mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
338 lines
10 KiB
Python
338 lines
10 KiB
Python
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class OTHER:
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game_name = "shapez"
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class SLOTDATA:
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goal = "goal"
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maxlevel = "maxlevel"
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finaltier = "finaltier"
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req_shapes_mult = "required_shapes_multiplier"
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allow_float_layers = "allow_floating_layers"
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rand_level_req = "randomize_level_requirements"
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rand_upgrade_req = "randomize_upgrade_requirements"
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rand_level_logic = "randomize_level_logic"
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rand_upgrade_logic = "randomize_upgrade_logic"
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throughput_levels_ratio = "throughput_levels_ratio"
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comp_growth_gradient = "complexity_growth_gradient"
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same_late = "same_late_upgrade_requirements"
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toolbar_shuffling = "toolbar_shuffling"
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seed = "seed"
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shapesanity = "shapesanity"
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@staticmethod
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def level_building(number: int) -> str:
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return f"Level building {number}"
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@staticmethod
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def upgrade_building(number: int) -> str:
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return f"Upgrade building {number}"
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@staticmethod
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def phase_length(number: int) -> str:
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return f"Phase {number} length"
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@staticmethod
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def cat_buildings_amount(category: str) -> str:
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return f"{category} category buildings amount"
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class GOALS:
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vanilla = "vanilla"
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mam = "mam"
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even_fasterer = "even_fasterer"
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efficiency_iii = "efficiency_iii"
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class CATEGORY:
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belt = "Belt"
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miner = "Miner"
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processors = "Processors"
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painting = "Painting"
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random = "Random"
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belt_low = "belt"
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miner_low = "miner"
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processors_low = "processors"
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painting_low = "painting"
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big = "Big"
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small = "Small"
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gigantic = "Gigantic"
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rising = "Rising"
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demonic = "Demonic"
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class OPTIONS:
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logic_vanilla = "vanilla"
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logic_stretched = "stretched"
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logic_quick = "quick"
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logic_random_steps = "random_steps"
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logic_hardcore = "hardcore"
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logic_dopamine = "dopamine"
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logic_dopamine_overflow = "dopamine_overflow"
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logic_vanilla_like = "vanilla_like"
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logic_linear = "linear"
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logic_category = "category"
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logic_category_random = "category_random"
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logic_shuffled = "shuffled"
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sphere_1 = "sphere_1"
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buildings_3 = "3_buildings"
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buildings_5 = "5_buildings"
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class REGIONS:
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menu = "Menu"
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belt = "Shape transportation"
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extract = "Shape extraction"
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main = "Main"
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levels_1 = "Levels with 1 building"
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levels_2 = "Levels with 2 buildings"
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levels_3 = "Levels with 3 buildings"
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levels_4 = "Levels with 4 buildings"
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levels_5 = "Levels with 5 buildings"
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upgrades_1 = "Upgrades with 1 building"
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upgrades_2 = "Upgrades with 2 buildings"
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upgrades_3 = "Upgrades with 3 buildings"
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upgrades_4 = "Upgrades with 4 buildings"
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upgrades_5 = "Upgrades with 5 buildings"
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paint_not_quad = "Achievements with (double) painter"
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cut_not_quad = "Achievements with half cutter"
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rotate_cw = "Achievements with clockwise rotator"
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stack_shape = "Achievements with stacker"
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store_shape = "Achievements with storage"
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trash_shape = "Achievements with trash"
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blueprint = "Achievements with blueprints"
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wiring = "Achievements with wires"
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mam = "Achievements needing a MAM"
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any_building = "Achievements with any placeable building"
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all_buildings = "Achievements with all main buildings"
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all_buildings_x1_6_belt = "Achievements with x1.6 belt speed"
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full = "Full"
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half = "Half"
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piece = "Piece"
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stitched = "Stitched"
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east_wind = "East Windmill"
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half_half = "Half-Half"
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col_east_wind = "Colorful East Windmill"
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col_half_half = "Colorful Half-Half"
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col_full = "Colorful Full"
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col_half = "Colorful Half"
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uncol = "Uncolored"
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painted = "Painted"
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mixed = "Mixed"
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@staticmethod
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def sanity(processing: str, coloring: str):
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return f"Shapesanity {processing} {coloring}"
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class LOCATIONS:
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my_eyes = "My eyes no longer hurt"
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painter = "Painter"
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cutter = "Cutter"
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rotater = "Rotater"
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wait_they_stack = "Wait, they stack?"
