Archipelago/worlds/celeste64/Items.py

59 lines
1.7 KiB
Python

from typing import Dict, NamedTuple, Optional
from BaseClasses import Item, ItemClassification
from .Names import ItemName
celeste_64_base_id: int = 0xCA0000
class Celeste64Item(Item):
game = "Celeste 64"
class Celeste64ItemData(NamedTuple):
code: Optional[int] = None
type: ItemClassification = ItemClassification.filler
item_data_table: Dict[str, Celeste64ItemData] = {
ItemName.strawberry: Celeste64ItemData(
code = celeste_64_base_id + 0,
type=ItemClassification.progression_skip_balancing,
),
ItemName.dash_refill: Celeste64ItemData(
code = celeste_64_base_id + 1,
type=ItemClassification.progression,
),
ItemName.double_dash_refill: Celeste64ItemData(
code = celeste_64_base_id + 2,
type=ItemClassification.progression,
),
ItemName.feather: Celeste64ItemData(
code = celeste_64_base_id + 3,
type=ItemClassification.progression,
),
ItemName.coin: Celeste64ItemData(
code = celeste_64_base_id + 4,
type=ItemClassification.progression,
),
ItemName.cassette: Celeste64ItemData(
code = celeste_64_base_id + 5,
type=ItemClassification.progression,
),
ItemName.traffic_block: Celeste64ItemData(
code = celeste_64_base_id + 6,
type=ItemClassification.progression,
),
ItemName.spring: Celeste64ItemData(
code = celeste_64_base_id + 7,
type=ItemClassification.progression,
),
ItemName.breakables: Celeste64ItemData(
code = celeste_64_base_id + 8,
type=ItemClassification.progression,
)
}
item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None}