547 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			547 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | from random import Random | ||
|  | from typing import List, Tuple, Dict, Optional, Callable | ||
|  | 
 | ||
|  | from BaseClasses import Location, LocationProgressType, Region | ||
|  | from .data.strings import CATEGORY, LOCATIONS, REGIONS, OPTIONS, GOALS, OTHER, SHAPESANITY | ||
|  | from .options import max_shapesanity, max_levels_and_upgrades | ||
|  | 
 | ||
|  | categories = [CATEGORY.belt, CATEGORY.miner, CATEGORY.processors, CATEGORY.painting] | ||
|  | 
 | ||
|  | translate: List[Tuple[int, str]] = [ | ||
|  |     (1000, "M"), | ||
|  |     (900, "CM"), | ||
|  |     (500, "D"), | ||
|  |     (400, "CD"), | ||
|  |     (100, "C"), | ||
|  |     (90, "XC"), | ||
|  |     (50, "L"), | ||
|  |     (40, "XL"), | ||
|  |     (10, "X"), | ||
|  |     (9, "IX"), | ||
|  |     (5, "V"), | ||
|  |     (4, "IV"), | ||
|  |     (1, "I") | ||
|  | ] | ||
|  | 
 | ||
|  | 
 | ||
|  | def roman(num: int) -> str: | ||
|  |     """Converts positive non-zero integers into roman numbers.""" | ||
|  |     rom: str = "" | ||
|  |     for key, val in translate: | ||
|  |         while num >= key: | ||
|  |             rom += val | ||
|  |             num -= key | ||
|  |     return rom | ||
|  | 
 | ||
|  | 
 | ||
|  | location_description = {  # TODO change keys to global strings | ||
|  |     "Level 1": "Levels are completed by delivering certain shapes in certain amounts to the hub. The required shape " | ||
|  |                "and amount for the current level are always displayed on the hub.", | ||
|  |     "Level 1 Additional": "In the vanilla game, levels 1 and 20 have unlock more than one building.", | ||
|  |     "Level 20 Additional": "In the vanilla game, levels 1 and 20 have unlock more than one building.", | ||
|  |     "Level 20 Additional 2": "In the vanilla game, levels 1 and 20 have unlock more than one building.", | ||
|  |     "Level 26": "In the vanilla game, level 26 is the final level of the tutorial, unlocking freeplay.", | ||
|  |     f"Level {max_levels_and_upgrades-1}": "This is the highest possible level that can contains an item, if your goal " | ||
|  |                                           "is set to \"mam\"", | ||
|  |     "Belt Upgrade Tier II": "Upgrades can be purchased by having certain shapes in certain amounts stored in your hub. " | ||
|  |                             "This is the first upgrade in the belt, balancers, and tunnel category.", | ||
|  |     "Miner Upgrade Tier II": "Upgrades can be purchased by having certain shapes in certain amounts stored in your " | ||
|  |                              "hub. This is the first upgrade in the extractor category.", | ||
|  |     "Processors Upgrade Tier II": "Upgrades can be purchased by having certain shapes in certain amounts stored in " | ||
|  |                                   "your hub. This is the first upgrade in the cutter, rotators, and stacker category.", | ||
|  |     "Painting Upgrade Tier II": "Upgrades can be purchased by having certain shapes in certain amounts stored in your " | ||
|  |                                 "hub. This is the first upgrade in the painters and color mixer category.", | ||
|  |     "Belt Upgrade Tier VIII": "This is the final upgrade in the belt, balancers, and tunnel category, if your goal is " | ||
|  |                               "**not** set to \"even_fasterer\".", | ||
|  |     "Miner Upgrade Tier VIII": "This is the final upgrade in the extractor category, if your goal is **not** set to " | ||
|  |                                "\"even_fasterer\".", | ||
|  |     "Processors Upgrade Tier VIII": "This is the final upgrade in the cutter, rotators, and stacker category, if your " | ||
|  |                                     "goal is **not** set to \"even_fasterer\".", | ||
|  |     "Painting Upgrade Tier VIII": "This is the final upgrade in the painters and color mixer category, if your goal is " | ||
|  |                                   "**not** set to \"even_fasterer\".", | ||
|  |     f"Belt Upgrade Tier {roman(max_levels_and_upgrades)}": "This is the highest possible upgrade in the belt, " | ||
|  |                                                            "balancers, and tunnel category, if your goal is set to " | ||
|  |                                                            "\"even_fasterer\".", | ||
|  |     f"Miner Upgrade Tier {roman(max_levels_and_upgrades)}": "This is the highest possible upgrade in the extractor " | ||
|  |                                                             "category, if your goal is set to \"even_fasterer\".", | ||
|  |     f"Processors Upgrade Tier {roman(max_levels_and_upgrades)}": "This is the highest possible upgrade in the cutter, " | ||
|  |                                                                  "rotators, and stacker category, if your goal is set " | ||
|  |                                                                  "to \"even_fasterer\".", | ||
|  |     f"Painting Upgrade Tier {roman(max_levels_and_upgrades)}": "This is the highest possible upgrade in the painters " | ||
|  |                                                                "and color mixer category, if your goal is set to " | ||
|  |                                                                "\"even_fasterer\".", | ||
|  |     "My eyes no longer hurt": "This is an achievement, that is unlocked by activating dark mode.", | ||
|  |     "Painter": "This is an achievement, that is unlocked by painting a shape using the painter or double painter.", | ||
