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https://github.com/MarioSpore/Grinch-AP.git
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### Features: - New optional Location Checks - Checkpointsanity - Hair Color - Allows for setting of Maddy's hair color in each of No Dash, One Dash, Two Dash, and Feather states - Other Player Ghosts - A game config option allows you to see ghosts of other Celeste 64 players in the multiworld ### Quality of Life: - Checkpoint Warping - Received Checkpoint items allow for warping to their respective checkpoint - These items are on their respective checkpoint location if Checkpointsanity is disabled - Logic accounts for being able to warp to otherwise inaccessible areas - Checkpoints are a possible option for a starting item on Standard Logic + Move Shuffle + Checkpointsanity - New Options toggle to enable/disable background input ### Bug Fixes: - Traffic Blocks now correctly appear disabled within Cassettes
61 lines
3.5 KiB
Python
61 lines
3.5 KiB
Python
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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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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checkpoint_item_data_table: Dict[str, Celeste64ItemData] = {
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ItemName.checkpoint_1: Celeste64ItemData(celeste_64_base_id + 0x20, ItemClassification.progression),
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ItemName.checkpoint_2: Celeste64ItemData(celeste_64_base_id + 0x21, ItemClassification.progression),
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ItemName.checkpoint_3: Celeste64ItemData(celeste_64_base_id + 0x22, ItemClassification.progression),
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ItemName.checkpoint_4: Celeste64ItemData(celeste_64_base_id + 0x23, ItemClassification.progression),
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ItemName.checkpoint_5: Celeste64ItemData(celeste_64_base_id + 0x24, ItemClassification.progression),
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ItemName.checkpoint_6: Celeste64ItemData(celeste_64_base_id + 0x25, ItemClassification.progression),
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ItemName.checkpoint_7: Celeste64ItemData(celeste_64_base_id + 0x26, ItemClassification.progression),
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ItemName.checkpoint_8: Celeste64ItemData(celeste_64_base_id + 0x27, ItemClassification.progression),
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ItemName.checkpoint_9: Celeste64ItemData(celeste_64_base_id + 0x28, ItemClassification.progression),
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ItemName.checkpoint_10: Celeste64ItemData(celeste_64_base_id + 0x29, ItemClassification.progression),
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}
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item_data_table: Dict[str, Celeste64ItemData] = {**collectable_item_data_table,
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**unlockable_item_data_table,
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**move_item_data_table,
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**checkpoint_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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