the_farmer_was_replaced/__builtins__.py

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2024-09-13 14:16:12 +02:00
from typing import Any, Optional
# -------------------------------------------------------------------------------
class Items:
@property
def Carrot(self):
"""Obtained by harvesting carrots."""
...
@property
def Carrot_Seed(self):
"""Used to grow carrots by calling `plant(Entities.Carrots)` on empty soil."""
...
@property
def Empty_Tank(self):
"""Empty tanks automatically turn into water tanks over time."""
...
@property
def Fertilizer(self):
"""Call `use_item(Items.Fertilizer)` to instantly grow the plant under the drone by 2s."""
...
@property
def Gold(self):
"""Found in treasure chests in mazes."""
...
@property
def Hay(self):
"""Obtained by cutting grass."""
...
@property
def Power(self):
"""Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast."""
...
@property
def Pumpkin(self):
"""Obtained when harvesting pumpkins."""
...
@property
def Pumpkin_Seed(self):
"""Used to grow pumpkins by calling `plant(Entities.Pumpkin)` on empty soil."""
...
@property
def Sunflower_Seed(self):
"""Used to grow sunflowers by calling `plant(Entities.Sunflower)` on empty soil."""
...
@property
def Water_Tank(self):
"""Used to water the ground by calling `use_item(Items.Water_Tank)`."""
...
@property
def Wood(self):
"""Obtained from bushes and trees."""
...
@property
def Cactus(self):
"""Obtained when harvesting sorted cacti."""
...
@property
def Cactus_Seed(self):
"""Used to grow cacti by calling `plant(Entities.Cactus)` on empty soil."""
...
@property
def Egg(self):
"""Call `use_item(Items.Egg)` to hatch a majestic dinosaur."""
...
@property
def Bones(self):
"""The bones of an ancient creature."""
...
# -------------------------------------------------------------------------------
class Entities:
@property
def Grass(self):
"""
Grows automatically. Harvest it to obtain `Items.Hay`.
Average seconds to grow: 0.5
Grows on: turf or soil
"""
...
@property
def Bush(self):
"""
A small bush that drops `Items.Wood`.
Average seconds to grow: 4
Grows on: turf or soil
"""
...
@property
def Tree(self):
"""
Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
Average seconds to grow: 7
Grows on: turf or soil
"""
...
@property
def Carrots(self):
"""
Carrots!
Average seconds to grow: 6
Grows on: soil
"""
...
@property
def Pumpkin(self):
"""
Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
When you harvest a pumpkin you get `Items.Pumpkin` equal to the number of pumpkins in the mega pumpkin cubed.
Average seconds to grow: 2
Grows on: soil
"""
...
@property
def Sunflower(self):
"""
Sunflowers collect the power from the sun. Harvesting them will give you `Items.Power` equal to the number of sunflowers in the farm.
If you harvest a sunflower that doesn't have the maximum number of petals all the sunflowers will die.
Average seconds to grow: 5
Grows on: soil
"""
...
@property
def Cactus(self):
"""
Cacti come in 10 different sizes. When harvested, all cacti on the field will be harvested. Only those that are in sorted order will drop `Items.Cactus`.
Average seconds to grow: 1
Grows on: soil
"""
...
@property
def Hedge(self):
"""Part of the maze. Grow a maze by fertilizing a fully grown bush."""
...
@property
def Treasure(self):
"""A treasure that contains gold equal to the side length of the maze in which it is hidden. It can be harvested like a plant."""
...
@property
def Dinosaur(self):
"""
A majestic dinosaur. It moves around randomly but won't move for a while after being measured. Harvesting it harvests all adjacent dinosaurs of the same type and makes them drop `Items.Bones`.
Average seconds to grow: 0.2
Grows on: turf or soil
"""
...
# -------------------------------------------------------------------------------
class Grounds:
@property
def Turf(self):
"""The default ground. Grass will automatically grow on it."""
...
@property
def Soil(self):
"""Calling `till()` turns the ground into this. Calling `till()` again changes it back to turf."""
...
# -------------------------------------------------------------------------------
class Unlocks:
@property
def Trees(self):
"""
Unlock: Unlocks trees.
Upgrade: Increases the yield of bushes and trees.
"""
...
@property
def Speed(self):
"""Increases the speed of the drone."""
...
@property
def Plant(self):
"""Unlocks planting."""
...
@property
def Loops(self):
"""Unlocks a simple while loop."""
...
@property
def Senses(self):
"""The drone can see what's under it and where it is."""
...
@property
def Expand(self):
"""
Unlock: Expands the farm land and unlocks movement.
Upgrade: Expands the farm. This also clears the farm.
"""
...
@property
def Operators(self):
"""Arithmetic, comparison and logic operators."""
...
@property
def Pumpkins(self):
"""
Unlock: Pumpkins!