|  |     "Cutter": "This is an achievement, that is unlocked by cutting a shape in half using the cutter.", | ||
|  |     "Rotater": "This is an achievement, that is unlocked by rotating a shape clock wise.", | ||
|  |     "Wait, they stack?": "This is an achievement, that is unlocked by stacking two shapes on top of each other.", | ||
|  |     "Wires": "This is an achievement, that is unlocked by completing level 20.", | ||
|  |     "Storage": "This is an achievement, that is unlocked by storing a shape in a storage.", | ||
|  |     "Freedom": "This is an achievement, that is unlocked by completing level 20. It is only included if the goal is " | ||
|  |                "**not** set to vanilla.", | ||
|  |     "The logo!": "This is an achievement, that is unlocked by producing the logo of the game.", | ||
|  |     "To the moon": "This is an achievement, that is unlocked by producing the rocket shape.", | ||
|  |     "It's piling up": "This is an achievement, that is unlocked by having 100.000 blueprint shapes stored in the hub.", | ||
|  |     "I'll use it later": "This is an achievement, that is unlocked by having one million blueprint shapes stored in " | ||
|  |                          "the hub.", | ||
|  |     "Efficiency 1": "This is an achievement, that is unlocked by delivering 25 blueprint shapes per second to the hub.", | ||
|  |     "Preparing to launch": "This is an achievement, that is unlocked by delivering 10 rocket shapes per second to the " | ||
|  |                            "hub.", | ||
|  |     "SpaceY": "This is an achievement, that is unlocked by 20 rocket shapes per second to the hub.", | ||
|  |     "Stack overflow": "This is an achievement, that is unlocked by stacking 4 layers on top of each other.", | ||
|  |     "It's a mess": "This is an achievement, that is unlocked by having 100 different shapes stored in the hub.", | ||
|  |     "Faster": "This is an achievement, that is unlocked by upgrading everything to at least tier V.", | ||
|  |     "Even faster": "This is an achievement, that is unlocked by upgrading everything to at least tier VIII.", | ||
|  |     "Get rid of them": "This is an achievement, that is unlocked by transporting 1000 shapes into a trash can.", | ||
|  |     "It's been a long time": "This is an achievement, that is unlocked by playing your save file for 10 hours " | ||
|  |                              "(combined playtime).", | ||
|  |     "Addicted": "This is an achievement, that is unlocked by playing your save file for 20 hours (combined playtime).", | ||
|  |     "Can't stop": "This is an achievement, that is unlocked by reaching level 50.", | ||
|  |     "Is this the end?": "This is an achievement, that is unlocked by reaching level 100.", | ||
|  |     "Getting into it": "This is an achievement, that is unlocked by playing your save file for 1 hour (combined " | ||
|  |                        "playtime).", | ||
|  |     "Now it's easy": "This is an achievement, that is unlocked by placing a blueprint.", | ||
|  |     "Computer Guy": "This is an achievement, that is unlocked by placing 5000 wires.", | ||
|  |     "Speedrun Master": "This is an achievement, that is unlocked by completing level 12 in under 30 Minutes. This " | ||
|  |                        "location is excluded by default, as it can become inaccessible in a save file after that time.", | ||
|  |     "Speedrun Novice": "This is an achievement, that is unlocked by completing level 12 in under 60 Minutes. This " | ||
|  |                        "location is excluded by default, as it can become inaccessible in a save file after that time.", | ||
|  |     "Not an idle game": "This is an achievement, that is unlocked by completing level 12 in under 120 Minutes. This " | ||
|  |                        "location is excluded by default, as it can become inaccessible in a save file after that time.", | ||
|  |     "Efficiency 2": "This is an achievement, that is unlocked by delivering 50 blueprint shapes per second to the hub.", | ||
|  |     "Branding specialist 1": "This is an achievement, that is unlocked by delivering 25 logo shapes per second to the " | ||
|  |                              "hub.", | ||
|  |     "Branding specialist 2": "This is an achievement, that is unlocked by delivering 50 logo shapes per second to the " | ||
|  |                              "hub.", | ||
|  |     "King of Inefficiency": "This is an achievement, that is unlocked by **not** placing a counter clock wise rotator " | ||
|  |                             "until level 14. This location is excluded by default, as it can become inaccessible in a " | ||
|  |                             "save file after placing that building.", | ||
|  |     "It's so slow": "This is an achievement, that is unlocked by completing level 12 **without** buying any belt " | ||
|  |                     "upgrade. This location is excluded by default, as it can become inaccessible in a save file after " | ||
|  |                     "buying that upgrade.", | ||
|  |     "MAM (Make Anything Machine)": "This is an achievement, that is unlocked by completing any level after level 26 " | ||
|  |                                    "**without** modifying your factory. It is recommended to build a Make Anything " | ||
|  |                                    "Machine.", | ||
|  |     "Perfectionist": "This is an achievement, that is unlocked by destroying more than 1000 buildings at once.", | ||
|  |     "The next dimension": "This is an achievement, that is unlocked by opening the wires layer.", | ||
