from random import Random from typing import 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: int | None, region: Region, progress_type: LocationProgressType): super(ShapezLocation, self).__init__(player, name, address, region) self.progress_type = progress_type