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