from typing import NamedTuple, Dict, List from enum import IntEnum no_build_regions_list = ["Liberation Day", "Breakout", "Ghost of a Chance", "Piercing the Shroud", "Whispers of Doom", "Belly of the Beast"] easy_regions_list = ["The Outlaws", "Zero Hour", "Evacuation", "Outbreak", "Smash and Grab", "Devil's Playground"] medium_regions_list = ["Safe Haven", "Haven's Fall", "The Dig", "The Moebius Factor", "Supernova", "Welcome to the Jungle", "The Great Train Robbery", "Cutthroat", "Media Blitz", "A Sinister Turn", "Echoes of the Future"] hard_regions_list = ["Maw of the Void", "Engine of Destruction", "In Utter Darkness", "Gates of Hell", "Shatter the Sky"] class MissionPools(IntEnum): STARTER = 0 EASY = 1 MEDIUM = 2 HARD = 3 FINAL = 4 class MissionInfo(NamedTuple): id: int required_world: List[int] category: str number: int = 0 # number of worlds need beaten completion_critical: bool = False # missions needed to beat game or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed class FillMission(NamedTuple): type: int connect_to: List[int] # -1 connects to Menu category: str number: int = 0 # number of worlds need beaten completion_critical: bool = False # missions needed to beat game or_requirements: bool = False # true if the requirements should be or-ed instead of and-ed removal_priority: int = 0 # how many missions missing from the pool required to remove this mission vanilla_shuffle_order = [ FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True), FillMission(MissionPools.EASY, [0], "Mar Sara", completion_critical=True), FillMission(MissionPools.EASY, [1], "Mar Sara", completion_critical=True), FillMission(MissionPools.EASY, [2], "Colonist"), FillMission(MissionPools.MEDIUM, [3], "Colonist"), FillMission(MissionPools.HARD, [4], "Colonist", number=7), FillMission(MissionPools.HARD, [4], "Colonist", number=7, removal_priority=1), FillMission(MissionPools.EASY, [2], "Artifact", completion_critical=True), FillMission(MissionPools.MEDIUM, [7], "Artifact", number=8, completion_critical=True), FillMission(MissionPools.HARD, [8], "Artifact", number=11, completion_critical=True), FillMission(MissionPools.HARD, [9], "Artifact", number=14, completion_critical=True, removal_priority=11), FillMission(MissionPools.HARD, [10], "Artifact", completion_critical=True, removal_priority=10), FillMission(MissionPools.MEDIUM, [2], "Covert", number=4), FillMission(MissionPools.MEDIUM, [12], "Covert"), FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=3), FillMission(MissionPools.HARD, [13], "Covert", number=8, removal_priority=2), FillMission(MissionPools.MEDIUM, [2], "Rebellion", number=6), FillMission(MissionPools.HARD, [16], "Rebellion"), FillMission(MissionPools.HARD, [17], "Rebellion"), FillMission(MissionPools.HARD, [18], "Rebellion", removal_priority=12), FillMission(MissionPools.HARD, [19], "Rebellion", removal_priority=5), FillMission(MissionPools.MEDIUM, [8], "Prophecy", removal_priority=9), FillMission(MissionPools.HARD, [21], "Prophecy", removal_priority=8), FillMission(MissionPools.HARD, [22], "Prophecy", removal_priority=7), FillMission(MissionPools.HARD, [23], "Prophecy", removal_priority=6), FillMission(MissionPools.HARD, [11], "Char", completion_critical=True), FillMission(MissionPools.HARD, [25], "Char", completion_critical=True, removal_priority=4), FillMission(MissionPools.HARD, [25], "Char", completion_critical=True), FillMission(MissionPools.FINAL, [26, 27], "Char", completion_critical=True, or_requirements=True) ] mini_campaign_order = [ FillMission(MissionPools.STARTER, [-1], "Mar