mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 12:11:33 -06:00
280 lines
12 KiB
Python
280 lines
12 KiB
Python
from typing import Callable, Any
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from BaseClasses import Item, ItemClassification as IClass
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from .options import ShapezOptions
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from .data.strings import GOALS, ITEMS, OTHER
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def is_mam_achievement_included(options: ShapezOptions) -> IClass:
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return IClass.progression if options.include_achievements and (not options.goal == GOALS.vanilla) else IClass.useful
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def is_achievements_included(options: ShapezOptions) -> IClass:
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return IClass.progression if options.include_achievements else IClass.useful
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def is_goal_efficiency_iii(options: ShapezOptions) -> IClass:
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return IClass.progression if options.goal == GOALS.efficiency_iii else IClass.useful
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def always_progression(options: ShapezOptions) -> IClass:
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return IClass.progression
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def always_useful(options: ShapezOptions) -> IClass:
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return IClass.useful
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def always_filler(options: ShapezOptions) -> IClass:
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return IClass.filler
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def always_trap(options: ShapezOptions) -> IClass:
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return IClass.trap
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# Routing buildings are not needed to complete the game, but building factories without balancers and tunnels
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# would be unreasonably complicated and time-consuming.
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# Some buildings are not needed to complete the game, but are "logically needed" for the "MAM" achievement.
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buildings_processing: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.cutter: always_progression,
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ITEMS.cutter_quad: always_progression,
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ITEMS.rotator: always_progression,
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ITEMS.rotator_ccw: always_progression,
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ITEMS.rotator_180: always_progression,
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ITEMS.stacker: always_progression,
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ITEMS.painter: always_progression,
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ITEMS.painter_double: always_progression,
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ITEMS.painter_quad: always_progression,
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ITEMS.color_mixer: always_progression,
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}
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buildings_routing: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.balancer: always_progression,
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ITEMS.comp_merger: always_progression,
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ITEMS.comp_splitter: always_progression,
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ITEMS.tunnel: always_progression,
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ITEMS.tunnel_tier_ii: is_mam_achievement_included,
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}
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buildings_other: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.trash: always_progression,
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ITEMS.extractor_chain: always_useful
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}
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buildings_top_row: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.belt_reader: is_mam_achievement_included,
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ITEMS.storage: is_achievements_included,
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ITEMS.switch: always_progression,
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ITEMS.item_filter: is_mam_achievement_included,
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ITEMS.display: always_useful
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}
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buildings_wires: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.wires: always_progression,
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ITEMS.const_signal: always_progression,
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ITEMS.logic_gates: is_mam_achievement_included,
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ITEMS.virtual_proc: is_mam_achievement_included
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}
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gameplay_unlocks: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.blueprints: is_achievements_included
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}
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upgrades: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.upgrade_big_belt: always_progression,
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ITEMS.upgrade_big_miner: always_useful,
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ITEMS.upgrade_big_proc: always_useful,
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ITEMS.upgrade_big_paint: always_useful,
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ITEMS.upgrade_small_belt: always_filler,
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ITEMS.upgrade_small_miner: always_filler,
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ITEMS.upgrade_small_proc: always_filler,
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ITEMS.upgrade_small_paint: always_filler
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}
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whacky_upgrades: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.upgrade_gigantic_belt: always_progression,
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ITEMS.upgrade_gigantic_miner: always_useful,
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ITEMS.upgrade_gigantic_proc: always_useful,
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ITEMS.upgrade_gigantic_paint: always_useful,
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ITEMS.upgrade_rising_belt: always_progression,
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ITEMS.upgrade_rising_miner: always_useful,
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ITEMS.upgrade_rising_proc: always_useful,
