import typing from BaseClasses import Item from .Names import ItemName class ItemData(typing.NamedTuple): code: typing.Optional[int] progression: bool quantity: int = 1 event: bool = False class LegacyItem(Item): game: str = "Rogue Legacy" def __init__(self, name, advancement: bool = False, code: int = None, player: int = None): super(LegacyItem, self).__init__(name, advancement, code, player) # Separate tables for each type of item. vendors_table = { ItemName.blacksmith: ItemData(90000, True), ItemName.enchantress: ItemData(90001, True), ItemName.architect: ItemData(90002, False), } static_classes_table = { ItemName.knight: ItemData(90080, False), ItemName.paladin: ItemData(90081, False), ItemName.mage: ItemData(90082, False), ItemName.archmage: ItemData(90083, False), ItemName.barbarian: ItemData(90084, False), ItemName.barbarian_king: ItemData(90085, False), ItemName.knave: ItemData(90086, False), ItemName.assassin: ItemData(90087, False), ItemName.shinobi: ItemData(90088, False), ItemName.hokage: ItemData(90089, False), ItemName.miner: ItemData(90090, False), ItemName.spelunker: ItemData(90091, False), ItemName.lich: ItemData(90092, False), ItemName.lich_king: ItemData(90093, False), ItemName.spellthief: ItemData(90094, False), ItemName.spellsword: ItemData(90095, False), ItemName.dragon: ItemData(90096, False), ItemName.traitor: ItemData(90097, False), } progressive_classes_table = { ItemName.progressive_knight: ItemData(90003, False, 2), ItemName.progressive_mage: ItemData(90004, False, 2), ItemName.progressive_barbarian: ItemData(90005, False, 2), ItemName.progressive_knave: ItemData(90006, False, 2), ItemName.progressive_shinobi: ItemData(90007, False, 2), ItemName.progressive_miner: ItemData(90008, False, 2), ItemName.progressive_lich: ItemData(90009, False, 2), ItemName.progressive_spellthief: ItemData(90010, False, 2), } configurable_skill_unlocks_table = { ItemName.health: ItemData(90013, True, 15), ItemName.mana: ItemData(90014, True, 15), ItemName.attack: ItemData(90015, True, 15), ItemName.magic_damage: ItemData(90016, True, 15), ItemName.armor: ItemData(90017, True, 10), ItemName.equip: ItemData(90018, True, 10), ItemName.crit_chance: ItemData(90019, False, 5), ItemName.crit_damage: ItemData(90020, False, 5), } skill_unlocks_table = { ItemName.down_strike: ItemData(90021, False), ItemName.gold_gain: ItemData(90022, False), ItemName.potion_efficiency: ItemData(90023, False), ItemName.invulnerability_time: ItemData(90024, False), ItemName.mana_cost_down: ItemData(90025, False), ItemName.death_defiance: ItemData(90026, False), ItemName.haggling: ItemData(90027, False), ItemName.random_children: ItemData(90028, False), } blueprints_table = { ItemName.squire_blueprints: ItemData(90040, False), ItemName.silver_blueprints: ItemData(90041, False), ItemName.guardian_blueprints: ItemData(90042, False), ItemName.imperial_blueprints: ItemData(90043, False), ItemName.royal_blueprints: ItemData(90044, False), ItemName.knight_blueprints: ItemData(90045, False), ItemName.ranger_blueprints: ItemData(90046, False), ItemName.sky_blueprints: ItemData(90047, False), ItemName.dragon_blueprints: ItemData(90048, False), ItemName.slayer_blueprints: ItemData(90049, False), ItemName.blood_blueprints: ItemData(90050, False), ItemName.sage_blueprints: ItemData(90051, False), ItemName.retribution_blueprints: ItemData(90052, False), ItemName.holy_blueprints: ItemData(90053, False), ItemName.dark_blueprints: ItemData(90054, False), } progressive_blueprint_table = { ItemName.progressive_blueprints: ItemData(90055, False), } runes_table = { ItemName.vault_runes: ItemData(90060, False), ItemName.sprint_runes: ItemData(90061, False), ItemName.vampire_runes: ItemData(90062, False), ItemName.sky_runes: ItemData(90063, False), ItemName.siphon_runes: ItemData(90064, False), ItemName.retaliation_runes: ItemData(90065, False), ItemName.bounty_runes: ItemData(90066, False), ItemName.haste_runes: ItemData(90067, False), ItemName.curse_runes: ItemData(90068, False), ItemName.grace_runes: ItemData(90069, False), ItemName.balance_runes: ItemData(90070, False), } misc_items_table = { ItemName.trip_stat_increase: ItemData(90030, False), ItemName.gold_1000: ItemData(90031, False), ItemName.gold_3000: ItemData(90032, False), ItemName.gold_5000: ItemData(90033, False), # ItemName.rage_trap: ItemData(90034, False), } # Complete item table. item_table = { **vendors_table, **static_classes_table, **progressive_classes_table, **configurable_skill_unlocks_table, **skill_unlocks_table, **blueprints_table, **progressive_blueprint_table, **runes_table, **misc_items_table, } lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code}