Archipelago/worlds/lingo/items.py

113 lines
4.4 KiB
Python

from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
from BaseClasses import Item, ItemClassification
from .options import ShuffleDoors
from .static_logic import DOORS_BY_ROOM, PROGRESSION_BY_ROOM, PROGRESSIVE_ITEMS, get_door_group_item_id, \
get_door_item_id, get_progressive_item_id, get_special_item_id
if TYPE_CHECKING:
from . import LingoWorld
class ItemData(NamedTuple):
"""
ItemData for an item in Lingo
"""
code: int
classification: ItemClassification
mode: Optional[str]
door_ids: List[str]
painting_ids: List[str]
def should_include(self, world: "LingoWorld") -> bool:
if self.mode == "colors":
return world.options.shuffle_colors > 0
elif self.mode == "doors":
return world.options.shuffle_doors != ShuffleDoors.option_none
elif self.mode == "orange tower":
# door shuffle is on and tower isn't progressive
return world.options.shuffle_doors != ShuffleDoors.option_none \
and not world.options.progressive_orange_tower
elif self.mode == "the colorful":
# complex door shuffle is on and colorful isn't progressive
return world.options.shuffle_doors == ShuffleDoors.option_complex \
and not world.options.progressive_colorful
elif self.mode == "complex door":
return world.options.shuffle_doors == ShuffleDoors.option_complex
elif self.mode == "door group":
return world.options.shuffle_doors == ShuffleDoors.option_simple
elif self.mode == "special":
return False
else:
return True
class LingoItem(Item):
"""
Item from the game Lingo
"""
game: str = "Lingo"
ALL_ITEM_TABLE: Dict[str, ItemData] = {}
def load_item_data():
global ALL_ITEM_TABLE
for color in ["Black", "Red", "Blue", "Yellow", "Green", "Orange", "Gray", "Brown", "Purple"]:
ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), ItemClassification.progression,
"colors", [], [])
door_groups: Dict[str, List[str]] = {}
for room_name, doors in DOORS_BY_ROOM.items():
for door_name, door in doors.items():
if door.skip_item is True or door.event is True:
continue
if door.group is None:
door_mode = "doors"
else:
door_mode = "complex door"
door_groups.setdefault(door.group, []).extend(door.door_ids)
if room_name in PROGRESSION_BY_ROOM and door_name in PROGRESSION_BY_ROOM[room_name]:
if room_name == "Orange Tower":
door_mode = "orange tower"
elif room_name == "The Colorful":
door_mode = "the colorful"
else:
door_mode = "special"
ALL_ITEM_TABLE[door.item_name] = \
ItemData(get_door_item_id(room_name, door_name),
ItemClassification.filler if door.junk_item else ItemClassification.progression, door_mode,
door.door_ids, door.painting_ids)
for group, group_door_ids in door_groups.items():
ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group),
ItemClassification.progression, "door group", group_door_ids, [])
special_items: Dict[str, ItemClassification] = {
":)": ItemClassification.filler,
"The Feeling of Being Lost": ItemClassification.filler,
"Wanderlust": ItemClassification.filler,
"Empty White Hallways": ItemClassification.filler,
"Slowness Trap": ItemClassification.trap,
"Iceland Trap": ItemClassification.trap,
"Atbash Trap": ItemClassification.trap,
"Puzzle Skip": ItemClassification.useful,
}
for item_name, classification in special_items.items():
ALL_ITEM_TABLE[item_name] = ItemData(get_special_item_id(item_name), classification,
"special", [], [])
for item_name in PROGRESSIVE_ITEMS:
ALL_ITEM_TABLE[item_name] = ItemData(get_progressive_item_id(item_name),
ItemClassification.progression, "special", [], [])
# Initialize the item data at module scope.
load_item_data()