Sara", completion_critical=True), FillMission(MissionPools.EASY, [0], "Colonist"), FillMission(MissionPools.MEDIUM, [1], "Colonist"), FillMission(MissionPools.EASY, [0], "Artifact", completion_critical=True), FillMission(MissionPools.MEDIUM, [3], "Artifact", number=4, completion_critical=True), FillMission(MissionPools.HARD, [4], "Artifact", number=8, completion_critical=True), FillMission(MissionPools.MEDIUM, [0], "Covert", number=2), FillMission(MissionPools.HARD, [6], "Covert"), FillMission(MissionPools.MEDIUM, [0], "Rebellion", number=3), FillMission(MissionPools.HARD, [8], "Rebellion"), FillMission(MissionPools.MEDIUM, [4], "Prophecy"), FillMission(MissionPools.HARD, [10], "Prophecy"), FillMission(MissionPools.HARD, [5], "Char", completion_critical=True), FillMission(MissionPools.HARD, [5], "Char", completion_critical=True), FillMission(MissionPools.FINAL, [12, 13], "Char", completion_critical=True, or_requirements=True) ] gauntlet_order = [ FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True), FillMission(MissionPools.EASY, [0], "II", completion_critical=True), FillMission(MissionPools.EASY, [1], "III", completion_critical=True), FillMission(MissionPools.MEDIUM, [2], "IV", completion_critical=True), FillMission(MissionPools.MEDIUM, [3], "V", completion_critical=True), FillMission(MissionPools.HARD, [4], "VI", completion_critical=True), FillMission(MissionPools.FINAL, [5], "Final", completion_critical=True) ] mini_gauntlet_order = [ FillMission(MissionPools.STARTER, [-1], "I", completion_critical=True), FillMission(MissionPools.EASY, [0], "II", completion_critical=True), FillMission(MissionPools.MEDIUM, [1], "III", completion_critical=True), FillMission(MissionPools.FINAL, [2], "Final", completion_critical=True) ] grid_order = [ FillMission(MissionPools.STARTER, [-1], "_1"), FillMission(MissionPools.EASY, [0], "_1"), FillMission(MissionPools.MEDIUM, [1, 6, 3], "_1", or_requirements=True), FillMission(MissionPools.HARD, [2, 7], "_1", or_requirements=True), FillMission(MissionPools.EASY, [0], "_2"), FillMission(MissionPools.MEDIUM, [1, 4], "_2", or_requirements=True), FillMission(MissionPools.HARD, [2, 5, 10, 7], "_2", or_requirements=True), FillMission(MissionPools.HARD, [3, 6, 11], "_2", or_requirements=True), FillMission(MissionPools.MEDIUM, [4, 9, 12], "_3", or_requirements=True), FillMission(MissionPools.HARD, [5, 8, 10, 13], "_3", or_requirements=True), FillMission(MissionPools.HARD, [6, 9, 11, 14], "_3", or_requirements=True), FillMission(MissionPools.HARD, [7, 10], "_3", or_requirements=True), FillMission(MissionPools.HARD, [8, 13], "_4", or_requirements=True), FillMission(MissionPools.HARD, [9, 12, 14], "_4", or_requirements=True), FillMission(MissionPools.HARD, [10, 13], "_4", or_requirements=True), FillMission(MissionPools.FINAL, [11, 14], "_4", or_requirements=True) ] mini_grid_order = [ FillMission(MissionPools.STARTER, [-1], "_1"), FillMission(MissionPools.EASY, [0], "_1"), FillMission(MissionPools.MEDIUM, [1, 5], "_1", or_requirements=True), FillMission(MissionPools.EASY, [0], "_2"), FillMission(MissionPools.MEDIUM, [1, 3], "_2", or_requirements=True), FillMission(MissionPools.HARD, [2, 4], "_2", or_requirements=True), FillMission(MissionPools.MEDIUM, [3, 7], "_3", or_requirements=True), FillMission(MissionPools.HARD, [4, 6], "_3", or_requirements=True), FillMission(MissionPools.FINAL, [5, 7], "_3", or_requirements=True) ] tiny_grid_order = [ FillMission(MissionPools.STARTER, [-1], "_1"), FillMission(MissionPools.MEDIUM, [0], "_1"), FillMission(MissionPools.EASY, [0], "_2"), FillMission(MissionPools.FINAL, [1, 2], "_2", or_requirements=True), ] blitz_order = [ FillMission(MissionPools.STARTER, [-1], "I"), FillMission(MissionPools.EASY, [-1], "I"), FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True), FillMission(MissionPools.MEDIUM, [0, 