Upgrade: Increases the yield of pumpkins and the cost of pumpkin seeds.
"""
...
@property
def Variables(self):
"""Assign values to variables."""
...
@property
def Functions(self):
"""Define your own functions."""
...
@property
def Watering(self):
"""Water the plants to make them grow faster."""
...
@property
def Carrots(self):
"""
Unlock: Till the soil and plant carrots.
Upgrade: Increases the yield of carrots and the cost of carrot seeds.
"""
...
@property
def Lists(self):
"""Use lists to store lots of values."""
...
@property
def Costs(self):
"""Allows access to the cost of things."""
...
@property
def Fertilizer(self):
"""Reduces the remaining growing time of the plant under the drone by 2 seconds."""
...
@property
def Mazes(self):
"""
Unlock: A maze with a treasure in the middle.
Upgrade: Increases the gold in treasure chests.
"""
...
@property
def Debug(self):
"""Tools to help with debugging programs."""
...
@property
def Debug_2(self):
"""Functions to temporarily slow down the execution and make the grid smaller."""
...
@property
def Benchmark():
"""Functions to help measure performance."""
...
@property
def Grass(self):
"""Increases the yield of grass."""
...
@property
def Multi_Trade(self):
"""Trade multiple items at once."""
...
@property
def Auto_Unlock(self):
"""Automatically unlock things."""
...
@property
def Polyculture(self):
"""Use companion planting to increase the yield."""
...
@property
def Sunflowers(self):
"""
Unlock: Sunflowers and Power.
Upgrade: Increases the power gained from sunflowers.
"""
...
@property
def Leaderboard(self):
"""Join the leaderboard for the fastest reset time."""
...
@property
def Dictionaries(self):
"""Get access to dictionaries and sets."""
...
@property
def Utilities(self):
"""Unlocks the `min()`, `max()` and `abs()` functions."""
...
@property
def Cactus(self):
"""
Unlock: Cactus!
Upgrade: Increases the yield of cactus and the cost of cactus seeds."""
...
@property
def Dinosaurs(self):
"""
Unlock: Majestic ancient creatures.
Upgrade: Increases the yield of dinosaurs and the cost of eggs.
"""
...
# -------------------------------------------------------------------------------
class North:
"""
The direction north, i.e. up.
"""
# -------------------------------------------------------------------------------
class East:
"""
The direction east, i.e. right.
"""
# -------------------------------------------------------------------------------
class South:
"""
The direction south, i.e. down.
"""
# -------------------------------------------------------------------------------
class West:
"""
The direction west, i.e. left.
"""
# -------------------------------------------------------------------------------
def harvest() -> bool:
"""
Harvests the entity under the drone.
If you harvest an entity that can't be harvested, it will be destroyed.
returns `True` if an entity was removed, `False` otherwise.
takes the time of `200` operations to execute if an entity was removed, `1` operation otherwise.
example usage:
```
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def can_harvest() -> bool:
"""
Used to find out if plants are fully grown.
returns `True` if there is an entity under the drone that is ready to be harvested, `False` otherwise.
takes the time of `1` operation to execute.
example usage:
```
if can_harvest():
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def plant(entity: Entities) -> bool:
"""
Plants the specified `entity` under the drone if it can be planted.
Otherwise it just does nothing.
returns `True` if it succeeded, `False` otherwise.
takes the time of `200` operations to execute if it succeeded, `1` operation otherwise.
example usage:
```
plant(Entities.Bush)
```
"""
...
# -------------------------------------------------------------------------------
def move(direction: North | East | South | West) -> bool:
"""
Moves the drone into the specified `direction` by one tile.
If the drone moves over the edge of the farm it wraps back to the other side of the farm.
- `East ` = right
- `West ` = left
- `North` = up
- `South` = down
returns `True` if the drone has moved, `False` otherwise.
takes the time of `200` operations to execute if the drone has moved, `1` operation otherwise.
example usage:
```
move(North)
```
"""
...
# -------------------------------------------------------------------------------
def swap(direction: North | East | South | West) -> bool:
"""
Swaps the entity under the drone with the entity next to the drone in the specified `direction`.
- Doesn't work on all entities.
- Also works if one (or both) of the entities are `None`.
returns `True` if it succeeded, `False` otherwise.
takes the time of `200` operations to execute on success, `1` operation otherwise.
example usage:
```
swap(North)
```
"""
...
# -------------------------------------------------------------------------------
def till() -> None:
"""
Tills the ground under the drone into soil. If it's already soil it will change the ground back to turf.
returns `None`
takes the time of `200` operations to execute.
example usage:
```
till()
```
"""
...
# -------------------------------------------------------------------------------
def get_pos_x() -> float:
"""
Gets the current x position of the drone.
