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* Make Bowser unkillable on Egg Hunt * Increment Data Package version Changed a location name. * Baseline for Bowser Rooms shuffling * Add boss shuffle * Remove extra space * Overworld Palette Shuffle * Fix Literature Trap typo * Handle Queuing traps and new Timer Trap * Fix trap name and actually create them * Early Climb and Overworld Speed * Add correct tooltip for Early Climb * Tooltip text edit * Address unconnected regions * Add option to fully exclude Special Zone levels from the seed * Fix Chocolate Island 4 Dragon Coins logic * Update worlds/smw/Client.py to use `getattr`
71 lines
2.0 KiB
Python
71 lines
2.0 KiB
Python
import typing
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from BaseClasses import Item, ItemClassification
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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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trap: bool = False
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quantity: int = 1
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event: bool = False
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class SMWItem(Item):
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game: str = "Super Mario World"
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# Separate tables for each type of item.
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junk_table = {
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ItemName.one_up_mushroom: ItemData(0xBC0001, False),
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}
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collectable_table = {
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ItemName.yoshi_egg: ItemData(0xBC0002, True),
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}
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upgrade_table = {
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ItemName.mario_run: ItemData(0xBC0003, True),
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ItemName.mario_carry: ItemData(0xBC0004, True),
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ItemName.mario_swim: ItemData(0xBC0005, True),
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ItemName.mario_spin_jump: ItemData(0xBC0006, True),
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ItemName.mario_climb: ItemData(0xBC0007, True),
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ItemName.yoshi_activate: ItemData(0xBC0008, True),
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ItemName.p_switch: ItemData(0xBC0009, True),
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ItemName.progressive_powerup: ItemData(0xBC000A, True),
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ItemName.p_balloon: ItemData(0xBC000B, True),
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ItemName.super_star_active: ItemData(0xBC000D, True),
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}
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switch_palace_table = {
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ItemName.yellow_switch_palace: ItemData(0xBC000E, True),
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ItemName.green_switch_palace: ItemData(0xBC000F, True),
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ItemName.red_switch_palace: ItemData(0xBC0010, True),
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ItemName.blue_switch_palace: ItemData(0xBC0011, True),
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}
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trap_table = {
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ItemName.ice_trap: ItemData(0xBC0013, False, True),
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ItemName.stun_trap: ItemData(0xBC0014, False, True),
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ItemName.literature_trap: ItemData(0xBC0015, False, True),
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ItemName.timer_trap: ItemData(0xBC0016, False, True),
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}
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event_table = {
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ItemName.victory: ItemData(0xBC0000, True),
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ItemName.koopaling: ItemData(0xBC0012, True),
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}
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# Complete item table.
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item_table = {
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**junk_table,
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**collectable_table,
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**upgrade_table,
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**switch_palace_table,
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**trap_table,
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**event_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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