|  |     "Oops": "This is an achievement, that is unlocked by delivering a shape, that neither a level requirement nor an " | ||
|  |             "upgrade requirement.", | ||
|  |     "Copy-Pasta": "This is an achievement, that is unlocked by placing a blueprint with at least 1000 buildings.", | ||
|  |     "I've seen that before ...": "This is an achievement, that is unlocked by producing RgRyRbRr.", | ||
|  |     "Memories from the past": "This is an achievement, that is unlocked by producing WrRgWrRg:CwCrCwCr:SgSgSgSg.", | ||
|  |     "I need trains": "This is an achievement, that is unlocked by placing a 500 tiles long belt.", | ||
|  |     "A bit early?": "This is an achievement, that is unlocked by producing the logo shape before reaching level 18. " | ||
|  |                     "This location is excluded by default, as it can become inaccessible in a save file after reaching " | ||
|  |                     "that level.", | ||
|  |     "GPS": "This is an achievement, that is unlocked by placing 15 or more map markers.", | ||
|  |     "Shapesanity 1": "Shapesanity locations can be checked by delivering a described shape to the hub, without " | ||
|  |                      "requiring a certain roation, orientation, or ordering. Shapesanity 1 is always an uncolored " | ||
|  |                      "circle.", | ||
|  |     "Shapesanity 2": "Shapesanity locations can be checked by delivering a described shape to the hub, without " | ||
|  |                      "requiring a certain roation, orientation, or ordering. Shapesanity 2 is always an uncolored " | ||
|  |                      "square.", | ||
|  |     "Shapesanity 3": "Shapesanity locations can be checked by delivering a described shape to the hub, without " | ||
|  |                      "requiring a certain roation, orientation, or ordering. Shapesanity 3 is always an uncolored " | ||
|  |                      "star.", | ||
|  |     "Shapesanity 4": "Shapesanity locations can be checked by delivering a described shape to the hub, without " | ||
|  |                      "requiring a certain roation, orientation, or ordering. Shapesanity 4 is always an uncolored " | ||
|  |                      "windmill.", | ||
|  | } | ||
|  | 
 | ||
|  | shapesanity_simple: Dict[str, str] = {} | ||
|  | shapesanity_1_4: Dict[str, str] = {} | ||
|  | shapesanity_two_sided: Dict[str, str] = {} | ||
|  | shapesanity_three_parts: Dict[str, str] = {} | ||
|  | shapesanity_four_parts: Dict[str, str] = {} | ||
|  | 
 | ||
|  | level_locations: List[str] = ([LOCATIONS.level(1, 1), LOCATIONS.level(20, 1), LOCATIONS.level(20, 2)] | ||
|  |                               + [LOCATIONS.level(x) for x in range(1, max_levels_and_upgrades)]) | ||
|  | upgrade_locations: List[str] = [LOCATIONS.upgrade(cat, roman(x)) | ||
|  |                                 for cat in categories for x in range(2, max_levels_and_upgrades+1)] | ||
|  | achievement_locations: List[str] = [LOCATIONS.my_eyes, LOCATIONS.painter, LOCATIONS.cutter, LOCATIONS.rotater, | ||
|  |                                     LOCATIONS.wait_they_stack, LOCATIONS.wires, LOCATIONS.storage, LOCATIONS.freedom, | ||
|  |                                     LOCATIONS.the_logo, LOCATIONS.to_the_moon, LOCATIONS.its_piling_up, | ||
|  |                                     LOCATIONS.use_it_later, LOCATIONS.efficiency_1, LOCATIONS.preparing_to_launch, | ||
|  |                                     LOCATIONS.spacey, LOCATIONS.stack_overflow, LOCATIONS.its_a_mess, LOCATIONS.faster, | ||
|  |                                     LOCATIONS.even_faster, LOCATIONS.get_rid_of_them, LOCATIONS.a_long_time, | ||
|  |                                     LOCATIONS.addicted, LOCATIONS.cant_stop, LOCATIONS.is_this_the_end, | ||
|  |                                     LOCATIONS.getting_into_it, LOCATIONS.now_its_easy, LOCATIONS.computer_guy, | ||
|  |                                     LOCATIONS.speedrun_master, LOCATIONS.speedrun_novice, LOCATIONS.not_idle_game, | ||
|  |                                     LOCATIONS.efficiency_2, LOCATIONS.branding_1, | ||
|  |                                     LOCATIONS.branding_2, LOCATIONS.king_of_inefficiency, LOCATIONS.its_so_slow, | ||
|  |                                     LOCATIONS.mam, LOCATIONS.perfectionist, LOCATIONS.next_dimension, LOCATIONS.oops, | ||
|  |                                     LOCATIONS.copy_pasta, LOCATIONS.ive_seen_that_before, LOCATIONS.memories, | ||
|  |                                     LOCATIONS.i_need_trains, LOCATIONS.a_bit_early, LOCATIONS.gps] | ||
|  | shapesanity_locations: List[str] = [LOCATIONS.shapesanity(x) for x in range(1, max_shapesanity+1)] | ||
|  | 
 | ||
|  | 
 | ||
|  | def init_shapesanity_pool() -> None: | ||
|  |     """Imports the pregenerated shapesanity pool.""" | ||
|  |     from .data import shapesanity_pool | ||
|  |     shapesanity_simple.update(shapesanity_pool.shapesanity_simple) | ||
|  |     shapesanity_1_4.update(shapesanity_pool.shapesanity_1_4) | ||
|  |     shapesanity_two_sided.update(shapesanity_pool.shapesanity_two_sided) | ||
|  |     shapesanity_three_parts.update(shapesanity_pool.shapesanity_three_parts) | ||
|  |     shapesanity_four_parts.update(shapesanity_pool.shapesanity_four_parts) | ||
|  | 
 | ||
|  | 
 | ||
|  | def addlevels(maxlevel: int, logictype: str, | ||
|  |               random_logic_phase_length: List[int]) -> Dict[str, Tuple[str, LocationProgressType]]: | ||
|  |     """Returns a dictionary with all level locations based on player options (maxlevel INCLUDED).
