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