The x position starts at `0` in the `West` and increases in the `East` direction.
returns a number representing the current x coordinate of the drone.
takes the time of `1` operation to execute.
example usage:
```
x, y = get_pos_x(), get_pos_y()
```
"""
...
# -------------------------------------------------------------------------------
def get_pos_y() -> float:
"""
Gets the current y position of the drone.
The y position starts at `0` in the `South` and increases in the `North` direction.
returns a number representing the current y coordinate of the drone.
takes the time of `1` operation to execute.
example usage:
```
x, y = get_pos_x(), get_pos_y()
```
"""
...
# -------------------------------------------------------------------------------
def get_world_size() -> float:
"""
Get the current size of the farm.
returns the side length of the grid in the north to south direction.
takes the time of `1` operation to execute.
example usage:
```
for i in range(get_world_size()):
move(North)
```
"""
...
# -------------------------------------------------------------------------------
def get_entity_type() -> Entities | None:
"""
Find out what kind of entity is under the drone.
returns `None` if the tile is empty, otherwise returns the type of the entity under the drone.
takes the time of `1` operation to execute.
example usage:
```
if get_entity_type() == Entities.Grass:
harvest()
```
"""
...
# -------------------------------------------------------------------------------
def get_ground_type() -> Grounds:
"""
Find out what kind of ground is under the drone.
returns the type of the ground under the drone.
takes the time of `1` operation to execute.
example usage:
```
if get_ground_type() != Grounds.Soil:
till()
```
"""
...
# -------------------------------------------------------------------------------
def get_time() -> float:
"""
Get the current game time.
returns the time in seconds since the start of the game.
takes the time of `1` operation to execute.
example usage:
```
start = get_time()
do_something()
time_passed = get_time() - start
```
"""
...
# -------------------------------------------------------------------------------
def get_op_count() -> float:
"""
Used to measure the number of operations performed.
returns the number of operations performed since the start of execution.
takes the time of `1` operation to execute.
example usage:
```
do_something()
print(get_op_count())
```
"""
...
# -------------------------------------------------------------------------------
def trade(item: Items, n: Optional[float] = None) -> bool:
"""
Tries to buy the specified `item`.
If the `item` cannot be bought or you don't have the required resources it simply does nothing.
overloads:
`trade(item)`: Buy the `item` once.
`trade(item, n)`: If `Unlocks.Multi_Trade` is unlocked, this will buy the `item` `n` times immediately. If you can't afford all `n` items, it won't buy any at all. If `Unlocks.Multi_Trade` is not unlocked, it throws an error.
returns `True` if it was able to buy the item(s), `False` otherwise.
takes the time of `200` operations to execute if it succeeded, `1` operation otherwise.
example usage:
```
if num_unlocked(Unlocks.Multi_Trade) > 0:
trade(Items.Carrot_Seed, 10)
else:
for i in range(10):
trade(Items.Carrot_Seed)
```
"""
...
# -------------------------------------------------------------------------------
def use_item(item: Items) -> bool:
"""
Attempts to use the specified `item`. Can only be used with some items including `Items.Water_Tank`, `Items.Fertilizer` and `Items.Egg`.
returns `True` if an item was used, `False` otherwise.
takes the time of `200` operations to execute if it succeeded, `1` operation otherwise.
example usage:
```
use_item(Items.Fertilizer)
```
"""
...
# -------------------------------------------------------------------------------
def get_water() -> float:
"""
Get the current water level under the drone.
returns the water level under the drone as a number between `0` and `1`.
takes the time of `1` operation to execute.
example usage:
```
if get_water() < 0.5:
use_item(Items.Water_Tank)
```
"""
...
# -------------------------------------------------------------------------------
def do_a_flip() -> None:
"""
Makes the drone do a flip! This action is not affected by speed upgrades.
returns `None`
takes 1s to execute.
example usage:
```
while True:
do_a_flip()
```
"""
...
# -------------------------------------------------------------------------------
def print(*something: Any) -> None:
"""
Prints `something` into the air above the drone using smoke. This action is not affected by speed upgrades.
Multiple values can be printed at once.
returns `None`
takes 1s to execute.
example usage:
```
print('ground:', get_ground_type())
```
"""
...
# -------------------------------------------------------------------------------
def set_execution_speed(speed: float) -> None:
"""
Limits the speed at which the program is executed to better see what's happening.
- A `speed` of `1` is the speed the drone has without any speed upgrades.
- A `speed` of `10` makes the code execute `10` times faster and corresponds to the speed of the drone after `9` speed upgrades.
- A `speed` of `0.5` makes the code execute at half of the speed without speed upgrades. This can be useful to see what the code is doing.
If `speed` is faster than the execution can currently go it will just go at max speed.
If `speed` is `0` or negative, the speed is changed back to max speed.
