94 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
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from BaseClasses import Item, ItemClassification
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from .static_logic import DOORS_BY_ROOM, PROGRESSION_BY_ROOM, PROGRESSIVE_ITEMS, get_door_group_item_id, \
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    get_door_item_id, get_progressive_item_id, get_special_item_id
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class ItemData(NamedTuple):
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    """
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    ItemData for an item in Lingo
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    """
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    code: int
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    classification: ItemClassification
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    mode: Optional[str]
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    has_doors: bool
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    painting_ids: List[str]
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class LingoItem(Item):
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    """
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    Item from the game Lingo
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    """
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    game: str = "Lingo"
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ALL_ITEM_TABLE: Dict[str, ItemData] = {}
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ITEMS_BY_GROUP: Dict[str, List[str]] = {}
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TRAP_ITEMS: List[str] = ["Slowness Trap", "Iceland Trap", "Atbash Trap"]
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def load_item_data():
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    global ALL_ITEM_TABLE, ITEMS_BY_GROUP
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    for color in ["Black", "Red", "Blue", "Yellow", "Green", "Orange", "Gray", "Brown", "Purple"]:
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        ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), ItemClassification.progression,
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                                         "colors", [], [])
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        ITEMS_BY_GROUP.setdefault("Colors", []).append(color)
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    door_groups: Dict[str, List[str]] = {}
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    for room_name, doors in DOORS_BY_ROOM.items():
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        for door_name, door in doors.items():
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            if door.skip_item is True or door.event is True:
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                continue
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            if door.door_group is None:
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                door_mode = "doors"
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            else:
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                door_mode = "complex door"
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                door_groups.setdefault(door.door_group, [])
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            if room_name in PROGRESSION_BY_ROOM and door_name in PROGRESSION_BY_ROOM[room_name]:
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                door_mode = "special"
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            ALL_ITEM_TABLE[door.item_name] = \
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                ItemData(get_door_item_id(room_name, door_name),
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                         ItemClassification.filler if door.junk_item else ItemClassification.progression, door_mode,
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                         door.has_doors, door.painting_ids)
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            ITEMS_BY_GROUP.setdefault("Doors", []).append(door.item_name)
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            if door.item_group is not None:
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                ITEMS_BY_GROUP.setdefault(door.item_group, []).append(door.item_name)
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    for group, group_door_ids in door_groups.items():
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        ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group),
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                                         ItemClassification.progression, "door group", True, [])
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        ITEMS_BY_GROUP.setdefault("Doors", []).append(group)
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    special_items: Dict[str, ItemClassification] = {
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        ":)":                        ItemClassification.filler,
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        "The Feeling of Being Lost": ItemClassification.filler,
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        "Wanderlust":                ItemClassification.filler,
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        "Empty White Hallways":      ItemClassification.filler,
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        **{trap_name: ItemClassification.trap for trap_name in TRAP_ITEMS},
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        "Puzzle Skip":               ItemClassification.useful,
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    }
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    for item_name, classification in special_items.items():
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        ALL_ITEM_TABLE[item_name] = ItemData(get_special_item_id(item_name), classification,
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                                             "special", False, [])
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        if classification == ItemClassification.filler:
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            ITEMS_BY_GROUP.setdefault("Junk", []).append(item_name)
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        elif classification == ItemClassification.trap:
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            ITEMS_BY_GROUP.setdefault("Traps", []).append(item_name)
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    for item_name in PROGRESSIVE_ITEMS:
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        ALL_ITEM_TABLE[item_name] = ItemData(get_progressive_item_id(item_name),
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                                             ItemClassification.progression, "special", False, [])
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# Initialize the item data at module scope.
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load_item_data()
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