311 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			311 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import pkgutil
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from dataclasses import dataclass
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import orjson
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from Options import Toggle, Choice, PerGameCommonOptions, NamedRange, Range
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from .common.options import FloatRangeText
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datapackage_options = orjson.loads(pkgutil.get_data(__name__, "data/options.json"))
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max_levels_and_upgrades = datapackage_options["max_levels_and_upgrades"]
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max_shapesanity = datapackage_options["max_shapesanity"]
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del datapackage_options
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class Goal(Choice):
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    """Sets the goal of your world.
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    - **Vanilla:** Complete level 26.
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    - **MAM:** Complete a specified level after level 26. Every level before that will be a location. It's recommended
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      to build a Make-Anything-Machine (MAM).
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    - **Even fasterer:** Upgrade everything to a specified tier after tier 8. Every upgrade before that will be a
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      location.
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    - **Efficiency III:** Deliver 256 blueprint shapes per second to the hub."""
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    display_name = "Goal"
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    rich_text_doc = True
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    option_vanilla = 0
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    option_mam = 1
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    option_even_fasterer = 2
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    option_efficiency_iii = 3
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    default = 0
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class GoalAmount(NamedRange):
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    """Specify, what level or tier (when either MAM or Even Fasterer is chosen as goal) is required to reach the goal.
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    If MAM is set as the goal, this has to be set to 27 or more. Else it will raise an error."""
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    display_name = "Goal amount"
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    rich_text_doc = True
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    range_start = 9
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    range_end = max_levels_and_upgrades
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    default = 27
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    special_range_names = {
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        "minimum_mam": 27,
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        "recommended_mam": 50,
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        "long_game_mam": 120,
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        "minimum_even_fasterer": 9,
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        "recommended_even_fasterer": 16,
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        "long_play_even_fasterer": 35,
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    }
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class RequiredShapesMultiplier(Range):
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    """Multiplies the amount of required shapes for levels and upgrades by value/10.
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    For level 1, the amount of shapes ranges from 3 to 300.
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    For level 26, it ranges from 5k to 500k."""
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    display_name = "Required shapes multiplier"
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    rich_text_doc = True
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    range_start = 1
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    range_end = 100
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    default = 10
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class AllowFloatingLayers(Toggle):
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    """Toggle whether shape requirements are allowed to have floating layers (like the logo or the rocket shape).
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    However, be aware that floating shapes make MAMs much more complex."""
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    display_name = "Allow floating layers"
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    rich_text_doc = True
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    default = False
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class RandomizeLevelRequirements(Toggle):
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    """Randomize the required shapes to complete levels."""
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    display_name = "Randomize level requirements"
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    rich_text_doc = True
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    default = True
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class RandomizeUpgradeRequirements(Toggle):
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    """Randomize the required shapes to buy upgrades."""
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    display_name = "Randomize upgrade requirements"
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    rich_text_doc = True
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    default = True
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class RandomizeLevelLogic(Choice):
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    """If level requirements are randomized, this sets how those random shapes are generated and how logic works for
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    levels. The shuffled variants shuffle the order of progression buildings obtained in the multiworld. The standard
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    order is: **cutter -> rotator -> painter -> color mixer -> stacker**
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    - **Vanilla:** Level 1 requires nothing, 2-4 require the first building, 5-6 require also the second, 7-8 the
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      third, 9-10 the fourth, and 11 and onwards the fifth and thereby all buildings.
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    - **Stretched:** After every floor(maxlevel/6) levels, another building is required.
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    - **Quick:** Every Level, except level 1, requires another building, with level 6 and onwards requiring all
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      buildings.
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    - **Random steps:** After a random amount of levels, another building is required, with level 1 always requiring
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      none. This can potentially generate like any other option.
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    - **Hardcore:** All levels (except level 1) have completely random shape requirements and thus require all
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      buildings. Expect early BKs.
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    - **Dopamine (overflow):** All levels (except level 1 and the goal) require 2 random buildings (or none in case of
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      overflow)."""
