItemPool:
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def __init__(self, logic, settings, rnd):
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self.__pool = {}
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self.__setup(logic, settings)
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self.__randomizeRupees(settings, rnd)
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def add(self, item, count=1):
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self.__pool[item] = self.__pool.get(item, 0) + count
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def remove(self, item, count=1):
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self.__pool[item] = self.__pool.get(item, 0) - count
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if self.__pool[item] == 0:
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del self.__pool[item]
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def get(self, item):
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return self.__pool.get(item, 0)
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def count(self):
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total = 0
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for count in self.__pool.values():
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total += count
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return total
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def removeRupees(self, count):
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for n in range(count):
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self.removeRupee()
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def removeRupee(self):
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for item in (RUPEES_20, RUPEES_50, RUPEES_200, RUPEES_500):
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if self.get(item) > 0:
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self.remove(item)
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return
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raise RuntimeError("Wanted to remove more rupees from the pool then we have")
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def __setup(self, logic, settings):
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default_item_pool = DEFAULT_ITEM_POOL
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if settings.overworld == "random":
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default_item_pool = logic.world.map.get_item_pool()
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for item, count in default_item_pool.items():
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self.add(item, count)
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if settings.boomerang != 'default' and settings.overworld != "random":
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self.add(BOOMERANG)
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if settings.owlstatues == 'both':
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self.add(RUPEES_20, 9 + 24)
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elif settings.owlstatues == 'dungeon':
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self.add(RUPEES_20, 24)
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elif settings.owlstatues == 'overworld':
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self.add(RUPEES_20, 9)
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if settings.bowwow == 'always':
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# Bowwow mode takes a sword from the pool to give as bowwow. So we need to fix that.
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self.add(SWORD)
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self.remove(BOWWOW)
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elif settings.bowwow == 'swordless':
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# Bowwow mode takes a sword from the pool to give as bowwow, we need to remove all swords and Bowwow except for 1
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self.add(RUPEES_20, self.get(BOWWOW) + self.get(SWORD) - 1)
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self.remove(SWORD, self.get(SWORD) - 1)
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self.remove(BOWWOW, self.get(BOWWOW))
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if settings.hpmode == 'inverted':
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self.add(BAD_HEART_CONTAINER, self.get(HEART_CONTAINER))
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self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
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elif settings.hpmode == 'low':
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self.add(HEART_PIECE, self.get(HEART_CONTAINER))
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self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
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elif settings.hpmode == 'extralow':
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self.add(RUPEES_20, self.get(HEART_CONTAINER))
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self.remove(HEART_CONTAINER, self.get(HEART_CONTAINER))
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if settings.itempool == 'casual':
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self.add(FLIPPERS)
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self.add(FEATHER)
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self.add(HOOKSHOT)
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self.add(BOW)
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self.add(BOMB)
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self.add(MAGIC_POWDER)
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self.add(MAGIC_ROD)
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self.add(OCARINA)
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self.add(PEGASUS_BOOTS)
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self.add(POWER_BRACELET)
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self.add(SHOVEL)
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self.add(RUPEES_200, 2)
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self.removeRupees(13)
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for n in range(9):
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self.remove("MAP%d" % (n + 1))
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self.remove("COMPASS%d" % (n + 1))
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self.add("KEY%d" % (n + 1))
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self.add("NIGHTMARE_KEY%d" % (n +1))
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elif settings.itempool == 'pain':
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self.add(BAD_HEART_CONTAINER, 12)
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self.remove(BLUE_TUNIC)
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self.remove(MEDICINE, 2)
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self.remove(HEART_PIECE, 4)
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self.removeRupees(5)
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elif settings.itempool == 'keyup':
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for n in range(9):
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self.remove("MAP%d" % (n + 1))
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self.remove("COMPASS%d" % (n + 1))
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self.add("KEY%d" % (n +1))
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self.add("NIGHTMARE_KEY%d" % (n +1))
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if settings.owlstatues in ("none", "overworld"):
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for n in range(9):
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self.remove("STONE_BEAK%d" % (n + 1))
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self.add("KEY%d" % (n +1))
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# if settings.dungeon_items == 'keysy':
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# for n in range(9):
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# for amount, item_name in ((9, "KEY"), (1, "NIGHTMARE_KEY")):