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wires = "Wires"
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storage = "Storage"
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freedom = "Freedom"
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the_logo = "The logo!"
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to_the_moon = "To the moon"
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its_piling_up = "It's piling up"
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use_it_later = "I'll use it later"
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efficiency_1 = "Efficiency 1"
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preparing_to_launch = "Preparing to launch"
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spacey = "SpaceY"
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stack_overflow = "Stack overflow"
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its_a_mess = "It's a mess"
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faster = "Faster"
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even_faster = "Even faster"
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get_rid_of_them = "Get rid of them"
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a_long_time = "It's been a long time"
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addicted = "Addicted"
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cant_stop = "Can't stop"
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is_this_the_end = "Is this the end?"
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getting_into_it = "Getting into it"
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now_its_easy = "Now it's easy"
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computer_guy = "Computer Guy"
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speedrun_master = "Speedrun Master"
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speedrun_novice = "Speedrun Novice"
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not_idle_game = "Not an idle game"
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efficiency_2 = "Efficiency 2"
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branding_1 = "Branding specialist 1"
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branding_2 = "Branding specialist 2"
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king_of_inefficiency = "King of Inefficiency"
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its_so_slow = "It's so slow"
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mam = "MAM (Make Anything Machine)"
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perfectionist = "Perfectionist"
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next_dimension = "The next dimension"
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oops = "Oops"
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copy_pasta = "Copy-Pasta"
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ive_seen_that_before = "I've seen that before ..."
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memories = "Memories from the past"
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i_need_trains = "I need trains"
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a_bit_early = "A bit early?"
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gps = "GPS"
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goal = "Goal"
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@staticmethod
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def level(number: int, additional: int = 0) -> str:
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if not additional:
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return f"Level {number}"
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elif additional == 1:
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return f"Level {number} Additional"
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else:
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return f"Level {number} Additional {additional}"
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@staticmethod
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def upgrade(category: str, tier: str) -> str:
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return f"{category} Upgrade Tier {tier}"
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@staticmethod
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def shapesanity(number: int) -> str:
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return f"Shapesanity {number}"
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class ITEMS:
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cutter = "Cutter"
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cutter_quad = "Quad Cutter"
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rotator = "Rotator"
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rotator_ccw = "Rotator (CCW)"
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rotator_180 = "Rotator (180°)"
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stacker = "Stacker"
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painter = "Painter"
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painter_double = "Double Painter"
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painter_quad = "Quad Painter"
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color_mixer = "Color Mixer"
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belt = "Belt"
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extractor = "Extractor"
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extractor_chain = "Chaining Extractor"
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balancer = "Balancer"
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comp_merger = "Compact Merger"
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comp_splitter = "Compact Splitter"
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tunnel = "Tunnel"
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tunnel_tier_ii = "Tunnel Tier II"
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trash = "Trash"
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belt_reader = "Belt Reader"
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storage = "Storage"
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switch = "Switch"
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item_filter = "Item Filter"
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display = "Display"
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wires = "Wires"
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const_signal = "Constant Signal"
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logic_gates = "Logic Gates"
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virtual_proc = "Virtual Processing"
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blueprints = "Blueprints"
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upgrade_big_belt = "Big Belt Upgrade"
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upgrade_big_miner = "Big Miner Upgrade"
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upgrade_big_proc = "Big Processors Upgrade"
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upgrade_big_paint = "Big Painting Upgrade"
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upgrade_small_belt = "Small Belt Upgrade"
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upgrade_small_miner = "Small Miner Upgrade"
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upgrade_small_proc = "Small Processors Upgrade"
