280 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			280 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from typing import Dict, Callable, Any, List | ||
|  | 
 | ||
|  | from BaseClasses import Item, ItemClassification as IClass | ||
|  | from .options import ShapezOptions | ||
|  | from .data.strings import GOALS, ITEMS, OTHER | ||
|  | 
 | ||
|  | 
 | ||
|  | def is_mam_achievement_included(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.progression if options.include_achievements and (not options.goal == GOALS.vanilla) else IClass.useful | ||
|  | 
 | ||
|  | 
 | ||
|  | def is_achievements_included(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.progression if options.include_achievements else IClass.useful | ||
|  | 
 | ||
|  | 
 | ||
|  | def is_goal_efficiency_iii(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.progression if options.goal == GOALS.efficiency_iii else IClass.useful | ||
|  | 
 | ||
|  | 
 | ||
|  | def always_progression(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.progression | ||
|  | 
 | ||
|  | 
 | ||
|  | def always_useful(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.useful | ||
|  | 
 | ||
|  | 
 | ||
|  | def always_filler(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.filler | ||
|  | 
 | ||
|  | 
 | ||
|  | def always_trap(options: ShapezOptions) -> IClass: | ||
|  |     return IClass.trap | ||
|  | 
 | ||
|  | 
 | ||
|  | # Routing buildings are not needed to complete the game, but building factories without balancers and tunnels | ||
|  | # would be unreasonably complicated and time-consuming. | ||
|  | # Some buildings are not needed to complete the game, but are "logically needed" for the "MAM" achievement. | ||
|  | 
 | ||
|  | buildings_processing: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.cutter: always_progression, | ||
|  |     ITEMS.cutter_quad: always_progression, | ||
|  |     ITEMS.rotator: always_progression, | ||
|  |     ITEMS.rotator_ccw: always_progression, | ||
|  |     ITEMS.rotator_180: always_progression, | ||
|  |     ITEMS.stacker: always_progression, | ||
|  |     ITEMS.painter: always_progression, | ||
|  |     ITEMS.painter_double: always_progression, | ||
|  |     ITEMS.painter_quad: always_progression, | ||
|  |     ITEMS.color_mixer: always_progression, | ||
|  | } | ||
|  | 
 | ||
|  | buildings_routing: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.balancer: always_progression, | ||
|  |     ITEMS.comp_merger: always_progression, | ||
|  |     ITEMS.comp_splitter: always_progression, | ||
|  |     ITEMS.tunnel: always_progression, | ||
|  |     ITEMS.tunnel_tier_ii: is_mam_achievement_included, | ||
|  | } | ||
|  | 
 | ||
|  | buildings_other: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.trash: always_progression, | ||
|  |     ITEMS.extractor_chain: always_useful | ||
|  | } | ||
|  | 
 | ||
|  | buildings_top_row: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.belt_reader: is_mam_achievement_included, | ||
|  |     ITEMS.storage: is_achievements_included, | ||
|  |     ITEMS.switch: always_progression, | ||
|  |     ITEMS.item_filter: is_mam_achievement_included, | ||
|  |     ITEMS.display: always_useful | ||
|  | } | ||
|  | 
 | ||
|  | buildings_wires: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.wires: always_progression, | ||
|  |     ITEMS.const_signal: always_progression, | ||
|  |     ITEMS.logic_gates: is_mam_achievement_included, | ||
|  |     ITEMS.virtual_proc: is_mam_achievement_included | ||
|  | } | ||
|  | 
 | ||
|  | gameplay_unlocks: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.blueprints: is_achievements_included | ||
|  | } | ||
|  | 
 | ||
|  | upgrades: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.upgrade_big_belt: always_progression, | ||
|  |     ITEMS.upgrade_big_miner: always_useful, | ||
|  |     ITEMS.upgrade_big_proc: always_useful, | ||
|  |     ITEMS.upgrade_big_paint: always_useful, | ||
|  |     ITEMS.upgrade_small_belt: always_filler, | ||
|  |     ITEMS.upgrade_small_miner: always_filler, | ||
|  |     ITEMS.upgrade_small_proc: always_filler, | ||
|  |     ITEMS.upgrade_small_paint: always_filler | ||
|  | } | ||
|  | 
 | ||
|  | whacky_upgrades: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.upgrade_gigantic_belt: always_progression, | ||
|  |     ITEMS.upgrade_gigantic_miner: always_useful, | ||
|  |     ITEMS.upgrade_gigantic_proc: always_useful, | ||
|  |     ITEMS.upgrade_gigantic_paint: always_useful, | ||
|  |     ITEMS.upgrade_rising_belt: always_progression, | ||
|  |     ITEMS.upgrade_rising_miner: always_useful, | ||
|  |     ITEMS.upgrade_rising_proc: always_useful, | ||
|  |     ITEMS.upgrade_rising_paint: always_useful, | ||
|  |     ITEMS.upgrade_big_random: always_useful, | ||
|  |     ITEMS.upgrade_small_random: always_filler, | ||
|  | } | ||
|  | 
 | ||
|  | whacky_upgrade_traps: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.trap_upgrade_belt: always_trap, | ||