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    display_name = "Randomize level logic"
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    rich_text_doc = True
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    option_vanilla = 0
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    option_vanilla_shuffled = 1
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    option_stretched = 2
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    option_stretched_shuffled = 3
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    option_quick = 4
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    option_quick_shuffled = 5
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    option_random_steps = 6
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    option_random_steps_shuffled = 7
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    option_hardcore = 8
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    option_dopamine = 9
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    option_dopamine_overflow = 10
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    default = 2
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class RandomizeUpgradeLogic(Choice):
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    """If upgrade requirements are randomized, this sets how those random shapes are generated
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    and how logic works for upgrades.
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    - **Vanilla-like:** Tier II requires up to two random buildings, III requires up to three random buildings,
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      and IV and onwards require all processing buildings.
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    - **Linear:** Tier II requires nothing, III-VI require another random building each,
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      and VII and onwards require all buildings.
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    - **Category:** Belt and miner upgrades require no building up to tier V, but onwards all buildings, processors
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      upgrades require the cutter (all tiers), rotator (tier III and onwards), and stacker (tier V and onwards), and
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      painting upgrades require the cutter, rotator, stacker, painter (all tiers) and color mixer (tiers V and onwards).
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      Tier VII and onwards will always require all buildings.
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    - **Category random:** Each upgrades category (up to tier VI) requires a random amount of buildings (in order),
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      with one category always requiring no buildings. Tier VII and onwards will always require all buildings.
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    - **Hardcore:** All tiers (except each tier II) have completely random shape requirements and thus require all
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      buildings. Expect early BKs."""
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    display_name = "Randomize upgrade logic"
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    rich_text_doc = True
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    option_vanilla_like = 0
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    option_linear = 1
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    option_category = 2
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    option_category_random = 3
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    option_hardcore = 4
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    default = 1
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class ThroughputLevelsRatio(NamedRange):
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    """If level requirements are randomized, this sets the ratio of how many levels (approximately) will require either
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    a total amount or per second amount (throughput) of shapes delivered.
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    0 means only total, 100 means only throughput, and vanilla (-1) means only levels 14, 27 and beyond have throughput.
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    """
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    display_name = "Throughput levels ratio"
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    rich_text_doc = True
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    range_start = 0
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    range_end = 100
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    default = 0
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    special_range_names = {
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        "vanilla": -1,
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        "only_total": 0,
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        "half_half": 50,
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        "only_throughput": 100,
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    }
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class ComplexityGrowthGradient(FloatRangeText):
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    """If level requirements are randomized, this determines how fast complexity will grow each level. In other words:
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    The higher you set this value, the more difficult lategame shapes will be.
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    Allowed values are floating numbers ranging from 0.0 to 10.0."""
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    display_name = "Complexity growth gradient"
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    rich_text_doc = True
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    range_start = 0.0
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    range_end = 10.0
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    default = "0.5"
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class SameLateUpgradeRequirements(Toggle):
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    """If upgrade requirements are randomized, should the last 3 shapes for each category be the same,
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    as in vanilla?"""
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    display_name = "Same late upgrade requirements"
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    rich_text_doc = True
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    default = True
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class EarlyBalancerTunnelAndTrash(Choice):
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    """Makes the balancer, tunnel, and trash appear in earlier spheres.
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    - **None:** Complete randomization.
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    - **5 buildings:** Should be accessible before getting all 5 main buildings.
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    - **3 buildings:** Should be accessible before getting the first 3 main buildings for levels and upgrades.
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    - **Sphere 1:** Always accessible from start. **Beware of generation failures.**"""
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    display_name = "Early balancer, tunnel, and trash"
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    rich_text_doc = True
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    option_none = 0
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    option_5_buildings = 1
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    option_3_buildings = 2
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    option_sphere_1 = 3
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    default = 2
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class LockBeltAndExtractor(Toggle):
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    """Locks Belts and Extractors and adds them to the item pool.
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    **If you set this to true, achievements must also be included.**"""
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    display_name = "Lock Belt and Extractor"
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    rich_text_doc = True
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    default = False
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class IncludeAchievements(Toggle):
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    """Include up to 45 achievements (depending on other options) as additional locations."""
