from enum import IntEnum from BaseClasses import Item, ItemClassification from .game_id import jak1_name, jak1_max from .locs import (orb_locations as orbs, cell_locations as cells, scout_locations as scouts, special_locations as specials, orb_cache_locations as caches) class OrbAssoc(IntEnum): """ Identifies an item's association to unlocking new sources of Precursor Orbs. For example, Double Jump will unlock new orbs, but Freed the Green Sage will not. Power Cells conditionally unlock new orbs if they get you across connector levels. """ NEVER_UNLOCKS_ORBS = 0 ALWAYS_UNLOCKS_ORBS = 1 IS_POWER_CELL = 2 class JakAndDaxterItem(Item): game: str = jak1_name orb_assoc: OrbAssoc orb_amount: int # Only non-zero for Orb Bundle items. def __init__(self, name: str, classification: ItemClassification, code: int | None, player: int, orb_assoc: OrbAssoc = OrbAssoc.NEVER_UNLOCKS_ORBS, orb_amount: int = 0): super().__init__(name, classification, code, player) self.orb_assoc = orb_assoc self.orb_amount = orb_amount # Power Cells are generic, fungible, interchangeable items. Every cell is indistinguishable from every other. cell_item_table = { 0: "Power Cell", } # Scout flies are interchangeable within their respective sets of 7. Notice the level name after each item. # Also, notice that their Item ID equals their respective Power Cell's Location ID. This is necessary for # game<->archipelago communication. scout_item_table = { 95: "Scout Fly - Geyser Rock", 75: "Scout Fly - Sandover Village", 7: "Scout Fly - Forbidden Jungle", 20: "Scout Fly - Sentinel Beach", 28: "Scout Fly - Misty Island", 68: "Scout Fly - Fire Canyon", 76: "Scout Fly - Rock Village", 57: "Scout Fly - Precursor Basin", 49: "Scout Fly - Lost Precursor City", 43: "Scout Fly - Boggy Swamp", 88: "Scout Fly - Mountain Pass", 77: "Scout Fly - Volcanic Crater", 85: "Scout Fly - Spider Cave", 65: "Scout Fly - Snowy Mountain", 90: "Scout Fly - Lava Tube", 91: "Scout Fly - Citadel", # Had to shorten, it was >32 characters. } # Orbs are also generic and interchangeable. # These items are only used by Orbsanity, and only one of these # items will be used corresponding to the chosen bundle size. orb_item_table = { 1: "1 Precursor Orb", 2: "2 Precursor Orbs", 4: "4 Precursor Orbs", 5: "5 Precursor Orbs", 8: "8 Precursor Orbs", 10: "10 Precursor Orbs", 16: "16 Precursor Orbs", 20: "20 Precursor Orbs", 25: "25 Precursor Orbs", 40: "40 Precursor Orbs", 50: "50 Precursor Orbs", 80: "80 Precursor Orbs", 100: "100 Precursor Orbs", 125: "125 Precursor Orbs", 200: "200 Precursor Orbs", 250: "250 Precursor Orbs", 400: "400 Precursor Orbs", 500: "500 Precursor Orbs", 1000: "1000 Precursor Orbs", 2000: "2000 Precursor Orbs", } # These are special items representing unique unlocks in the world. Notice that their Item ID equals their # respective Location ID. Like scout flies, this is necessary for game<->archipelago communication. special_item_table = { 5: "Fisherman's Boat", # Unlocks Misty Island 4: "Jungle Elevator", # Unlocks the Forbidden Jungle Temple 2: "Blue Eco Switch", # Unlocks Blue Eco Vents 17: "Flut Flut", # Unlocks Flut Flut sections in Boggy Swamp and Snowy Mountain 33: "Warrior's Pontoons", # Unlocks Boggy Swamp and everything post-Rock Village 105: "Snowy Mountain Gondola", # Unlocks Snowy Mountain 60: "Yellow Eco Switch", # Unlocks Yellow Eco Vents 63: "Snowy Fort Gate", # Unlocks the Snowy Mountain Fort 71: "Freed The Blue Sage", # 1 of 3 unlocks for the final staircase in Citadel 72: "Freed The Red Sage", # 1 of 3 unlocks for the final staircase in Citadel 73: "Freed The Yellow Sage", # 1 of 3 unlocks for the final staircase in Citadel 70: "Freed The Green Sage", # Unlocks the final boss elevator in Citadel } # These are the move items for move randomizer. Notice that their Item ID equals some of the Orb Cache Location ID's. # This was 100% arbitrary. There's no reason to tie moves to orb caches except that I need a place to put them. ;_; move_item_table = { 10344: "Crouch", 10369: "Crouch Jump", 11072: "Crouch Uppercut", 12634: "Roll", 12635: "Roll Jump", 10945: "Double Jump", 14507: "Jump Dive", 14838: "Jump Kick", 23348: "Punch", 23349: "Punch Uppercut", 23350: "Kick", # 24038: "Orb Cache at End of Blast Furnace", # Hold onto these ID's for future use. # 24039: "Orb Cache at End of Launch Pad Room", # 24040: "Orb Cache at Start of Launch Pad Room", } # These are trap items. Their Item ID is to be subtracted from the base game ID. They do not have corresponding # game locations because they are intended to replace other items that have been marked as filler. trap_item_table = { 1: "Trip Trap", 2: "Slippery Trap", 3: "Gravity Trap", 4: "Camera Trap", 5: "Darkness Trap", 6: "Earthquake Trap", 7: "Teleport Trap", 8: "Despair Trap", 9: "Pacifism Trap", 10: "Ecoless Trap", 11: "Health Trap", 12: "Ledge Trap", 13: "Zoomer Trap", 14: "Mirror Trap", } # All Items # While we're here, do all the ID conversions needed. item_table = { **{cells.to_ap_id(k): name for k, name in cell_item_table.items()}, **{scouts.to_ap_id(k): name for k, name in scout_item_table.items()}, **{specials.to_ap_id(k): name for k, name in special_item_table.items()}, **{caches.to_ap_id(k): name for k, name in move_item_table.items()}, **{orbs.to_ap_id(k): name for k, name in orb_item_table.items()}, **{jak1_max - k: name for k, name in trap_item_table.items()}, jak1_max: "Green Eco Pill" # Filler item. }