|  |     ITEMS.trap_upgrade_miner: always_trap, | ||
|  |     ITEMS.trap_upgrade_proc: always_trap, | ||
|  |     ITEMS.trap_upgrade_paint: always_trap, | ||
|  |     ITEMS.trap_upgrade_demonic_belt: always_trap, | ||
|  |     ITEMS.trap_upgrade_demonic_miner: always_trap, | ||
|  |     ITEMS.trap_upgrade_demonic_proc: always_trap, | ||
|  |     ITEMS.trap_upgrade_demonic_paint: always_trap, | ||
|  | } | ||
|  | 
 | ||
|  | bundles: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.bundle_blueprint: always_filler, | ||
|  |     ITEMS.bundle_level: always_filler, | ||
|  |     ITEMS.bundle_upgrade: always_filler | ||
|  | } | ||
|  | 
 | ||
|  | standard_traps: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.trap_locked: always_trap, | ||
|  |     ITEMS.trap_throttled: always_trap, | ||
|  |     ITEMS.trap_malfunction: always_trap, | ||
|  |     ITEMS.trap_inflation: always_trap, | ||
|  |     ITEMS.trap_clear_belts: always_trap, | ||
|  | } | ||
|  | 
 | ||
|  | random_draining_trap: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.trap_draining_inv: always_trap | ||
|  | } | ||
|  | 
 | ||
|  | split_draining_traps: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.trap_draining_blueprint: always_trap, | ||
|  |     ITEMS.trap_draining_level: always_trap, | ||
|  |     ITEMS.trap_draining_upgrade: always_trap | ||
|  | } | ||
|  | 
 | ||
|  | belt_and_extractor: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     ITEMS.belt: always_progression, | ||
|  |     ITEMS.extractor: always_progression | ||
|  | } | ||
|  | 
 | ||
|  | item_table: Dict[str, Callable[[ShapezOptions], IClass]] = { | ||
|  |     **buildings_processing, | ||
|  |     **buildings_routing, | ||
|  |     **buildings_other, | ||
|  |     **buildings_top_row, | ||
|  |     **buildings_wires, | ||
|  |     **gameplay_unlocks, | ||
|  |     **upgrades, | ||
|  |     **whacky_upgrades, | ||
|  |     **whacky_upgrade_traps, | ||
|  |     **bundles, | ||
|  |     **standard_traps, | ||
|  |     **random_draining_trap, | ||
|  |     **split_draining_traps, | ||
|  |     **belt_and_extractor | ||
|  | } | ||
|  | 
 | ||
|  | big_upgrades = [ | ||
|  |     ITEMS.upgrade_big_belt, | ||
|  |     ITEMS.upgrade_big_miner, | ||
|  |     ITEMS.upgrade_big_proc, | ||
|  |     ITEMS.upgrade_big_paint | ||
|  | ] | ||
|  | 
 | ||
|  | small_upgrades = [ | ||
|  |     ITEMS.upgrade_small_belt, | ||
|  |     ITEMS.upgrade_small_miner, | ||
|  |     ITEMS.upgrade_small_proc, | ||
|  |     ITEMS.upgrade_small_paint | ||
|  | ] | ||
|  | 
 | ||
|  | 
 | ||
|  | def filler(random: float, whacky_allowed: bool) -> str: | ||
|  |     """Returns a random filler item.""" | ||
|  |     bundles_list = [*bundles] | ||
|  |     return random_choice_nested(random, [ | ||
|  |         small_upgrades, | ||
|  |         [ | ||
|  |             bundles_list, | ||
|  |             bundles_list, | ||
|  |             [ | ||
|  |                 big_upgrades, | ||
|  |                 [*whacky_upgrades] if whacky_allowed else big_upgrades, | ||
|  |             ], | ||
|  |         ], | ||
|  |     ]) | ||
|  | 
 | ||
|  | 
 | ||
|  | def trap(random: float, split_draining: bool, whacky_allowed: bool) -> str: | ||
|  |     """Returns a random trap item.""" | ||
|  |     pool = [ | ||
|  |         *standard_traps, | ||
|  |         ITEMS.trap_draining_inv if not split_draining else [*split_draining_traps], | ||
|  |     ] | ||
|  |     if whacky_allowed: | ||
|  |         pool.append([*whacky_upgrade_traps]) | ||
|  |     return random_choice_nested(random, pool) | ||
|  | 
 | ||
|  | 
 | ||
|  | def random_choice_nested(random: float, nested: List[Any]) -> Any: | ||
|  |     """Helper function for getting a random element from a nested list.""" | ||
|  |     current: Any = nested | ||
|  |     while isinstance(current, List): | ||
|  |         index_float = random*len(current) | ||
|  |         current = current[int(index_float)] | ||
|  |         random = index_float-int(index_float) | ||
|  |     return current | ||
|  | 
 | ||
|  | 
 | ||
|  | item_descriptions = {  # TODO replace keys with global strings and update with whacky upgrades | ||
|  |     "Balancer": "A routing building, that can merge two belts into one, split a belt in two, " + | ||
|  |                 "or balance the items of two belts", | ||
|  |     "Tunnel": "A routing building consisting of two parts, that allows for gaps in belts", | ||
|  |     "Compact Merger": "A small routing building, that merges two belts into one", | ||
|  |     "Tunnel Tier II": "A routing building consisting of two parts, that allows for even longer gaps in belts", | ||
|  |     "Compact Splitter": "A small routing building, that splits a belt in two", | ||
|  |     "Cutter": "A processing building, that cuts shapes vertically in two halves", | ||
|  |     "Rotator": "A processing building, that rotates shapes 90 degrees clockwise", | ||
