Archipelago/worlds/ffmq/Items.py

293 lines
17 KiB
Python

from BaseClasses import ItemClassification, Item
fillers = {"Cure Potion": 61, "Heal Potion": 52, "Refresher": 17, "Seed": 2, "Bomb Refill": 19,
"Projectile Refill": 50}
class ItemData:
def __init__(self, item_id, classification, groups=(), data_name=None):
self.groups = groups
self.classification = classification
self.id = None
if item_id is not None:
self.id = item_id + 0x420000
self.data_name = data_name
item_table = {
"Elixir": ItemData(0, ItemClassification.progression, ["Key Items"]),
"Tree Wither": ItemData(1, ItemClassification.progression, ["Key Items"]),
"Wakewater": ItemData(2, ItemClassification.progression, ["Key Items"]),
"Venus Key": ItemData(3, ItemClassification.progression, ["Key Items"]),
"Multi Key": ItemData(4, ItemClassification.progression, ["Key Items"]),
"Mask": ItemData(5, ItemClassification.progression, ["Key Items"]),
"Magic Mirror": ItemData(6, ItemClassification.progression, ["Key Items"]),
"Thunder Rock": ItemData(7, ItemClassification.progression, ["Key Items"]),
"Captain's Cap": ItemData(8, ItemClassification.progression_skip_balancing, ["Key Items"]),
"Libra Crest": ItemData(9, ItemClassification.progression, ["Key Items"]),
"Gemini Crest": ItemData(10, ItemClassification.progression, ["Key Items"]),
"Mobius Crest": ItemData(11, ItemClassification.progression, ["Key Items"]),
"Sand Coin": ItemData(12, ItemClassification.progression, ["Key Items", "Coins"]),
"River Coin": ItemData(13, ItemClassification.progression, ["Key Items", "Coins"]),
"Sun Coin": ItemData(14, ItemClassification.progression, ["Key Items", "Coins"]),
"Sky Coin": ItemData(15, ItemClassification.progression_skip_balancing, ["Key Items", "Coins"]),
"Sky Fragment": ItemData(15 + 256, ItemClassification.progression_skip_balancing, ["Key Items"]),
"Cure Potion": ItemData(16, ItemClassification.filler, ["Consumables"]),
"Heal Potion": ItemData(17, ItemClassification.filler, ["Consumables"]),
"Seed": ItemData(18, ItemClassification.filler, ["Consumables"]),
"Refresher": ItemData(19, ItemClassification.filler, ["Consumables"]),
"Exit Book": ItemData(20, ItemClassification.useful, ["Spells"]),
"Cure Book": ItemData(21, ItemClassification.useful, ["Spells"]),
"Heal Book": ItemData(22, ItemClassification.useful, ["Spells"]),
"Life Book": ItemData(23, ItemClassification.useful, ["Spells"]),
"Quake Book": ItemData(24, ItemClassification.useful, ["Spells"]),
"Blizzard Book": ItemData(25, ItemClassification.useful, ["Spells"]),
"Fire Book": ItemData(26, ItemClassification.useful, ["Spells"]),
"Aero Book": ItemData(27, ItemClassification.useful, ["Spells"]),
"Thunder Seal": ItemData(28, ItemClassification.useful, ["Spells"]),
"White Seal": ItemData(29, ItemClassification.useful, ["Spells"]),
"Meteor Seal": ItemData(30, ItemClassification.useful, ["Spells"]),
"Flare Seal": ItemData(31, ItemClassification.useful, ["Spells"]),
"Progressive Sword": ItemData(32 + 256, ItemClassification.progression, ["Weapons", "Swords"]),
