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Grinch-AP/worlds/lingo/items.py
2025-04-06 19:44:33 +02:00

132 lines
4.9 KiB
Python

from enum import Enum
from typing import Dict, List, NamedTuple, Set
from BaseClasses import Item, ItemClassification
from .static_logic import DOORS_BY_ROOM, PROGRESSIVE_ITEMS, get_door_group_item_id, get_door_item_id, \
get_progressive_item_id, get_special_item_id, PANEL_DOORS_BY_ROOM, get_panel_door_item_id, get_panel_group_item_id
class ItemType(Enum):
NORMAL = 1
COLOR = 2
class ItemData(NamedTuple):
"""
ItemData for an item in Lingo
"""
code: int
classification: ItemClassification
type: ItemType
has_doors: bool
painting_ids: List[str]
class LingoItem(Item):
"""
Item from the game Lingo
"""
game: str = "Lingo"
ALL_ITEM_TABLE: Dict[str, ItemData] = {}
ITEMS_BY_GROUP: Dict[str, List[str]] = {}
TRAP_ITEMS: List[str] = ["Slowness Trap", "Iceland Trap", "Atbash Trap"]
PROGUSEFUL_ITEMS: List[str] = [
"Crossroads - Roof Access",
"Black",
"Red",
"Blue",
"Yellow",
"Purple",
"Sunwarps",
"Tenacious Entrance Panels",
"The Tenacious - Black Palindromes (Panels)",
"Hub Room - RAT (Panel)",
"Outside The Wanderer - WANDERLUST (Panel)",
"Orange Tower Panels"
]
def get_prog_item_classification(item_name: str):
if item_name in PROGUSEFUL_ITEMS:
return ItemClassification.progression | ItemClassification.useful
else:
return ItemClassification.progression
def load_item_data():
global ALL_ITEM_TABLE, ITEMS_BY_GROUP
for color in ["Black", "Red", "Blue", "Yellow", "Green", "Orange", "Gray", "Brown", "Purple"]:
ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), get_prog_item_classification(color),
ItemType.COLOR, False, [])
ITEMS_BY_GROUP.setdefault("Colors", []).append(color)
door_groups: Set[str] = set()
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.door_group is not None:
door_groups.add(door.door_group)
ALL_ITEM_TABLE[door.item_name] = \
ItemData(get_door_item_id(room_name, door_name), get_prog_item_classification(door.item_name),
ItemType.NORMAL, door.has_doors, door.painting_ids)
ITEMS_BY_GROUP.setdefault("Doors", []).append(door.item_name)
if door.item_group is not None:
ITEMS_BY_GROUP.setdefault(door.item_group, []).append(door.item_name)
for group in door_groups:
ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group), get_prog_item_classification(group),
ItemType.NORMAL, True, [])
ITEMS_BY_GROUP.setdefault("Doors", []).append(group)
panel_groups: Set[str] = set()
for room_name, panel_doors in PANEL_DOORS_BY_ROOM.items():
for panel_door_name, panel_door in panel_doors.items():
if panel_door.panel_group is not None:
panel_groups.add(panel_door.panel_group)
ALL_ITEM_TABLE[panel_door.item_name] = ItemData(get_panel_door_item_id(room_name, panel_door_name),
get_prog_item_classification(panel_door.item_name),
ItemType.NORMAL, False, [])
ITEMS_BY_GROUP.setdefault("Panels", []).append(panel_door.item_name)
for group in panel_groups:
ALL_ITEM_TABLE[group] = ItemData(get_panel_group_item_id(group), get_prog_item_classification(group),
ItemType.NORMAL, False, [])
ITEMS_BY_GROUP.setdefault("Panels", []).append(group)
special_items: Dict[str, ItemClassification] = {
":)": ItemClassification.filler,
"The Feeling of Being Lost": ItemClassification.filler,
"Wanderlust": ItemClassification.filler,
"Empty White Hallways": ItemClassification.filler,
"Speed Boost": ItemClassification.filler,
**{trap_name: ItemClassification.trap for trap_name in TRAP_ITEMS},
"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,
ItemType.NORMAL, False, [])
if classification == ItemClassification.filler:
ITEMS_BY_GROUP.setdefault("Junk", []).append(item_name)
elif classification == ItemClassification.trap:
ITEMS_BY_GROUP.setdefault("Traps", []).append(item_name)
for item_name in PROGRESSIVE_ITEMS:
ALL_ITEM_TABLE[item_name] = ItemData(get_progressive_item_id(item_name),
get_prog_item_classification(item_name), ItemType.NORMAL, False, [])
# Initialize the item data at module scope.
load_item_data()