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ITEMS.upgrade_rising_paint: always_useful,
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ITEMS.upgrade_big_random: always_useful,
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ITEMS.upgrade_small_random: always_filler,
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}
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whacky_upgrade_traps: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.trap_upgrade_belt: always_trap,
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ITEMS.trap_upgrade_miner: always_trap,
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ITEMS.trap_upgrade_proc: always_trap,
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ITEMS.trap_upgrade_paint: always_trap,
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ITEMS.trap_upgrade_demonic_belt: always_trap,
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ITEMS.trap_upgrade_demonic_miner: always_trap,
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ITEMS.trap_upgrade_demonic_proc: always_trap,
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ITEMS.trap_upgrade_demonic_paint: always_trap,
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}
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bundles: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.bundle_blueprint: always_filler,
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ITEMS.bundle_level: always_filler,
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ITEMS.bundle_upgrade: always_filler
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}
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standard_traps: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.trap_locked: always_trap,
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ITEMS.trap_throttled: always_trap,
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ITEMS.trap_malfunction: always_trap,
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ITEMS.trap_inflation: always_trap,
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ITEMS.trap_clear_belts: always_trap,
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}
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random_draining_trap: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.trap_draining_inv: always_trap
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}
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split_draining_traps: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.trap_draining_blueprint: always_trap,
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ITEMS.trap_draining_level: always_trap,
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ITEMS.trap_draining_upgrade: always_trap
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}
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belt_and_extractor: dict[str, Callable[[ShapezOptions], IClass]] = {
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ITEMS.belt: always_progression,
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ITEMS.extractor: always_progression
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}
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item_table: dict[str, Callable[[ShapezOptions], IClass]] = {
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**buildings_processing,
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**buildings_routing,
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**buildings_other,
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**buildings_top_row,
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**buildings_wires,
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**gameplay_unlocks,
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**upgrades,
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**whacky_upgrades,
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**whacky_upgrade_traps,
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**bundles,
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**standard_traps,
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**random_draining_trap,
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**split_draining_traps,
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**belt_and_extractor
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}
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big_upgrades = [
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ITEMS.upgrade_big_belt,
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ITEMS.upgrade_big_miner,
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ITEMS.upgrade_big_proc,
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ITEMS.upgrade_big_paint
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]
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small_upgrades = [
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ITEMS.upgrade_small_belt,
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ITEMS.upgrade_small_miner,
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ITEMS.upgrade_small_proc,
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ITEMS.upgrade_small_paint
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]
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def filler(random: float, whacky_allowed: bool) -> str:
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"""Returns a random filler item."""
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bundles_list = [*bundles]
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return random_choice_nested(random, [
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small_upgrades,
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[
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bundles_list,
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bundles_list,
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[
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big_upgrades,
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[*whacky_upgrades] if whacky_allowed else big_upgrades,
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],
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],
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])
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def trap(random: float, split_draining: bool, whacky_allowed: bool) -> str:
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"""Returns a random trap item."""
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pool = [
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*standard_traps,
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ITEMS.trap_draining_inv if not split_draining else [*split_draining_traps],
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]
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if whacky_allowed:
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pool.append([*whacky_upgrade_traps])
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return random_choice_nested(random, pool)
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def random_choice_nested(random: float, nested: list[Any]) -> Any:
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"""Helper function for getting a random element from a nested list."""