"Steel Sword": ItemData(32, ItemClassification.progression, ["Weapons", "Swords"]),
"Knight Sword": ItemData(33, ItemClassification.progression_skip_balancing, ["Weapons", "Swords"]),
"Excalibur": ItemData(34, ItemClassification.progression_skip_balancing, ["Weapons", "Swords"]),
"Progressive Axe": ItemData(35 + 256, ItemClassification.progression, ["Weapons", "Axes"]),
"Axe": ItemData(35, ItemClassification.progression, ["Weapons", "Axes"]),
"Battle Axe": ItemData(36, ItemClassification.progression_skip_balancing, ["Weapons", "Axes"]),
"Giant's Axe": ItemData(37, ItemClassification.progression_skip_balancing, ["Weapons", "Axes"]),
"Progressive Claw": ItemData(38 + 256, ItemClassification.progression, ["Weapons", "Axes"]),
"Cat Claw": ItemData(38, ItemClassification.progression, ["Weapons", "Claws"]),
"Charm Claw": ItemData(39, ItemClassification.progression_skip_balancing, ["Weapons", "Claws"]),
"Dragon Claw": ItemData(40, ItemClassification.progression, ["Weapons", "Claws"]),
"Progressive Bomb": ItemData(41 + 256, ItemClassification.progression, ["Weapons", "Bombs"]),
"Bomb": ItemData(41, ItemClassification.progression, ["Weapons", "Bombs"]),
"Jumbo Bomb": ItemData(42, ItemClassification.progression_skip_balancing, ["Weapons", "Bombs"]),
"Mega Grenade": ItemData(43, ItemClassification.progression, ["Weapons", "Bombs"]),
# Ally-only equipment does nothing when received, no reason to put them in the datapackage
#"Morning Star": ItemData(44, ItemClassification.progression, ["Weapons"]),
#"Bow Of Grace": ItemData(45, ItemClassification.progression, ["Weapons"]),
#"Ninja Star": ItemData(46, ItemClassification.progression, ["Weapons"]),
"Progressive Helm": ItemData(47 + 256, ItemClassification.useful, ["Helms"]),
"Steel Helm": ItemData(47, ItemClassification.useful, ["Helms"]),
"Moon Helm": ItemData(48, ItemClassification.useful, ["Helms"]),
"Apollo Helm": ItemData(49, ItemClassification.useful, ["Helms"]),
"Progressive Armor": ItemData(50 + 256, ItemClassification.useful, ["Armors"]),
"Steel Armor": ItemData(50, ItemClassification.useful, ["Armors"]),
"Noble Armor": ItemData(51, ItemClassification.useful, ["Armors"]),
"Gaia's Armor": ItemData(52, ItemClassification.useful, ["Armors"]),
#"Replica Armor": ItemData(53, ItemClassification.progression, ["Armors"]),
#"Mystic Robes": ItemData(54, ItemClassification.progression, ["Armors"]),
#"Flame Armor": ItemData(55, ItemClassification.progression, ["Armors"]),
#"Black Robe": ItemData(56, ItemClassification.progression, ["Armors"]),
"Progressive Shield": ItemData(57 + 256, ItemClassification.useful, ["Shields"]),
"Steel Shield": ItemData(57, ItemClassification.useful, ["Shields"]),
"Venus Shield": ItemData(58, ItemClassification.useful, ["Shields"]),
"Aegis Shield": ItemData(59, ItemClassification.useful, ["Shields"]),
#"Ether Shield": ItemData(60, ItemClassification.progression, ["Shields"]),
"Progressive Accessory": ItemData(61 + 256, ItemClassification.useful, ["Accessories"]),