|  |     "Painter": "A processing building, that paints shapes in a given color", | ||
|  |     "Rotator (CCW)": "A processing building, that rotates shapes 90 degrees counter-clockwise", | ||
|  |     "Color Mixer": "A processing building, that mixes two colors together to create a new one", | ||
|  |     "Stacker": "A processing building, that combines two shapes with missing parts or puts one on top of the other", | ||
|  |     "Quad Cutter": "A processing building, that cuts shapes in four quarter parts", | ||
|  |     "Double Painter": "A processing building, that paints two shapes in a given color", | ||
|  |     "Rotator (180°)": "A processing building, that rotates shapes 180 degrees", | ||
|  |     "Quad Painter": "A processing building, that paint each quarter of a shape in another given color and requires " + | ||
|  |                     "wire inputs for each color to work", | ||
|  |     "Trash": "A building, that destroys unused shapes", | ||
|  |     "Chaining Extractor": "An upgrade to extractors, that can increase the output without balancers or mergers", | ||
|  |     "Belt Reader": "A wired building, that shows the average amount of items passing through per second", | ||
|  |     "Storage": "A building, that stores up to 5000 of a certain shape", | ||
|  |     "Switch": "A building, that sends a constant boolean signal", | ||
|  |     "Item Filter": "A wired building, that filters items based on wire input", | ||
|  |     "Display": "A wired building, that displays a shape or color based on wire input", | ||
|  |     "Wires": "The main building of the wires layer, that carries signals between other buildings", | ||
|  |     "Constant Signal": "A building on the wires layer, that sends a constant shape, color, or boolean signal", | ||
|  |     "Logic Gates": "Multiple buildings on the wires layer, that perform logical operations on wire signals", | ||
|  |     "Virtual Processing": "Multiple buildings on the wires layer, that process wire signals like processor buildings", | ||
|  |     "Blueprints": "A game mechanic, that allows copy-pasting multiple buildings at once", | ||
|  |     "Big Belt Upgrade": "An upgrade, that adds 1 to the speed multiplier of belts, distributors, and tunnels", | ||
|  |     "Big Miner Upgrade": "An upgrade, that adds 1 to the speed multiplier of extractors", | ||
|  |     "Big Processors Upgrade": "An upgrade, that adds 1 to the speed multiplier of cutters, rotators, and stackers", | ||
|  |     "Big Painting Upgrade": "An upgrade, that adds 1 to the speed multiplier of painters and color mixers", | ||
|  |     "Small Belt Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of belts, distributors, and tunnels", | ||
|  |     "Small Miner Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of extractors", | ||
|  |     "Small Processors Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of cutters, rotators, and stackers", | ||
|  |     "Small Painting Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of painters and color mixers", | ||
|  |     "Blueprint Shapes Bundle": "A bundle with 1000 blueprint shapes, instantly delivered to the hub", | ||
|  |     "Level Shapes Bundle": "A bundle with some shapes needed for the current level, " + | ||
|  |                            "instantly delivered to the hub", | ||
|  |     "Upgrade Shapes Bundle": "A bundle with some shapes needed for a random upgrade, " + | ||
|  |                            "instantly delivered to the hub", | ||
|  |     "Inventory Draining Trap": "Randomly drains either blueprint shapes, current level requirement shapes, " + | ||
|  |                                "or random upgrade requirement shapes, by half", | ||
|  |     "Blueprint Shapes Draining Trap": "Drains the stored blueprint shapes by half", | ||
|  |     "Level Shapes Draining Trap": "Drains the current level requirement shapes by half", | ||
|  |     "Upgrade Shapes Draining Trap": "Drains a random upgrade requirement shape by half", | ||
|  |     "Locked Building Trap": "Locks a random building from being placed for 15-60 seconds", | ||
|  |     "Throttled Building Trap": "Halves the speed of a random building for 15-60 seconds", | ||
|  |     "Malfunctioning Trap": "Makes a random building process items incorrectly for 15-60 seconds", | ||
|  |     "Inflation Trap": "Permanently increases the required shapes multiplier by 1. " | ||
|  |                       "In other words: Permanently increases required shapes by 10% of the standard amount.", | ||
|  |     "Belt": "One of the most important buildings in the game, that transports your shapes and colors from one " + | ||
|  |             "place to another", | ||
|  |     "Extractor": "One of the most important buildings in the game, that extracts shapes from those randomly " + | ||
|  |                  "generated patches" | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | class ShapezItem(Item): | ||
|  |     game = OTHER.game_name |