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    display_name = "Include Achievements"
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    rich_text_doc = True
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    default = True
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class ExcludeSoftlockAchievements(Toggle):
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    """Exclude 6 achievements, that can become unreachable in a save file, if not achieved until a certain level."""
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    display_name = "Exclude softlock achievements"
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    rich_text_doc = True
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    default = True
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class ExcludeLongPlaytimeAchievements(Toggle):
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    """Exclude 2 achievements, that require actively playing for a really long time."""
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    display_name = "Exclude long playtime achievements"
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    rich_text_doc = True
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    default = True
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class ExcludeProgressionUnreasonable(Toggle):
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    """Exclude progression and useful items from being placed into softlock and long playtime achievements."""
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    display_name = "Exclude progression items in softlock and long playtime achievements"
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    rich_text_doc = True
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    default = True
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class ShapesanityAmount(Range):
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    """Amount of single-layer shapes that will be included as locations."""
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    display_name = "Shapesanity amount"
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    rich_text_doc = True
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    range_start = 4
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    range_end = max_shapesanity
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    default = 50
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class TrapsProbability(NamedRange):
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    """The probability of any filler item (in percent) being replaced by a trap."""
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    display_name = "Traps Percentage"
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    rich_text_doc = True
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    range_start = 0
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    range_end = 100
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    default = 0
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    special_range_names = {
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        "none": 0,
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        "rare": 4,
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        "occasionally": 10,
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        "maximum_suffering": 100,
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    }
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class IncludeWhackyUpgrades(Toggle):
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    """Includes some very unusual upgrade items in generation (and logic), that greatly increase or decrease building
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    speeds. If the goal is set to Efficiency III or throughput levels ratio is not 0, decreasing upgrades (aka traps)
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    will always be disabled."""
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    display_name = "Include Whacky Upgrades"
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    rich_text_doc = True
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    default = False
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class SplitInventoryDrainingTrap(Toggle):
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    """If set to true, the inventory draining trap will be split into level, upgrade, and blueprint draining traps
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    instead of executing as one of those 3 randomly."""
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    display_name = "Split Inventory Draining Trap"
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    rich_text_doc = True
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    default = False
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class ToolbarShuffling(Toggle):
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    """If set to true, the toolbars (main and wires layer) will be shuffled (including bottom and top row).
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    However, keybindings will still select the same building to place."""
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    display_name = "Toolbar Shuffling"
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    rich_text_doc = True
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    default = True
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@dataclass
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class ShapezOptions(PerGameCommonOptions):
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    goal: Goal
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    goal_amount: GoalAmount
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    required_shapes_multiplier: RequiredShapesMultiplier
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    allow_floating_layers: AllowFloatingLayers
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    randomize_level_requirements: RandomizeLevelRequirements
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    randomize_upgrade_requirements: RandomizeUpgradeRequirements
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    randomize_level_logic: RandomizeLevelLogic
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    randomize_upgrade_logic: RandomizeUpgradeLogic
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    throughput_levels_ratio: ThroughputLevelsRatio
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    complexity_growth_gradient: ComplexityGrowthGradient
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    same_late_upgrade_requirements: SameLateUpgradeRequirements
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    early_balancer_tunnel_and_trash: EarlyBalancerTunnelAndTrash
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    lock_belt_and_extractor: LockBeltAndExtractor
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    include_achievements: IncludeAchievements
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    exclude_softlock_achievements: ExcludeSoftlockAchievements
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    exclude_long_playtime_achievements: ExcludeLongPlaytimeAchievements
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    exclude_progression_unreasonable: ExcludeProgressionUnreasonable
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    shapesanity_amount: ShapesanityAmount
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    traps_percentage: TrapsProbability
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    include_whacky_upgrades: IncludeWhackyUpgrades
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    split_inventory_draining_trap: SplitInventoryDrainingTrap
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    toolbar_shuffling: ToolbarShuffling
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