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current: Any = nested
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while isinstance(current, list):
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index_float = random*len(current)
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current = current[int(index_float)]
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random = index_float-int(index_float)
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return current
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item_descriptions = { # TODO replace keys with global strings and update with whacky upgrades
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"Balancer": "A routing building, that can merge two belts into one, split a belt in two, " +
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"or balance the items of two belts",
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"Tunnel": "A routing building consisting of two parts, that allows for gaps in belts",
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"Compact Merger": "A small routing building, that merges two belts into one",
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"Tunnel Tier II": "A routing building consisting of two parts, that allows for even longer gaps in belts",
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"Compact Splitter": "A small routing building, that splits a belt in two",
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"Cutter": "A processing building, that cuts shapes vertically in two halves",
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"Rotator": "A processing building, that rotates shapes 90 degrees clockwise",
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"Painter": "A processing building, that paints shapes in a given color",
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"Rotator (CCW)": "A processing building, that rotates shapes 90 degrees counter-clockwise",
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"Color Mixer": "A processing building, that mixes two colors together to create a new one",
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"Stacker": "A processing building, that combines two shapes with missing parts or puts one on top of the other",
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"Quad Cutter": "A processing building, that cuts shapes in four quarter parts",
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"Double Painter": "A processing building, that paints two shapes in a given color",
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"Rotator (180°)": "A processing building, that rotates shapes 180 degrees",
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"Quad Painter": "A processing building, that paint each quarter of a shape in another given color and requires " +
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"wire inputs for each color to work",
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"Trash": "A building, that destroys unused shapes",
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"Chaining Extractor": "An upgrade to extractors, that can increase the output without balancers or mergers",
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"Belt Reader": "A wired building, that shows the average amount of items passing through per second",
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"Storage": "A building, that stores up to 5000 of a certain shape",
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"Switch": "A building, that sends a constant boolean signal",
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"Item Filter": "A wired building, that filters items based on wire input",
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"Display": "A wired building, that displays a shape or color based on wire input",
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"Wires": "The main building of the wires layer, that carries signals between other buildings",
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"Constant Signal": "A building on the wires layer, that sends a constant shape, color, or boolean signal",
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"Logic Gates": "Multiple buildings on the wires layer, that perform logical operations on wire signals",
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"Virtual Processing": "Multiple buildings on the wires layer, that process wire signals like processor buildings",
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"Blueprints": "A game mechanic, that allows copy-pasting multiple buildings at once",
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"Big Belt Upgrade": "An upgrade, that adds 1 to the speed multiplier of belts, distributors, and tunnels",
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"Big Miner Upgrade": "An upgrade, that adds 1 to the speed multiplier of extractors",
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"Big Processors Upgrade": "An upgrade, that adds 1 to the speed multiplier of cutters, rotators, and stackers",
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"Big Painting Upgrade": "An upgrade, that adds 1 to the speed multiplier of painters and color mixers",
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"Small Belt Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of belts, distributors, and tunnels",
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"Small Miner Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of extractors",
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"Small Processors Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of cutters, rotators, and stackers",
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"Small Painting Upgrade": "An upgrade, that adds 0.1 to the speed multiplier of painters and color mixers",
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"Blueprint Shapes Bundle": "A bundle with 1000 blueprint shapes, instantly delivered to the hub",
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"Level Shapes Bundle": "A bundle with some shapes needed for the current level, " +
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"instantly delivered to the hub",
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"Upgrade Shapes Bundle": "A bundle with some shapes needed for a random upgrade, " +
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"instantly delivered to the hub",
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"Inventory Draining Trap": "Randomly drains either blueprint shapes, current level requirement shapes, " +
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"or random upgrade requirement shapes, by half",
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"Blueprint Shapes Draining Trap": "Drains the stored blueprint shapes by half",
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"Level Shapes Draining Trap": "Drains the current level requirement shapes by half",
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"Upgrade Shapes Draining Trap": "Drains a random upgrade requirement shape by half",
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"Locked Building Trap": "Locks a random building from being placed for 15-60 seconds",
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"Throttled Building Trap": "Halves the speed of a random building for 15-60 seconds",
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"Malfunctioning Trap": "Makes a random building process items incorrectly for 15-60 seconds",
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"Inflation Trap": "Permanently increases the required shapes multiplier by 1. "
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"In other words: Permanently increases required shapes by 10% of the standard amount.",
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"Belt": "One of the most important buildings in the game, that transports your shapes and colors from one " +
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"place to another",
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"Extractor": "One of the most important buildings in the game, that extracts shapes from those randomly " +
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"generated patches"
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}
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class ShapezItem(Item):
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game = OTHER.game_name
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