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Celeste 64: v1.2 Content Update (#3210)
* Cleanup and new option support * Handle new locations * Support higher Strawberry counts * Don't add start inventory items to the pool * Support Move Shuffle functionality and items * Hard and Move Shuffle Logic * Fix Options * Update CHANGELOG.md * Add standard moves logic for signs 3 and 4 * Fix Option Tooltip * Add tracker link to setup guide * Fix unit test * Fix option tooltips * Missing Space * Move option checking out of rule function * Delete just_gen500.bat
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@@ -16,43 +16,29 @@ class Celeste64ItemData(NamedTuple):
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type: ItemClassification = ItemClassification.filler
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item_data_table: Dict[str, Celeste64ItemData] = {
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ItemName.strawberry: Celeste64ItemData(
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code = celeste_64_base_id + 0,
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type=ItemClassification.progression_skip_balancing,
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),
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ItemName.dash_refill: Celeste64ItemData(
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code = celeste_64_base_id + 1,
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type=ItemClassification.progression,
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),
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ItemName.double_dash_refill: Celeste64ItemData(
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code = celeste_64_base_id + 2,
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type=ItemClassification.progression,
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),
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ItemName.feather: Celeste64ItemData(
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code = celeste_64_base_id + 3,
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type=ItemClassification.progression,
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),
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ItemName.coin: Celeste64ItemData(
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code = celeste_64_base_id + 4,
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type=ItemClassification.progression,
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),
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ItemName.cassette: Celeste64ItemData(
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code = celeste_64_base_id + 5,
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type=ItemClassification.progression,
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),
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ItemName.traffic_block: Celeste64ItemData(
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code = celeste_64_base_id + 6,
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type=ItemClassification.progression,
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),
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ItemName.spring: Celeste64ItemData(
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code = celeste_64_base_id + 7,
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type=ItemClassification.progression,
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),
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ItemName.breakables: Celeste64ItemData(
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code = celeste_64_base_id + 8,
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type=ItemClassification.progression,
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)
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collectable_item_data_table: Dict[str, Celeste64ItemData] = {
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ItemName.strawberry: Celeste64ItemData(celeste_64_base_id + 0x0, ItemClassification.progression_skip_balancing),
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ItemName.raspberry: Celeste64ItemData(celeste_64_base_id + 0x9, ItemClassification.filler),
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}
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unlockable_item_data_table: Dict[str, Celeste64ItemData] = {
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ItemName.dash_refill: Celeste64ItemData(celeste_64_base_id + 0x1, ItemClassification.progression),
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ItemName.double_dash_refill: Celeste64ItemData(celeste_64_base_id + 0x2, ItemClassification.progression),
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ItemName.feather: Celeste64ItemData(celeste_64_base_id + 0x3, ItemClassification.progression),
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ItemName.coin: Celeste64ItemData(celeste_64_base_id + 0x4, ItemClassification.progression),
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ItemName.cassette: Celeste64ItemData(celeste_64_base_id + 0x5, ItemClassification.progression),
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ItemName.traffic_block: Celeste64ItemData(celeste_64_base_id + 0x6, ItemClassification.progression),
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ItemName.spring: Celeste64ItemData(celeste_64_base_id + 0x7, ItemClassification.progression),
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ItemName.breakables: Celeste64ItemData(celeste_64_base_id + 0x8, ItemClassification.progression),
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}
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move_item_data_table: Dict[str, Celeste64ItemData] = {
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ItemName.ground_dash: Celeste64ItemData(celeste_64_base_id + 0xA, ItemClassification.progression),
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ItemName.air_dash: Celeste64ItemData(celeste_64_base_id + 0xB, ItemClassification.progression),
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ItemName.skid_jump: Celeste64ItemData(celeste_64_base_id + 0xC, ItemClassification.progression),
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ItemName.climb: Celeste64ItemData(celeste_64_base_id + 0xD, ItemClassification.progression),
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}
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item_data_table: Dict[str, Celeste64ItemData] = {**collectable_item_data_table, **unlockable_item_data_table, **move_item_data_table}
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item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None}
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