 | ||
|  |     If shape requirements are not randomized, the logic type is expected to be vanilla."""
 | ||
|  | 
 | ||
|  |     # Level 1 is always directly accessible | ||
|  |     locations: Dict[str, Tuple[str, LocationProgressType]] \ | ||
|  |         = {LOCATIONS.level(1): (REGIONS.main, LocationProgressType.PRIORITY), | ||
|  |            LOCATIONS.level(1, 1): (REGIONS.main, LocationProgressType.PRIORITY)} | ||
|  |     level_regions = [REGIONS.main, REGIONS.levels_1, REGIONS.levels_2, REGIONS.levels_3, | ||
|  |                      REGIONS.levels_4, REGIONS.levels_5] | ||
|  | 
 | ||
|  |     def f(name: str, region: str, progress: LocationProgressType = LocationProgressType.DEFAULT) -> None: | ||
|  |         locations[name] = (region, progress) | ||
|  | 
 | ||
|  |     if logictype.startswith(OPTIONS.logic_vanilla): | ||
|  |         f(LOCATIONS.level(20, 1), REGIONS.levels_5) | ||
|  |         f(LOCATIONS.level(20, 2), REGIONS.levels_5) | ||
|  |         f(LOCATIONS.level(2), REGIONS.levels_1) | ||
|  |         f(LOCATIONS.level(3), REGIONS.levels_1) | ||
|  |         f(LOCATIONS.level(4), REGIONS.levels_1) | ||
|  |         f(LOCATIONS.level(5), REGIONS.levels_2) | ||
|  |         f(LOCATIONS.level(6), REGIONS.levels_2) | ||
|  |         f(LOCATIONS.level(7), REGIONS.levels_3) | ||
|  |         f(LOCATIONS.level(8), REGIONS.levels_3) | ||
|  |         f(LOCATIONS.level(9), REGIONS.levels_4) | ||
|  |         f(LOCATIONS.level(10), REGIONS.levels_4) | ||
|  |         for x in range(11, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_5) | ||
|  | 
 | ||
|  |     elif logictype.startswith(OPTIONS.logic_stretched): | ||
|  |         phaselength = maxlevel//6 | ||
|  |         f(LOCATIONS.level(20, 1), level_regions[20//phaselength]) | ||
|  |         f(LOCATIONS.level(20, 2), level_regions[20//phaselength]) | ||
|  |         for x in range(2, phaselength): | ||
|  |             f(LOCATIONS.level(x), REGIONS.main) | ||
|  |         for x in range(phaselength, phaselength*2): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_1) | ||
|  |         for x in range(phaselength*2, phaselength*3): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_2) | ||
|  |         for x in range(phaselength*3, phaselength*4): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_3) | ||
|  |         for x in range(phaselength*4, phaselength*5): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_4) | ||
|  |         for x in range(phaselength*5, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_5) | ||
|  | 
 | ||
|  |     elif logictype.startswith(OPTIONS.logic_quick): | ||
|  |         f(LOCATIONS.level(20, 1), REGIONS.levels_5) | ||
|  |         f(LOCATIONS.level(20, 2), REGIONS.levels_5) | ||
|  |         f(LOCATIONS.level(2), REGIONS.levels_1) | ||
|  |         f(LOCATIONS.level(3), REGIONS.levels_2) | ||
|  |         f(LOCATIONS.level(4), REGIONS.levels_3) | ||
|  |         f(LOCATIONS.level(5), REGIONS.levels_4) | ||
|  |         for x in range(6, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_5) | ||
|  | 
 | ||
|  |     elif logictype.startswith(OPTIONS.logic_random_steps): | ||
|  |         next_level = 2 | ||
|  |         for phase in range(5): | ||
|  |             for x in range(random_logic_phase_length[phase]): | ||
|  |                 f(LOCATIONS.level(next_level+x), level_regions[phase]) | ||
|  |             next_level += random_logic_phase_length[phase] | ||
|  |             if next_level > 20: | ||
|  |                 f(LOCATIONS.level(20, 1), level_regions[phase]) | ||
|  |                 f(LOCATIONS.level(20, 2), level_regions[phase]) | ||
|  |         for x in range(next_level, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_5) | ||
|  |         if next_level <= 20: | ||
|  |             f(LOCATIONS.level(20, 1), REGIONS.levels_5) | ||
|  |             f(LOCATIONS.level(20, 2), REGIONS.levels_5) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_hardcore: | ||
|  |         f(LOCATIONS.level(20, 1), REGIONS.levels_5) | ||
|  |         f(LOCATIONS.level(20, 2), REGIONS.levels_5) | ||
|  |         for x in range(2, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_5) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_dopamine: | ||
|  |         f(LOCATIONS.level(20, 1), REGIONS.levels_2) | ||
|  |         f(LOCATIONS.level(20, 2), REGIONS.levels_2) | ||
