* Init * remove submodule * Init * Update docs * Fix tests * Update to use apcivvi * Update Readme and codeowners * Minor changes * Remove .value from options (except starting hint) * Minor updates * remove unnecessary property * Cleanup Rules and Region * Fix output file generation * Implement feedback * Remove 'AP' tag and fix issue with format strings and using same quotes * Update worlds/civ_6/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Minor docs changes * minor updates * Small rework of create items * Minor updates * Remove unused variable * Move client to Launcher Components with rest of similar clients * Revert "Move client to Launcher Components with rest of similar clients" This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364. * modify component * Fix generation issues * Fix tests * Minor change * Add improvement and test case * Minor options changes * . * Preliminary Review * Fix failing test due to slot data serialization * Format json * Remove exclude missable boosts * Update options (update goody hut text, make research multiplier a range) * Update docs punctuation and slot data init * Move priority/excluded locations into options * Implement docs PR feedback * PR Feedback for options * PR feedback misc * Update location classification and fix client type * Fix typings * Update research cost multiplier * Remove unnecessary location priority code * Remove extrenous use of items() * WIP PR Feedback * WIP PR Feedback * Add victory event * Add option set for death link effect * PR improvements * Update post fill hint to support items with multiple classifications * remove unnecessary len * Move location exclusion logic * Update test to use set instead of accidental dict * Update docs around progressive eras and boost locations * Update docs for options to be more readable * Fix issue with filler items and prehints * Update filler_data to be static * Update links in docs * Minor updates and PR feedback * Update boosts data * Update era required items * Update existing techs * Update existing techs * move boost data class * Update reward data * Update prereq data * Update new items and progressive districts * Remove unused code * Make filler item name func more efficient * Update death link text * Move Civ6 to the end of readme * Fix bug with hidden locations and location.name * Partial PR Feedback Implementation * Format changes * Minor review feedback * Modify access rules to use list created in generate_early * Modify boost rules to precalculate requirements * Remove option checks from access rules * Fix issue with pre initialized dicts * Add inno setup for civ6 client * Update inno_setup.iss --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
		
			
				
	
	
		
			157 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from collections import defaultdict
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from dataclasses import dataclass
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from typing import Optional, Dict
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from BaseClasses import Location, Region
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from .Data import get_boosts_data, get_new_civics_data, get_new_techs_data
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from .Enum import CivVICheckType, EraType
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CIV_VI_AP_LOCATION_ID_BASE = 5041000
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# Locs that should not have progression items
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GOODY_HUT_LOCATION_NAMES = [
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    "GOODY_HUT_1",
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    "GOODY_HUT_2",
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    "GOODY_HUT_3",
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    "GOODY_HUT_4",
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    "GOODY_HUT_5",
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    "GOODY_HUT_6",
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    "GOODY_HUT_7",
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    "GOODY_HUT_8",
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    "GOODY_HUT_9",
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    "GOODY_HUT_10",
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]
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@dataclass
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class CivVILocationData:
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    name: str
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    cost: int
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    uiTreeRow: int
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    civ_id: int
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    era_type: str
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    location_type: CivVICheckType
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    game: str = "Civilization VI"
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    @property
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    def code(self):
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        return self.civ_id + CIV_VI_AP_LOCATION_ID_BASE
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class CivVILocation(Location):
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    game: str = "Civilization VI"
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    location_type: CivVICheckType
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    def __init__(
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        self,
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        player: int,
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        name: str = "",
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        address: Optional[int] = None,
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        parent: Optional[Region] = None,
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    ):
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        super().__init__(player, name, address, parent)
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        category = name.split("_")[0]
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        if "victory" in category:
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            self.location_type = CivVICheckType.EVENT
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        else:
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            self.location_type = CivVICheckType(category)
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def generate_flat_location_table() -> Dict[str, CivVILocationData]:
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    """
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    Generates a flat location table in the following format:
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    {
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      "TECH_AP_ANCIENT_00": CivVILocationData,
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      "TECH_AP_ANCIENT_01": CivVILocationData,
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      "CIVIC_AP_ANCIENT_00": CivVILocationData,
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      ...
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    }
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    """
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    era_locations = generate_era_location_table()
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    flat_locations: Dict[str, CivVILocationData] = {}
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    for locations in era_locations.values():
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        for location_id, location_data in locations.items():
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            flat_locations[location_id] = location_data
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    return flat_locations
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def generate_era_location_table() -> Dict[str, Dict[str, CivVILocationData]]:
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    """
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    Uses the data from existing_tech.json to generate a location table in the following format:
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    {
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      "ERA_ANCIENT": {
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        "TECH_AP_ANCIENT_00": CivVILocationData,
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        "TECH_AP_ANCIENT_01": CivVILocationData,
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        "CIVIC_AP_ANCIENT_00": CivVILocationData,
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      },
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      ...
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    }
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    """
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    new_techs = get_new_techs_data()
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    era_locations: Dict[str, Dict[str, CivVILocationData]] = defaultdict(dict)
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    id_base = 0
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    # Techs
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    for data in new_techs:
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        era_type = data["EraType"]
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        era_locations[era_type][data["Type"]] = CivVILocationData(
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            data["Type"],
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            data["Cost"],
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            data["UITreeRow"],
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            id_base,
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            era_type,
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            CivVICheckType.TECH,
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        )
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        id_base += 1
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    # Civics
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    new_civics = get_new_civics_data()
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    for data in new_civics:
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        era_type = data["EraType"]
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        era_locations[era_type][data["Type"]] = CivVILocationData(
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            data["Type"],
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            data["Cost"],
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            data["UITreeRow"],
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            id_base,
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            era_type,
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            CivVICheckType.CIVIC,
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        )
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        id_base += 1
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    # Eras
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    for era in EraType:
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        if era == EraType.ERA_ANCIENT:
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            continue
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        era_locations[era.name][era.name] = CivVILocationData(
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            era.name, 0, 0, id_base, era.name, CivVICheckType.ERA
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        )
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        id_base += 1
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    # Goody Huts, defaults to 10 goody huts as location checks (rarely will a player get more than this)
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    for i in range(10):
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        era_locations[EraType.ERA_ANCIENT.value]["GOODY_HUT_" + str(i + 1)] = (
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            CivVILocationData(
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                "GOODY_HUT_" + str(i + 1),
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                0,
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                0,
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                id_base,
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                EraType.ERA_ANCIENT.value,
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                CivVICheckType.GOODY,
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            )
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        )
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        id_base += 1
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    # Boosts
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    boosts = get_boosts_data()
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    for boost in boosts:
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        location = CivVILocationData(
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            boost.Type, 0, 0, id_base, boost.EraType, CivVICheckType.BOOST
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        )
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        era_locations["ERA_ANCIENT"][boost.Type] = location
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        id_base += 1
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    return era_locations
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