"Charm": ItemData(61, ItemClassification.useful, ["Accessories"]),
"Magic Ring": ItemData(62, ItemClassification.useful, ["Accessories"]),
"Cupid Locket": ItemData(63, ItemClassification.useful, ["Accessories"]),
# these are understood by FFMQR and I could place these if I want, but it's easier to just let FFMQR
# place them. I want an option to make shuffle battlefield rewards NOT color-code the battlefields,
# and then I would make the non-item reward battlefields into AP checks and these would be put into those as
# the item for AP. But there is no such option right now.
# "54 XP": ItemData(96, ItemClassification.filler, data_name="Xp54"),
# "99 XP": ItemData(97, ItemClassification.filler, data_name="Xp99"),
# "540 XP": ItemData(98, ItemClassification.filler, data_name="Xp540"),
# "744 XP": ItemData(99, ItemClassification.filler, data_name="Xp744"),
# "816 XP": ItemData(100, ItemClassification.filler, data_name="Xp816"),
# "1068 XP": ItemData(101, ItemClassification.filler, data_name="Xp1068"),
# "1200 XP": ItemData(102, ItemClassification.filler, data_name="Xp1200"),
# "2700 XP": ItemData(103, ItemClassification.filler, data_name="Xp2700"),
# "2808 XP": ItemData(104, ItemClassification.filler, data_name="Xp2808"),
# "150 Gp": ItemData(105, ItemClassification.filler, data_name="Gp150"),
# "300 Gp": ItemData(106, ItemClassification.filler, data_name="Gp300"),
# "600 Gp": ItemData(107, ItemClassification.filler, data_name="Gp600"),
# "900 Gp": ItemData(108, ItemClassification.filler, data_name="Gp900"),
# "1200 Gp": ItemData(109, ItemClassification.filler, data_name="Gp1200"),
"Bomb Refill": ItemData(221, ItemClassification.filler, ["Refills"]),
"Projectile Refill": ItemData(222, ItemClassification.filler, ["Refills"]),
#"None": ItemData(255, ItemClassification.progression, []),
"Kaeli 1": ItemData(None, ItemClassification.progression),
"Kaeli 2": ItemData(None, ItemClassification.progression),
"Tristam": ItemData(None, ItemClassification.progression),
"Phoebe 1": ItemData(None, ItemClassification.progression),
"Reuben 1": ItemData(None, ItemClassification.progression),
"Reuben Dad Saved": ItemData(None, ItemClassification.progression),
"Otto": ItemData(None, ItemClassification.progression),
"Captain Mac": ItemData(None, ItemClassification.progression),
"Ship Steering Wheel": ItemData(None, ItemClassification.progression),
"Minotaur": ItemData(None, ItemClassification.progression),
"Flamerus Rex": ItemData(None, ItemClassification.progression),
"Phanquid": ItemData(None, ItemClassification.progression),
"Freezer Crab": ItemData(None, ItemClassification.progression),
"Ice Golem": ItemData(None, ItemClassification.progression),
"Jinn": ItemData(None, ItemClassification.progression),
"Medusa": ItemData(None, ItemClassification.progression),
"Dualhead Hydra": ItemData(None, ItemClassification.progression),
"Gidrah": ItemData(None, ItemClassification.progression),
"Dullahan": ItemData(None, ItemClassification.progression),
"Pazuzu": ItemData(None, ItemClassification.progression),
"Aquaria Plaza": ItemData(None, ItemClassification.progression),
"Summer Aquaria": ItemData(None, ItemClassification.progression),
"Reuben Mine": ItemData(None, ItemClassification.progression),
"Alive Forest": ItemData(None, ItemClassification.progression),
"Rainbow Bridge": ItemData(None, ItemClassification.progression),
"Collapse Spencer's Cave": ItemData(None, ItemClassification.progression),
"Ship Liberated": ItemData(None, ItemClassification.progression),
"Ship Loaned": ItemData(None, ItemClassification.progression),
"Ship Dock Access": ItemData(None, ItemClassification.progression),
"Stone Golem": ItemData(None, ItemClassification.progression),
"Twinhead Wyvern": ItemData(None, ItemClassification.progression),
"Zuh": ItemData(None, ItemClassification.progression),
"Libra Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Life Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Aquaria Vendor Crest Tile": ItemData(None, ItemClassification.progression),
"Fireburg Vendor Crest Tile": ItemData(None, ItemClassification.progression),
"Fireburg Grenademan Crest Tile": ItemData(None, ItemClassification.progression),
"Sealed Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Wintry Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Kaidge Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Light Temple Crest Tile": ItemData(None, ItemClassification.progression),
"Windia Kids Crest Tile": ItemData(None, ItemClassification.progression),
"Windia Dock Crest Tile": ItemData(None, ItemClassification.progression),
"Ship Dock Crest Tile": ItemData(None, ItemClassification.progression),
"Alive Forest Libra Crest Tile": ItemData(None, ItemClassification.progression),
"Alive Forest Gemini Crest Tile": ItemData(None, ItemClassification.progression),
"Alive Forest Mobius Crest Tile": ItemData(None, ItemClassification.progression),
"Wood House Libra Crest Tile": ItemData(None, ItemClassification.progression),