|  |         for x in range(2, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.levels_2) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_dopamine_overflow: | ||
|  |         f(LOCATIONS.level(20, 1), REGIONS.main) | ||
|  |         f(LOCATIONS.level(20, 2), REGIONS.main) | ||
|  |         for x in range(2, maxlevel+1): | ||
|  |             f(LOCATIONS.level(x), REGIONS.main) | ||
|  | 
 | ||
|  |     else: | ||
|  |         raise Exception(f"Illegal level logic type {logictype}") | ||
|  | 
 | ||
|  |     return locations | ||
|  | 
 | ||
|  | 
 | ||
|  | def addupgrades(finaltier: int, logictype: str, | ||
|  |                 category_random_logic_amounts: Dict[str, int]) -> Dict[str, Tuple[str, LocationProgressType]]: | ||
|  |     """Returns a dictionary with all upgrade locations based on player options (finaltier INCLUDED).
 | ||
|  |     If shape requirements are not randomized, give logic type 0."""
 | ||
|  | 
 | ||
|  |     locations: Dict[str, Tuple[str, LocationProgressType]] = {} | ||
|  |     upgrade_regions = [REGIONS.main, REGIONS.upgrades_1, REGIONS.upgrades_2, REGIONS.upgrades_3, | ||
|  |                        REGIONS.upgrades_4, REGIONS.upgrades_5] | ||
|  | 
 | ||
|  |     def f(name: str, region: str, progress: LocationProgressType = LocationProgressType.DEFAULT) -> None: | ||
|  |         locations[name] = (region, progress) | ||
|  | 
 | ||
|  |     if logictype == OPTIONS.logic_vanilla_like: | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.belt, "II"), REGIONS.main) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.miner, "II"), REGIONS.main) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "II"), REGIONS.main) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.painting, "II"), REGIONS.upgrades_3) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.belt, "III"), REGIONS.upgrades_2) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.miner, "III"), REGIONS.upgrades_2) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "III"), REGIONS.upgrades_1) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.painting, "III"), REGIONS.upgrades_3) | ||
|  |         for x in range(4, finaltier+1): | ||
|  |             tier = roman(x) | ||
|  |             for cat in categories: | ||
|  |                 f(LOCATIONS.upgrade(cat, tier), REGIONS.upgrades_5) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_linear: | ||
|  |         for x in range(2, 7): | ||
|  |             tier = roman(x) | ||
|  |             for cat in categories: | ||
|  |                 f(LOCATIONS.upgrade(cat, tier), upgrade_regions[x-2]) | ||
|  |         for x in range(7, finaltier+1): | ||
|  |             tier = roman(x) | ||
|  |             for cat in categories: | ||
|  |                 f(LOCATIONS.upgrade(cat, tier), REGIONS.upgrades_5) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_category: | ||
|  |         for x in range(2, 7): | ||
|  |             tier = roman(x) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.belt, tier), REGIONS.main) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.miner, tier), REGIONS.main) | ||
|  |         for x in range(7, finaltier + 1): | ||
|  |             tier = roman(x) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.belt, tier), REGIONS.upgrades_5) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.miner, tier), REGIONS.upgrades_5) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "II"), REGIONS.upgrades_1) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "III"), REGIONS.upgrades_2) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "IV"), REGIONS.upgrades_2) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "V"), REGIONS.upgrades_3) | ||
|  |         f(LOCATIONS.upgrade(CATEGORY.processors, "VI"), REGIONS.upgrades_3) | ||
|  |         for x in range(7, finaltier+1): | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.processors, roman(x)), REGIONS.upgrades_5) | ||
|  |         for x in range(2, 4): | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.painting, roman(x)), REGIONS.upgrades_4) | ||
|  |         for x in range(4, finaltier+1): | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.painting, roman(x)), REGIONS.upgrades_5) | ||
|  | 
 | ||
|  |     elif logictype == OPTIONS.logic_category_random: | ||
|  |         for x in range(2, 7): | ||
|  |             tier = roman(x) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.belt, tier), | ||
