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Celeste 64: Implement New Game (#2798)
Co-authored-by: chandler05 <66492208+chandler05@users.noreply.github.com> Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com> Co-authored-by: Zach Parks <zach@alliware.com>
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58
worlds/celeste64/Items.py
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58
worlds/celeste64/Items.py
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from typing import Dict, NamedTuple, Optional
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from BaseClasses import Item, ItemClassification
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from .Names import ItemName
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celeste_64_base_id: int = 0xCA0000
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class Celeste64Item(Item):
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game = "Celeste 64"
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class Celeste64ItemData(NamedTuple):
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code: Optional[int] = None
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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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}
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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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