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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