|  |               upgrade_regions[category_random_logic_amounts[CATEGORY.belt_low]]) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.miner, tier), | ||
|  |               upgrade_regions[category_random_logic_amounts[CATEGORY.miner_low]]) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.processors, tier), | ||
|  |               upgrade_regions[category_random_logic_amounts[CATEGORY.processors_low]]) | ||
|  |             f(LOCATIONS.upgrade(CATEGORY.painting, tier), | ||
|  |               upgrade_regions[category_random_logic_amounts[CATEGORY.painting_low]]) | ||
|  |         for x in range(7, finaltier+1): | ||
|  |             tier = roman(x) | ||
|  |             for cat in categories: | ||
|  |                 f(LOCATIONS.upgrade(cat, tier), REGIONS.upgrades_5) | ||
|  | 
 | ||
|  |     else:  # logictype == hardcore | ||
|  |         for cat in categories: | ||
|  |             f(LOCATIONS.upgrade(cat, "II"), REGIONS.main) | ||
|  |         for x in range(3, finaltier+1): | ||
|  |             tier = roman(x) | ||
|  |             for cat in categories: | ||
|  |                 f(LOCATIONS.upgrade(cat, tier), REGIONS.upgrades_5) | ||
|  | 
 | ||
|  |     return locations | ||
|  | 
 | ||
|  | 
 | ||
|  | def addachievements(excludesoftlock: bool, excludelong: bool, excludeprogressive: bool, | ||
|  |                     maxlevel: int, upgradelogictype: str, category_random_logic_amounts: Dict[str, int], | ||
|  |                     goal: str, presentlocations: Dict[str, Tuple[str, LocationProgressType]], | ||
|  |                     add_alias: Callable[[str, str], None], has_upgrade_traps: bool | ||
|  |                     ) -> Dict[str, Tuple[str, LocationProgressType]]: | ||
|  |     """Returns a dictionary with all achievement locations based on player options.""" | ||
|  | 
 | ||
|  |     locations: Dict[str, Tuple[str, LocationProgressType]] = dict() | ||
|  |     upgrade_regions = [REGIONS.main, REGIONS.upgrades_1, REGIONS.upgrades_2, REGIONS.upgrades_3, | ||
|  |                        REGIONS.upgrades_4, REGIONS.upgrades_5] | ||
|  | 
 | ||
|  |     def f(name: str, region: str, alias: str, progress: LocationProgressType = LocationProgressType.DEFAULT): | ||
|  |         locations[name] = (region, progress) | ||
|  |         add_alias(name, alias) | ||
|  | 
 | ||
|  |     f(LOCATIONS.my_eyes, REGIONS.menu, "Activate dark mode") | ||
|  |     f(LOCATIONS.painter, REGIONS.paint_not_quad, "Paint a shape (no Quad Painter)") | ||
|  |     f(LOCATIONS.cutter, REGIONS.cut_not_quad, "Cut a shape (no Quad Cutter)") | ||
|  |     f(LOCATIONS.rotater, REGIONS.rotate_cw, "Rotate a shape clock wise") | ||
|  |     f(LOCATIONS.wait_they_stack, REGIONS.stack_shape, "Stack a shape") | ||
|  |     f(LOCATIONS.storage, REGIONS.store_shape, "Store a shape in the storage") | ||
|  |     f(LOCATIONS.the_logo, REGIONS.all_buildings, "Produce the shapez logo") | ||
|  |     f(LOCATIONS.to_the_moon, REGIONS.all_buildings, "Produce the rocket shape") | ||
|  |     f(LOCATIONS.its_piling_up, REGIONS.all_buildings, "100k blueprint shapes") | ||
|  |     f(LOCATIONS.use_it_later, REGIONS.all_buildings, "1 million blueprint shapes") | ||
|  | 
 | ||
|  |     f(LOCATIONS.stack_overflow, REGIONS.stack_shape, "4 layers shape") | ||
|  |     f(LOCATIONS.its_a_mess, REGIONS.main, "100 different shapes in hub") | ||
|  |     f(LOCATIONS.get_rid_of_them, REGIONS.trash_shape, "1000 shapes trashed") | ||
|  |     f(LOCATIONS.getting_into_it, REGIONS.menu, "1 hour") | ||
|  |     f(LOCATIONS.now_its_easy, REGIONS.blueprint, "Place a blueprint") | ||
|  |     f(LOCATIONS.computer_guy, REGIONS.wiring, "Place 5000 wires") | ||
|  |     f(LOCATIONS.perfectionist, REGIONS.any_building, "Destroy more than 1000 objects at once") | ||
|  |     f(LOCATIONS.next_dimension, REGIONS.wiring, "Open the wires layer") | ||
|  |     f(LOCATIONS.copy_pasta, REGIONS.blueprint, "Place a 1000 buildings blueprint") | ||
|  |     f(LOCATIONS.ive_seen_that_before, REGIONS.all_buildings, "Produce RgRyRbRr") | ||
|  |     f(LOCATIONS.memories, REGIONS.all_buildings, "Produce WrRgWrRg:CwCrCwCr:SgSgSgSg") | ||
|  |     f(LOCATIONS.i_need_trains, REGIONS.belt, "Have a 500 tiles belt") | ||
|  |     f(LOCATIONS.gps, REGIONS.menu, "15 map markers") | ||
|  | 
 | ||
|  |     # Per second delivery achievements | ||
