Archipelago/worlds/saving_princess/Items.py

99 lines
3.2 KiB
Python

from typing import Optional, Dict, Tuple
from BaseClasses import Item, ItemClassification as ItemClass
from .Constants import *
class SavingPrincessItem(Item):
game: str = GAME_NAME
class ItemData:
item_class: ItemClass
code: Optional[int]
count: int # Number of copies for the item that will be made of class item_class
count_extra: int # Number of extra copies for the item that will be made as useful
def __init__(self, item_class: ItemClass, code: Optional[int] = None, count: int = 1, count_extra: int = 0):
self.item_class = item_class
self.code = code
if code is not None:
self.code += BASE_ID
# if this is filler, a trap or an event, ignore the count
if self.item_class == ItemClass.filler or self.item_class == ItemClass.trap or code is None:
self.count = 0
self.count_extra = 0
else:
self.count = count
self.count_extra = count_extra
def create_item(self, player: int):
return SavingPrincessItem(item_data_names[self], self.item_class, self.code, player)
item_dict_weapons: Dict[str, ItemData] = {
ITEM_WEAPON_CHARGE: ItemData(ItemClass.progression, 0),
ITEM_WEAPON_FIRE: ItemData(ItemClass.progression, 1),
ITEM_WEAPON_ICE: ItemData(ItemClass.progression, 2),
ITEM_WEAPON_VOLT: ItemData(ItemClass.progression, 3),
}
item_dict_upgrades: Dict[str, ItemData] = {
ITEM_MAX_HEALTH: ItemData(ItemClass.progression, 4, 2, 4),
ITEM_MAX_AMMO: ItemData(ItemClass.progression, 5, 2, 4),
ITEM_RELOAD_SPEED: ItemData(ItemClass.progression, 6, 4, 2),
ITEM_SPECIAL_AMMO: ItemData(ItemClass.useful, 7),
}
item_dict_base: Dict[str, ItemData] = {
**item_dict_weapons,
**item_dict_upgrades,
ITEM_JACKET: ItemData(ItemClass.useful, 8),
}
item_dict_keys: Dict[str, ItemData] = {
EP_ITEM_GUARD_GONE: ItemData(ItemClass.progression, 9),
EP_ITEM_CLIFF_GONE: ItemData(ItemClass.progression, 10),
EP_ITEM_ACE_GONE: ItemData(ItemClass.progression, 11),
EP_ITEM_SNAKE_GONE: ItemData(ItemClass.progression, 12),
}
item_dict_expanded: Dict[str, ItemData] = {
**item_dict_base,
**item_dict_keys,
EP_ITEM_POWER_ON: ItemData(ItemClass.progression, 13),
}
item_dict_filler: Dict[str, ItemData] = {
FILLER_ITEM_HEAL: ItemData(ItemClass.filler, 14),
FILLER_ITEM_QUICK_FIRE: ItemData(ItemClass.filler, 15),
FILLER_ITEM_ACTIVE_CAMO: ItemData(ItemClass.filler, 16),
}
item_dict_traps: Dict[str, ItemData] = {
TRAP_ITEM_ICE: ItemData(ItemClass.trap, 17),
TRAP_ITEM_SHAKES: ItemData(ItemClass.trap, 18),
TRAP_ITEM_NINJA: ItemData(ItemClass.trap, 19),
}
item_dict_events: Dict[str, ItemData] = {
EVENT_ITEM_GUARD_GONE: ItemData(ItemClass.progression),
EVENT_ITEM_CLIFF_GONE: ItemData(ItemClass.progression),
EVENT_ITEM_ACE_GONE: ItemData(ItemClass.progression),
EVENT_ITEM_SNAKE_GONE: ItemData(ItemClass.progression),
EVENT_ITEM_POWER_ON: ItemData(ItemClass.progression),
EVENT_ITEM_VICTORY: ItemData(ItemClass.progression),
}
item_dict: Dict[str, ItemData] = {
**item_dict_expanded,
**item_dict_filler,
**item_dict_traps,
**item_dict_events,
}
item_data_names: Dict[ItemData, str] = {value: key for key, value in item_dict.items()}