"Wood House Gemini Crest Tile": ItemData(None, ItemClassification.progression),
"Wood House Mobius Crest Tile": ItemData(None, ItemClassification.progression),
"Barrel Pushed": ItemData(None, ItemClassification.progression),
"Long Spine Bombed": ItemData(None, ItemClassification.progression),
"Short Spine Bombed": ItemData(None, ItemClassification.progression),
"Skull 1 Bombed": ItemData(None, ItemClassification.progression),
"Skull 2 Bombed": ItemData(None, ItemClassification.progression),
"Ice Pyramid 1F Statue": ItemData(None, ItemClassification.progression),
"Ice Pyramid 3F Statue": ItemData(None, ItemClassification.progression),
"Ice Pyramid 4F Statue": ItemData(None, ItemClassification.progression),
"Ice Pyramid 5F Statue": ItemData(None, ItemClassification.progression),
"Spencer Cave Libra Block Bombed": ItemData(None, ItemClassification.progression),
"Lava Dome Plate": ItemData(None, ItemClassification.progression),
"Pazuzu 2F Lock": ItemData(None, ItemClassification.progression),
"Pazuzu 4F Lock": ItemData(None, ItemClassification.progression),
"Pazuzu 6F Lock": ItemData(None, ItemClassification.progression),
"Pazuzu 1F": ItemData(None, ItemClassification.progression),
"Pazuzu 2F": ItemData(None, ItemClassification.progression),
"Pazuzu 3F": ItemData(None, ItemClassification.progression),
"Pazuzu 4F": ItemData(None, ItemClassification.progression),
"Pazuzu 5F": ItemData(None, ItemClassification.progression),
"Pazuzu 6F": ItemData(None, ItemClassification.progression),
"Dark King": ItemData(None, ItemClassification.progression),
"Tristam Bone Item Given": ItemData(None, ItemClassification.progression),
#"Barred": ItemData(None, ItemClassification.progression),
}
prog_map = {
"Swords": "Progressive Sword",
"Axes": "Progressive Axe",
"Claws": "Progressive Claw",
"Bombs": "Progressive Bomb",
"Shields": "Progressive Shield",
"Armors": "Progressive Armor",
"Helms": "Progressive Helm",
"Accessories": "Progressive Accessory",
}
def yaml_item(text):
if text == "CaptainCap":
return "Captain's Cap"
elif text == "WakeWater":
return "Wakewater"
return "".join(
[(" " + c if (c.isupper() or c.isnumeric()) and not (text[i - 1].isnumeric() and c == "F") else c) for
i, c in enumerate(text)]).strip()
item_groups = {}
for item, data in item_table.items():
for group in data.groups:
item_groups[group] = item_groups.get(group, []) + [item]
def create_items(self) -> None:
items = []
starting_weapon = self.multiworld.starting_weapon[self.player].current_key.title().replace("_", " ")
self.multiworld.push_precollected(self.create_item(starting_weapon))
self.multiworld.push_precollected(self.create_item("Steel Armor"))
if self.multiworld.sky_coin_mode[self.player] == "start_with":
self.multiworld.push_precollected(self.create_item("Sky Coin"))
precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
def add_item(item_name):
if item_name in ["Steel Armor", "Sky Fragment"] or "Progressive" in item_name:
return
if item_name.lower().replace(" ", "_") == self.multiworld.starting_weapon[self.player].current_key:
return
if self.multiworld.progressive_gear[self.player]:
for item_group in prog_map:
if item_name in self.item_name_groups[item_group]:
item_name = prog_map[item_group]
break
if item_name == "Sky Coin":
if self.multiworld.sky_coin_mode[self.player] == "shattered_sky_coin":
for _ in range(40):
items.append(self.create_item("Sky Fragment"))
return
elif self.multiworld.sky_coin_mode[self.player] == "save_the_crystals":
items.append(self.create_filler())
return
if item_name in precollected_item_names:
items.append(self.create_filler())
return
i = self.create_item(item_name)
if self.multiworld.logic[self.player] != "friendly" and item_name in ("Magic Mirror", "Mask"):
i.classification = ItemClassification.useful
if (self.multiworld.logic[self.player] == "expert" and self.multiworld.map_shuffle[self.player] == "none" and
item_name == "Exit Book"):
i.classification = ItemClassification.progression
items.append(i)
for item_group in ("Key Items", "Spells", "Armors", "Helms", "Shields", "Accessories", "Weapons"):
for item in self.item_name_groups[item_group]:
add_item(item)
if self.multiworld.brown_boxes[self.player] == "include":
filler_items = []
for item, count in fillers.items():
filler_items += [self.create_item(item) for _ in range(count)]
if self.multiworld.sky_coin_mode[self.player] == "shattered_sky_coin":
self.multiworld.random.shuffle(filler_items)
filler_items = filler_items[39:]
items += filler_items
self.multiworld.itempool += items
if len(self.multiworld.player_ids) > 1:
early_choices = ["Sand Coin", "River Coin"]
early_item = self.multiworld.random.choice(early_choices)
self.multiworld.early_items[self.player][early_item] = 1
class FFMQItem(Item):
game = "Final Fantasy Mystic Quest"
type = None
def __init__(self, name, player: int = None):
item_data = item_table[name]
super(FFMQItem, self).__init__(
name,
item_data.classification,
item_data.id, player
)