|  |     f(LOCATIONS.preparing_to_launch, REGIONS.all_buildings, "10 rocket shapes / second") | ||
|  |     if not has_upgrade_traps: | ||
|  |         f(LOCATIONS.spacey, REGIONS.all_buildings, "20 rocket shapes / second") | ||
|  |         f(LOCATIONS.efficiency_1, REGIONS.all_buildings, "25 blueprints shapes / second") | ||
|  |         f(LOCATIONS.efficiency_2, REGIONS.all_buildings_x1_6_belt, "50 blueprints shapes / second") | ||
|  |         f(LOCATIONS.branding_1, REGIONS.all_buildings, "25 logo shapes / second") | ||
|  |         f(LOCATIONS.branding_2, REGIONS.all_buildings_x1_6_belt, "50 logo shapes / second") | ||
|  | 
 | ||
|  |     # Achievements that depend on upgrades | ||
|  |     f(LOCATIONS.even_faster, REGIONS.upgrades_5, "All upgrades on tier VIII") | ||
|  |     if upgradelogictype == OPTIONS.logic_linear: | ||
|  |         f(LOCATIONS.faster, REGIONS.upgrades_3, "All upgrades on tier V") | ||
|  |     elif upgradelogictype == OPTIONS.logic_category_random: | ||
|  |         f(LOCATIONS.faster, upgrade_regions[ | ||
|  |             max(category_random_logic_amounts[CATEGORY.belt_low], | ||
|  |                 category_random_logic_amounts[CATEGORY.miner_low], | ||
|  |                 category_random_logic_amounts[CATEGORY.processors_low], | ||
|  |                 category_random_logic_amounts[CATEGORY.painting_low]) | ||
|  |         ], "All upgrades on tier V") | ||
|  |     else: | ||
|  |         f(LOCATIONS.faster, REGIONS.upgrades_5, "All upgrades on tier V") | ||
|  | 
 | ||
|  |     # Achievements that depend on the level | ||
|  |     f(LOCATIONS.wires, presentlocations[LOCATIONS.level(20)][0], "Complete level 20") | ||
|  |     if not goal == GOALS.vanilla: | ||
|  |         f(LOCATIONS.freedom, presentlocations[LOCATIONS.level(26)][0], "Complete level 26") | ||
|  |         f(LOCATIONS.mam, REGIONS.mam, "Complete any level > 26 without modifications") | ||
|  |     if maxlevel >= 50: | ||
|  |         f(LOCATIONS.cant_stop, presentlocations[LOCATIONS.level(50)][0], "Reach level 50") | ||
|  |     elif goal not in [GOALS.vanilla, GOALS.mam]: | ||
|  |         f(LOCATIONS.cant_stop, REGIONS.levels_5, "Reach level 50") | ||
|  |     if maxlevel >= 100: | ||
|  |         f(LOCATIONS.is_this_the_end, presentlocations[LOCATIONS.level(100)][0], "Reach level 100") | ||
|  |     elif goal not in [GOALS.vanilla, GOALS.mam]: | ||
|  |         f(LOCATIONS.is_this_the_end, REGIONS.levels_5, "Reach level 100") | ||
|  | 
 | ||
|  |     # Achievements that depend on player preferences | ||
|  |     if excludeprogressive: | ||
|  |         unreasonable_type = LocationProgressType.EXCLUDED | ||
|  |     else: | ||
|  |         unreasonable_type = LocationProgressType.DEFAULT | ||
|  |     if not excludesoftlock: | ||
|  |         f(LOCATIONS.speedrun_master, presentlocations[LOCATIONS.level(12)][0], | ||
|  |           "Complete level 12 in under 30 min", unreasonable_type) | ||
|  |         f(LOCATIONS.speedrun_novice, presentlocations[LOCATIONS.level(12)][0], | ||
|  |           "Complete level 12 in under 60 min", unreasonable_type) | ||
|  |         f(LOCATIONS.not_idle_game, presentlocations[LOCATIONS.level(12)][0], | ||
|  |           "Complete level 12 in under 120 min", unreasonable_type) | ||
|  |         f(LOCATIONS.its_so_slow, presentlocations[LOCATIONS.level(12)][0], | ||
|  |           "Complete level 12 without upgrading belts", unreasonable_type) | ||
|  |         f(LOCATIONS.king_of_inefficiency, presentlocations[LOCATIONS.level(14)][0], | ||
|  |           "No ccw rotator until level 14", unreasonable_type) | ||
|  |         f(LOCATIONS.a_bit_early, REGIONS.all_buildings, | ||
|  |           "Produce logo shape before level 18", unreasonable_type) | ||
|  |     if not excludelong: | ||
|  |         f(LOCATIONS.a_long_time, REGIONS.menu, "10 hours") | ||
|  |         f(LOCATIONS.addicted, REGIONS.menu, "20 hours") | ||
|  | 
 | ||
|  |     # Achievements with a softlock chance of less than | ||
|  |     # 1 divided by 2 to the power of the number of all atoms in the universe | ||
|  |     f(LOCATIONS.oops, REGIONS.main, "Deliver an irrelevant shape") | ||
|  | 
 | ||
|  |     return locations | ||
|  | 
 | ||
|  | 
 | ||
|  | def addshapesanity(amount: int, random: Random, append_shapesanity: Callable[[str], None], | ||
