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93 lines
3.0 KiB
Python
93 lines
3.0 KiB
Python
from __future__ import annotations
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from typing import TYPE_CHECKING
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from BaseClasses import Item, ItemClassification
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from .itemData import fillers, royal_arts, skills, prog_skills, prog_skill_uprades, prog_magic_levels, misc
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if TYPE_CHECKING:
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from .world import CatQuestWorld
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ALL_ITEMS: list[Item] = fillers + royal_arts + skills + prog_skills + prog_skill_uprades + prog_magic_levels + misc
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def create_item_name_to_id() -> dict[str, int]:
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item_id_dict = {}
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current_id = 1
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for item in ALL_ITEMS:
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item_id_dict[item["name"]] = current_id
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current_id += 1
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return item_id_dict
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ITEM_NAME_TO_ID = create_item_name_to_id()
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ITEM_ID_TO_NAME = {v: k for k, v in ITEM_NAME_TO_ID.items()}
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def create_item_classification() -> dict[str, ItemClassification]:
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item_classification_dict = {}
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for item in ALL_ITEMS:
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item_classification_dict[item["name"]] = item["classification"]
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return item_classification_dict
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DEFAULT_ITEM_CLASSIFICATIONS = create_item_classification()
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class CatQuestItem(Item):
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game = "Cat Quest"
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def get_random_filler_item_name(world: CatQuestWorld) -> str:
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return ITEM_ID_TO_NAME.get(world.random.randint(1, len(fillers)))
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def create_item_with_correct_classification(world: CatQuestWorld, name: str) -> CatQuestItem:
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classification = DEFAULT_ITEM_CLASSIFICATIONS[name]
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skill_related_item_names = {
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item["name"]
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for item in (skills + prog_skills + prog_skill_uprades + prog_magic_levels)
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}
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if world.options.goal == "spellmastery":
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if name in skill_related_item_names:
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classification = ItemClassification.progression
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return CatQuestItem(name, classification, ITEM_NAME_TO_ID[name], world.player)
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def create_all_items(world: CatQuestWorld) -> None:
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itempool = []
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required_items: list[Item] = royal_arts + misc
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for item in required_items:
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itempool.append(world.create_item(item["name"]))
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if world.options.skill_upgrade == "progressive_skills":
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for skill in prog_skills:
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for i in range(10):
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itempool.append(world.create_item(skill["name"]))
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else:
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for skill in skills:
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itempool.append(world.create_item(skill["name"]))
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if world.options.skill_upgrade == "upgrades":
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for upgrade in prog_skill_uprades:
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for i in range(9):
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itempool.append(world.create_item(upgrade["name"]))
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if world.options.skill_upgrade == "magic_levels":
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for level in prog_magic_levels:
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for i in range(9):
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itempool.append(world.create_item(level["name"]))
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number_of_items = len(itempool)
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number_of_unfilled_locations = len(world.multiworld.get_unfilled_locations(world.player))
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needed_number_of_filler_items = number_of_unfilled_locations - number_of_items
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itempool += [world.create_filler() for _ in range(needed_number_of_filler_items)]
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world.multiworld.itempool += itempool
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