mirror of
https://github.com/MarioSpore/Grinch-AP.git
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157 lines
4.1 KiB
Python
157 lines
4.1 KiB
Python
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from collections import defaultdict
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from dataclasses import dataclass
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from typing import Optional, Dict
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from BaseClasses import Location, Region
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from .Data import get_boosts_data, get_new_civics_data, get_new_techs_data
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from .Enum import CivVICheckType, EraType
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CIV_VI_AP_LOCATION_ID_BASE = 5041000
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# Locs that should not have progression items
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GOODY_HUT_LOCATION_NAMES = [
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"GOODY_HUT_1",
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"GOODY_HUT_2",
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"GOODY_HUT_3",
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"GOODY_HUT_4",
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"GOODY_HUT_5",
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"GOODY_HUT_6",
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"GOODY_HUT_7",
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"GOODY_HUT_8",
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"GOODY_HUT_9",
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"GOODY_HUT_10",
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]
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@dataclass
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class CivVILocationData:
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name: str
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cost: int
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uiTreeRow: int
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civ_id: int
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era_type: str
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location_type: CivVICheckType
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game: str = "Civilization VI"
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@property
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def code(self):
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return self.civ_id + CIV_VI_AP_LOCATION_ID_BASE
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class CivVILocation(Location):
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game: str = "Civilization VI"
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location_type: CivVICheckType
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def __init__(
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self,
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player: int,
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name: str = "",
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address: Optional[int] = None,
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parent: Optional[Region] = None,
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):
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super().__init__(player, name, address, parent)
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category = name.split("_")[0]
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if "victory" in category:
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self.location_type = CivVICheckType.EVENT
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else:
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self.location_type = CivVICheckType(category)
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def generate_flat_location_table() -> Dict[str, CivVILocationData]:
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"""
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Generates a flat location table in the following format:
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{
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"TECH_AP_ANCIENT_00": CivVILocationData,
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"TECH_AP_ANCIENT_01": CivVILocationData,
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"CIVIC_AP_ANCIENT_00": CivVILocationData,
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...
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}
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"""
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era_locations = generate_era_location_table()
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flat_locations: Dict[str, CivVILocationData] = {}
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for locations in era_locations.values():
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for location_id, location_data in locations.items():
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flat_locations[location_id] = location_data
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return flat_locations
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def generate_era_location_table() -> Dict[str, Dict[str, CivVILocationData]]:
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"""
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Uses the data from existing_tech.json to generate a location table in the following format:
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{
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"ERA_ANCIENT": {
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"TECH_AP_ANCIENT_00": CivVILocationData,
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"TECH_AP_ANCIENT_01": CivVILocationData,
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"CIVIC_AP_ANCIENT_00": CivVILocationData,
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},
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...
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}
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"""
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new_techs = get_new_techs_data()
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era_locations: Dict[str, Dict[str, CivVILocationData]] = defaultdict(dict)
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id_base = 0
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# Techs
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for data in new_techs:
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era_type = data["EraType"]
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era_locations[era_type][data["Type"]] = CivVILocationData(
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data["Type"],
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data["Cost"],
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data["UITreeRow"],
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id_base,
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era_type,
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CivVICheckType.TECH,
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)
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id_base += 1
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# Civics
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new_civics = get_new_civics_data()
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for data in new_civics:
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era_type = data["EraType"]
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era_locations[era_type][data["Type"]] = CivVILocationData(
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data["Type"],
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data["Cost"],
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data["UITreeRow"],
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id_base,
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era_type,
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CivVICheckType.CIVIC,
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)
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id_base += 1
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# Eras
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for era in EraType:
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if era == EraType.ERA_ANCIENT:
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continue
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era_locations[era.name][era.name] = CivVILocationData(
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era.name, 0, 0, id_base, era.name, CivVICheckType.ERA
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)
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id_base += 1
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# Goody Huts, defaults to 10 goody huts as location checks (rarely will a player get more than this)
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for i in range(10):
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era_locations[EraType.ERA_ANCIENT.value]["GOODY_HUT_" + str(i + 1)] = (
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CivVILocationData(
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"GOODY_HUT_" + str(i + 1),
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0,
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0,
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id_base,
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EraType.ERA_ANCIENT.value,
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CivVICheckType.GOODY,
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)
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)
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id_base += 1
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# Boosts
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boosts = get_boosts_data()
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for boost in boosts:
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location = CivVILocationData(
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boost.Type, 0, 0, id_base, boost.EraType, CivVICheckType.BOOST
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)
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era_locations["ERA_ANCIENT"][boost.Type] = location
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id_base += 1
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return era_locations
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