|  |                    add_alias: Callable[[str, str], None]) -> Dict[str, Tuple[str, LocationProgressType]]: | ||
|  |     """Returns a dictionary with a given number of random shapesanity locations.""" | ||
|  | 
 | ||
|  |     included_shapes: Dict[str, Tuple[str, LocationProgressType]] = {} | ||
|  | 
 | ||
|  |     def f(name: str, region: str, alias: str, progress: LocationProgressType = LocationProgressType.DEFAULT) -> None: | ||
|  |         included_shapes[name] = (region, progress) | ||
|  |         append_shapesanity(alias) | ||
|  |         shapes_list.remove((alias, region)) | ||
|  |         add_alias(name, alias) | ||
|  | 
 | ||
|  |     # Always have at least 4 shapesanity checks because of sphere 1 usefulls + both hardcore logic | ||
|  |     shapes_list = list(shapesanity_simple.items()) | ||
|  |     f(LOCATIONS.shapesanity(1), REGIONS.sanity(REGIONS.full, REGIONS.uncol), | ||
|  |       SHAPESANITY.full(SHAPESANITY.uncolored, SHAPESANITY.circle)) | ||
|  |     f(LOCATIONS.shapesanity(2), REGIONS.sanity(REGIONS.full, REGIONS.uncol), | ||
|  |       SHAPESANITY.full(SHAPESANITY.uncolored, SHAPESANITY.square)) | ||
|  |     f(LOCATIONS.shapesanity(3), REGIONS.sanity(REGIONS.full, REGIONS.uncol), | ||
|  |       SHAPESANITY.full(SHAPESANITY.uncolored, SHAPESANITY.star)) | ||
|  |     f(LOCATIONS.shapesanity(4), REGIONS.sanity(REGIONS.east_wind, REGIONS.uncol), | ||
|  |       SHAPESANITY.full(SHAPESANITY.uncolored, SHAPESANITY.windmill)) | ||
|  | 
 | ||
|  |     # The pool switches dynamically depending on if either it's ratio or limit is reached | ||
|  |     switched = 0 | ||
|  |     for counting in range(4, amount): | ||
|  |         if switched == 0 and (len(shapes_list) == 0 or counting == amount//2): | ||
|  |             shapes_list = list(shapesanity_1_4.items()) | ||
|  |             switched = 1 | ||
|  |         elif switched == 1 and (len(shapes_list) == 0 or counting == amount*7//12): | ||
|  |             shapes_list = list(shapesanity_two_sided.items()) | ||
|  |             switched = 2 | ||
|  |         elif switched == 2 and (len(shapes_list) == 0 or counting == amount*5//6): | ||
|  |             shapes_list = list(shapesanity_three_parts.items()) | ||
|  |             switched = 3 | ||
|  |         elif switched == 3 and (len(shapes_list) == 0 or counting == amount*11//12): | ||
|  |             shapes_list = list(shapesanity_four_parts.items()) | ||
|  |             switched = 4 | ||
|  |         x = random.randint(0, len(shapes_list)-1) | ||
|  |         next_shape = shapes_list.pop(x) | ||
|  |         included_shapes[LOCATIONS.shapesanity(counting+1)] = (next_shape[1], LocationProgressType.DEFAULT) | ||
|  |         append_shapesanity(next_shape[0]) | ||
|  |         add_alias(LOCATIONS.shapesanity(counting+1), next_shape[0]) | ||
|  | 
 | ||
|  |     return included_shapes | ||
|  | 
 | ||
|  | 
 | ||
|  | def addshapesanity_ut(shapesanity_names: List[str], add_alias: Callable[[str, str], None] | ||
|  |                       ) -> Dict[str, Tuple[str, LocationProgressType]]: | ||
|  |     """Returns the same information as addshapesanity but will add specific values based on a UT rebuild.""" | ||
|  | 
 | ||
|  |     included_shapes: Dict[str, Tuple[str, LocationProgressType]] = {} | ||
|  | 
 | ||
|  |     for name in shapesanity_names: | ||
|  |         for options in [shapesanity_simple, shapesanity_1_4, shapesanity_two_sided, shapesanity_three_parts, | ||
|  |                         shapesanity_four_parts]: | ||
|  |             if name in options: | ||
|  |                 next_shape = options[name] | ||
|  |                 break | ||
|  |         else: | ||
|  |             raise ValueError(f"Could not find shapesanity name {name}") | ||
|  |         included_shapes[LOCATIONS.shapesanity(len(included_shapes)+1)] = (next_shape, LocationProgressType.DEFAULT) | ||
|  |         add_alias(LOCATIONS.shapesanity(len(included_shapes)), name) | ||
|  |     return included_shapes | ||
|  | 
 | ||
|  | 
 | ||
|  | class ShapezLocation(Location): | ||
|  |     game = OTHER.game_name | ||
|  | 
 | ||
|  |     def __init__(self, player: int, name: str, address: Optional[int], region: Region, | ||
|  |                  progress_type: LocationProgressType): | ||
|  |         super(ShapezLocation, self).__init__(player, name, address, region) | ||
|  |         self.progress_type = progress_type |