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upgrade_small_paint = "Small Painting Upgrade"
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upgrade_gigantic_belt = "Gigantic Belt Upgrade"
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upgrade_gigantic_miner = "Gigantic Miner Upgrade"
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upgrade_gigantic_proc = "Gigantic Processors Upgrade"
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upgrade_gigantic_paint = "Gigantic Painting Upgrade"
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upgrade_rising_belt = "Rising Belt Upgrade"
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upgrade_rising_miner = "Rising Miner Upgrade"
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upgrade_rising_proc = "Rising Processors Upgrade"
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upgrade_rising_paint = "Rising Painting Upgrade"
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trap_upgrade_belt = "Belt Upgrade Trap"
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trap_upgrade_miner = "Miner Upgrade Trap"
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trap_upgrade_proc = "Processors Upgrade Trap"
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trap_upgrade_paint = "Painting Upgrade Trap"
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trap_upgrade_demonic_belt = "Demonic Belt Upgrade Trap"
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trap_upgrade_demonic_miner = "Demonic Miner Upgrade Trap"
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trap_upgrade_demonic_proc = "Demonic Processors Upgrade Trap"
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trap_upgrade_demonic_paint = "Demonic Painting Upgrade Trap"
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upgrade_big_random = "Big Random Upgrade"
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upgrade_small_random = "Small Random Upgrade"
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@staticmethod
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def upgrade(size: str, category: str) -> str:
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return f"{size} {category} Upgrade"
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@staticmethod
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def trap_upgrade(category: str, size: str = "") -> str:
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return f"{size} {category} Upgrade Trap".strip()
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bundle_blueprint = "Blueprint Shapes Bundle"
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bundle_level = "Level Shapes Bundle"
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bundle_upgrade = "Upgrade Shapes Bundle"
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trap_locked = "Locked Building Trap"
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trap_throttled = "Throttled Building Trap"
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trap_malfunction = "Malfunctioning Trap"
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trap_inflation = "Inflation Trap"
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trap_draining_inv = "Inventory Draining Trap"
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trap_draining_blueprint = "Blueprint Shapes Draining Trap"
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trap_draining_level = "Level Shapes Draining Trap"
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trap_draining_upgrade = "Upgrade Shapes Draining Trap"
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trap_clear_belts = "Belts Clearing Trap"
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goal = "Goal"
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class SHAPESANITY:
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circle = "Circle"
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square = "Square"
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star = "Star"
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windmill = "Windmill"
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red = "Red"
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blue = "Blue"
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green = "Green"
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yellow = "Yellow"
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purple = "Purple"
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cyan = "Cyan"
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white = "White"
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uncolored = "Uncolored"
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adjacent_pos = "Adjacent"
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cornered_pos = "Cornered"
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@staticmethod
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def full(color: str, subshape: str):
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return f"{color} {subshape}"
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@staticmethod
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def half(color: str, subshape: str):
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return f"Half {color} {subshape}"
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@staticmethod
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def piece(color: str, subshape: str):
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return f"{color} {subshape} Piece"
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@staticmethod
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def cutout(color: str, subshape: str):
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return f"Cut Out {color} {subshape}"
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@staticmethod
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def cornered(color: str, subshape: str):
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return f"Cornered {color} {subshape}"
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@staticmethod
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def three_one(first: str, second: str):
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return f"3-1 {first} {second}"
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@staticmethod
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def halfhalf(combo: str):
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return f"Half-Half {combo}"
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@staticmethod
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def checkered(combo: str):
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return f"Checkered {combo}"
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@staticmethod
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def singles(combo: str, position: str = ""):
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return f"{position} Singles {combo}".strip()
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@staticmethod
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def two_one(first: str, second: str, position: str):
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return f"{position} 2-1 {first} {second}"
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@staticmethod
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def two_one_one(first: str, second: str, position: str):
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return f"{position} 2-1-1 {first} {second}"
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