280 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			280 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, Callable, Any, List
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| 
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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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| 
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| 
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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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| 
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| 
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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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| 
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| 
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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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| 
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| 
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| def always_progression(options: ShapezOptions) -> IClass:
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|     return IClass.progression
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| 
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| 
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| def always_useful(options: ShapezOptions) -> IClass:
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|     return IClass.useful
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| 
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| 
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| def always_filler(options: ShapezOptions) -> IClass:
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|     return IClass.filler
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| 
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| 
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| def always_trap(options: ShapezOptions) -> IClass:
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|     return IClass.trap
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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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| 
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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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| 
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| 
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| class ShapezItem(Item):
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|     game = OTHER.game_name
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