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path: root/apworld/items.py
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from .generated import data_pb2 as data_pb2
from BaseClasses import Item


class Lingo2Item(Item):
    game: str = "Lingo 2"


SYMBOL_ITEMS: dict[data_pb2.PuzzleSymbol, str] = {
    data_pb2.PuzzleSymbol.SUN: "Sun Symbol",
    data_pb2.PuzzleSymbol.SPARKLES: "Sparkles Symbol",
    data_pb2.PuzzleSymbol.ZERO: "Zero Symbol",
    data_pb2.PuzzleSymbol.EXAMPLE: "Example Symbol",
    data_pb2.PuzzleSymbol.BOXES: "Boxes Symbol",
    data_pb2.PuzzleSymbol.PLANET: "Planet Symbol",
    data_pb2.PuzzleSymbol.PYRAMID: "Pyramid Symbol",
    data_pb2.PuzzleSymbol.CROSS: "Cross Symbol",
    data_pb2.PuzzleSymbol.SWEET: "Sweet Symbol",
    data_pb2.PuzzleSymbol.GENDER: "Gender Symbol",
    data_pb2.PuzzleSymbol.AGE: "Age Symbol",
    data_pb2.PuzzleSymbol.SOUND: "Sound Symbol",
    data_pb2.PuzzleSymbol.ANAGRAM: "Anagram Symbol",
    data_pb2.PuzzleSymbol.JOB: "Job Symbol",
    data_pb2.PuzzleSymbol.STARS: "Stars Symbol",
    data_pb2.PuzzleSymbol.NULL: "Null Symbol",
    data_pb2.PuzzleSymbol.EVAL: "Eval Symbol",
    data_pb2.PuzzleSymbol.LINGO: "Lingo Symbol",
    data_pb2.PuzzleSymbol.QUESTION: "Question Symbol",
}

ANTI_COLLECTABLE_TRAPS: list[str] = [f"Anti {letter}" for letter in "ABCDEFGHIJKLMNOPQRSTUVWXYZ"]
e Hallway From Great" } doors { map: "the_great" name: "Control Center Purple Door" } } door_groups { name: "Control Center Orange Doors" type: COLOR_CONNECTOR doors { map: "daedalus" name: "Control Center Orange Door" } doors { map: "the_unkempt" name: "Control Center Orange Door" } } door_groups { name: "Control Center Brown Doors" type: COLOR_CONNECTOR doors { map: "the_bearer" name: "Control Center Brown Door" } doors { map: "the_tree" name: "Control Center Brown Door" } } door_groups { name: "Control Center Blue Doors" type: COLOR_CONNECTOR doors { map: "the_digital" name: "Control Center Blue Door" } doors { map: "the_unyielding" name: "Digital Entrance" } } door_groups { name: "Cyan Doors" type: CYAN_DOORS doors { map: "daedalus" name: "Eye Painting" } doors { map: "the_bearer" name: "Butterfly Entrance" } doors { map: "the_darkroom" name: "Double Letter Panel Blockers" } doors { map: "the_entry" name: "Starting Room West Wall North Door" } doors { map: "the_entry" name: "Flipped Pyramid Area Entrance" } doors { map: "the_entry" name: "Gift Maps Entrance" } doors { map: "the_entry" name: "Near D Room Painting" } doors { map: "the_gallery" name: "Cyan Doors" } doors { map: "the_graveyard" name: "Double Letters" } doors { map: "the_great" name: "Tower Entrance" } doors { map: "the_great" name: "Cyan Doors" } doors { map: "the_owl" name: "Double Letters" } doors { map: "the_parthenon" name: "Double Letters" } doors { map: "the_unkempt" name: "Cyan Doors" } doors { map: "the_unkempt" name: "Control Center Orange Door" } doors { map: "the_unyielding" name: "Cyan Doors" } } door_groups { name: "Lavender Cubes" type: SHUFFLE_GROUP daedalus_only_always_item: true doors { map: "daedalus" name: "C Keyholder Blocker" } doors { map: "the_congruent" name: "T Keyholder Blocker" } doors { map: "the_great" name: "Lavender Cube" } doors { map: "the_parthenon" name: "Lavender Cubes" } } door_groups { name: "Control Center - Perceptive Entrance" type: SHUFFLE_GROUP # This is a weird situation where there's two different ways to open the door # and we want both to work in vanilla. doors { map: "control_center" name: "Perceptive From Outside" } doors { map: "control_center" name: "Perceptive From Inside" } }