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# item_name = "%s%d" % (item_name, n + 1)
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# if item_name in self.__pool:
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# self.add(RUPEES_20, self.__pool[item_name])
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# self.remove(item_name, self.__pool[item_name])
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# self.add(item_name, amount)
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if settings.goal == "seashells":
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for n in range(8):
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self.remove("INSTRUMENT%d" % (n + 1))
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self.add(SEASHELL, 8)
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if settings.overworld == "dungeondive":
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self.remove(SWORD)
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self.remove(MAX_ARROWS_UPGRADE)
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self.remove(MAX_BOMBS_UPGRADE)
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self.remove(MAX_POWDER_UPGRADE)
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self.remove(SEASHELL, 24)
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self.remove(TAIL_KEY)
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self.remove(SLIME_KEY)
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self.remove(ANGLER_KEY)
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self.remove(FACE_KEY)
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self.remove(BIRD_KEY)
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self.remove(GOLD_LEAF, 5)
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self.remove(SONG2)
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self.remove(SONG3)
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self.remove(HEART_PIECE, 8)
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self.remove(RUPEES_50, 9)
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self.remove(RUPEES_20, 2)
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self.remove(MEDICINE, 3)
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self.remove(MESSAGE)
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self.remove(BOWWOW)
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self.remove(ROOSTER)
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self.remove(GEL, 2)
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self.remove("MEDICINE2")
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self.remove("RAFT")
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self.remove("ANGLER_KEYHOLE")
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self.remove("CASTLE_BUTTON")
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self.remove(TRADING_ITEM_YOSHI_DOLL)
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self.remove(TRADING_ITEM_RIBBON)
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self.remove(TRADING_ITEM_DOG_FOOD)
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self.remove(TRADING_ITEM_BANANAS)
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self.remove(TRADING_ITEM_STICK)
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self.remove(TRADING_ITEM_HONEYCOMB)
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self.remove(TRADING_ITEM_PINEAPPLE)
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self.remove(TRADING_ITEM_HIBISCUS)
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self.remove(TRADING_ITEM_LETTER)
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self.remove(TRADING_ITEM_BROOM)
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self.remove(TRADING_ITEM_FISHING_HOOK)
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self.remove(TRADING_ITEM_NECKLACE)
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self.remove(TRADING_ITEM_SCALE)
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self.remove(TRADING_ITEM_MAGNIFYING_GLASS)
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elif not settings.rooster:
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self.remove(ROOSTER)
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self.add(RUPEES_50)
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if settings.overworld == "nodungeons":
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for n in range(9):
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for item_name in {KEY, NIGHTMARE_KEY, MAP, COMPASS, STONE_BEAK}:
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self.remove(f"{item_name}{n+1}", self.get(f"{item_name}{n+1}"))
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self.remove(BLUE_TUNIC)
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self.remove(RED_TUNIC)
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self.remove(SEASHELL, 2)
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self.remove(RUPEES_20, 6)
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self.remove(RUPEES_50, 17)
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self.remove(MEDICINE, 3)
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self.remove(GEL, 4)
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self.remove(MESSAGE, 1)
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self.remove(BOMB, 1)
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self.remove(RUPEES_100, 3)
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self.add(RUPEES_500, 3)
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# # In multiworld, put a bit more rupees in the seed, this helps with generation (2nd shop item)
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# # As we cheat and can place rupees for the wrong player.
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# if settings.multiworld:
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# rupees20 = self.__pool.get(RUPEES_20, 0)
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# self.add(RUPEES_50, rupees20 // 2)
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# self.remove(RUPEES_20, rupees20 // 2)
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# rupees50 = self.__pool.get(RUPEES_50, 0)
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# self.add(RUPEES_200, rupees50 // 5)
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# self.remove(RUPEES_50, rupees50 // 5)
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def __randomizeRupees(self, options, rnd):
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# Remove rupees from the item pool and replace them with other items to create more variety
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rupee_item = []
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rupee_item_count = []
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for k, v in self.__pool.items():
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if k in {RUPEES_20, RUPEES_50} and v > 0:
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rupee_item.append(k)
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rupee_item_count.append(v)
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rupee_chests = sum(v for k, v in self.__pool.items() if k.startswith("RUPEES_"))
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for n in range(rupee_chests // 5):
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new_item = rnd.choices((BOMB, SINGLE_ARROW, ARROWS_10, MAGIC_POWDER, MEDICINE), (10, 5, 10, 10, 1))[0]
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while True:
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remove_item = rnd.choices(rupee_item, rupee_item_count)[0]
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if self.get(remove_item) > 0:
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break
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self.add(new_item)
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self.remove(remove_item)
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def toDict(self):
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return self.__pool.copy()
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