The effect will also stop when the execution stops.
returns `None`
takes the time of `200` operations to execute.
example usage:
```
set_execution_speed(1)
```
"""
...
# -------------------------------------------------------------------------------
def set_farm_size(size: float) -> None:
"""
Limits the size of the farm to better see what's happening.
Also clears the farm and resets the drone position.
- Sets the farm to a `size` x `size` grid.
- The smallest `size` possible is `3`.
- A `size` smaller than `3` will change the grid back to its full size.
- The effect will also stop when the execution stops.
returns `None`
takes the time of `200` operations to execute.
example usage:
```
set_farm_size(5)
```
"""
...
# -------------------------------------------------------------------------------
def num_items(item: Items) -> float:
"""
Find out how much of `item` you currently have.
returns the number of `item` currently in your inventory.
takes the time of `1` operation to execute.
example usage:
```
if num_items(Items.Fertilizer) == 0:
trade(Items.Fertilizer)
```
"""
...
# -------------------------------------------------------------------------------
def get_cost(thing: Entities | Items | Unlocks) -> dict[Items, float] | None:
"""
Gets the cost of a `thing`
If `thing` is an item: get the cost of buying it when using `trade(item)`.
If `thing` is an entity: get the seed needed to plant it.
If `thing` is an unlock: get the cost of unlocking it.
- returns a dictionary with items as keys and numbers as values. Each item is mapped to how much of it is needed.
- returns `None` when used on an upgradeable unlock that is already at the max level.
takes the time of `1` operation to execute.
example usage:
```
cost = get_cost(Unlocks.Carrots)
for item in cost:
if num_items(item) < cost[item]:
print('not enough items to unlock carrots')
```
"""
...
# -------------------------------------------------------------------------------
def clear() -> None:
"""
Removes everything from the farm, and moves the drone back to position `(0,0)`.
returns `None`
takes the time of `200` operations to execute.
example usage:
```
clear()
```
"""
...
# -------------------------------------------------------------------------------
def get_companion() -> list[Entities, float, float] | None:
"""
Get the companion preference of the plant under the drone.
returns a list of the form `[companion_type, companion_x_position, companion_y_position]`
takes the time of `1` operation to execute.
example usage:
```
companion = get_companion()
if companion != None:
print(companion)
```
"""
...
# -------------------------------------------------------------------------------
def unlock(unlock: Unlocks) -> bool:
"""
Has exactly the same effect as clicking the button corresponding to `unlock` in the research tree.
returns `True` if the unlock was successful, `False` otherwise.
takes the time of `200` operations to execute if it succeeded, `1` operation otherwise.
example usage:
```
unlock(Unlocks.Carrots)
```
"""
...
# -------------------------------------------------------------------------------
def num_unlocked(thing: Unlocks | Entities | Grounds | Items) -> float:
"""
Used to check if an unlock, entity, ground or item is already unlocked.
returns `1` plus the number of times `thing` has been upgraded if `thing` is upgradable. Otherwise returns `1` if `thing` is unlocked, `0` otherwise.
takes the time of `1` operation to execute.
example usage:
```
if num_unlocked(Unlocks.Multi_Trade) > 0:
trade(Items.Carrot_Seed, 10)
else:
for i in range(10):
trade(Items.Carrot_Seed)
```
"""
...
# -------------------------------------------------------------------------------
def measure(direction: Optional[North | East | South | West] = None) -> float | None:
"""
Can measure some values on some entities. The effect of this depends on the entity.
overloads:
`measure()`: measures the entity under the drone.
`measure(direction)`: measures the neighboring entity in the `direction` of the drone.
Sunflower: returns the number of petals.
Treasure: returns the next position.
Cactus: returns the size.
Dinosaur: returns the number corresponding to the type.
All other entities: returns `None`.
takes the time of `1` operation to execute.
example usage:
```
num_petals = measure()
```
"""
...
# -------------------------------------------------------------------------------
def timed_reset() -> None:
"""
Starts a timed run for the leaderboard. Saves the game before the run and then loads that save afterwards so you can't gain any items during the run.
returns `None`
takes the time of `200` operations to execute.
example usage:
```
timed_reset()
```
"""
...
# -------------------------------------------------------------------------------
def quick_print(*something: Any) -> None:
"""
Prints a value just like `print()` but it doesn't stop to write it into the air so it can only be found on the output page.
returns `None`
takes the time of `1` operations to execute.
example usage:
```
quick_print('hi mom')
```
"""
...
# -------------------------------------------------------------------------------
def random() -> float:
"""
Samples a random number between 0 (inclusive) and 1 (exclusive).
returns the random number.
takes the time of `1` operations to execute.
example usage:
```
def random_elem(list):
index = random() * len(list) // 1
return list[index]
```
"""
...