1], "II", number=1, or_requirements=True), FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True), FillMission(MissionPools.MEDIUM, [0, 1], "III", number=2, or_requirements=True), FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True), FillMission(MissionPools.HARD, [0, 1], "IV", number=3, or_requirements=True), FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True), FillMission(MissionPools.HARD, [0, 1], "V", number=4, or_requirements=True), FillMission(MissionPools.HARD, [0, 1], "Final", number=5, or_requirements=True), FillMission(MissionPools.FINAL, [0, 1], "Final", number=5, or_requirements=True) ] mission_orders = [ vanilla_shuffle_order, vanilla_shuffle_order, mini_campaign_order, grid_order, mini_grid_order, blitz_order, gauntlet_order, mini_gauntlet_order, tiny_grid_order ] vanilla_mission_req_table = { "Liberation Day": MissionInfo(1, [], "Mar Sara", completion_critical=True), "The Outlaws": MissionInfo(2, [1], "Mar Sara", completion_critical=True), "Zero Hour": MissionInfo(3, [2], "Mar Sara", completion_critical=True), "Evacuation": MissionInfo(4, [3], "Colonist"), "Outbreak": MissionInfo(5, [4], "Colonist"), "Safe Haven": MissionInfo(6, [5], "Colonist", number=7), "Haven's Fall": MissionInfo(7, [5], "Colonist", number=7), "Smash and Grab": MissionInfo(8, [3], "Artifact", completion_critical=True), "The Dig": MissionInfo(9, [8], "Artifact", number=8, completion_critical=True), "The Moebius Factor": MissionInfo(10, [9], "Artifact", number=11, completion_critical=True), "Supernova": MissionInfo(11, [10], "Artifact", number=14, completion_critical=True), "Maw of the Void": MissionInfo(12, [11], "Artifact", completion_critical=True), "Devil's Playground": MissionInfo(13, [3], "Covert", number=4), "Welcome to the Jungle": MissionInfo(14, [13], "Covert"), "Breakout": MissionInfo(15, [14], "Covert", number=8), "Ghost of a Chance": MissionInfo(16, [14], "Covert", number=8), "The Great Train Robbery": MissionInfo(17, [3], "Rebellion", number=6), "Cutthroat": MissionInfo(18, [17], "Rebellion"), "Engine of Destruction": MissionInfo(19, [18], "Rebellion"), "Media Blitz": MissionInfo(20, [19], "Rebellion"), "Piercing the Shroud": MissionInfo(21, [20], "Rebellion"), "Whispers of Doom": MissionInfo(22, [9], "Prophecy"), "A Sinister Turn": MissionInfo(23, [22], "Prophecy"), "Echoes of the Future": MissionInfo(24, [23], "Prophecy"), "In Utter Darkness": MissionInfo(25, [24], "Prophecy"), "Gates of Hell": MissionInfo(26, [12], "Char", completion_critical=True), "Belly of the Beast": MissionInfo(27, [26], "Char", completion_critical=True), "Shatter the Sky": MissionInfo(28, [26], "Char", completion_critical=True), "All-In": MissionInfo(29, [27, 28], "Char", completion_critical=True, or_requirements=True) } lookup_id_to_mission: Dict[int, str] = { data.id: mission_name for mission_name, data in vanilla_mission_req_table.items() if data.id} starting_mission_locations = { "Liberation Day": "Liberation Day: Victory", "Breakout": "Breakout: Victory", "Ghost of a Chance": "Ghost of a Chance: Victory", "Piercing the Shroud": "Piercing the Shroud: Victory", "Whispers of Doom": "Whispers of Doom: Victory", "Belly of the Beast": "Belly of the Beast: Victory", "Zero Hour": "Zero Hour: First Group Rescued", "Evacuation": "Evacuation: Reach Hanson", "Devil's Playground": "Devil's Playground: Tosh's Miners", "Smash and Grab": "Smash and Grab: First Relic", "The Great Train Robbery": "The Great Train Robbery: North Defiler" } alt_final_mission_locations = { "Maw of the Void": "Maw of the Void: Victory", "Engine of Destruction": "Engine of Destruction: Victory", "Supernova": "Supernova: Victory", "Gates of Hell": "Gates of Hell: Victory", "Shatter the Sky": "Shatter the Sky: Victory" }