init
This commit is contained in:
		
							
								
								
									
										77
									
								
								Cactus.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										77
									
								
								Cactus.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,77 @@
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def Cactus():
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	size = get_world_size()
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	init_plant(size, Entities.Cactus)
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	goto((0,0))
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	field = []
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	for y in range(size):
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		row = []
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		for x in range(size):
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			goto((x,y))
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			better_plant(Entities.Cactus)
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			row.append(measure())
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		field.append(row)
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	for y in range(size):
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		curr = field[y]
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		while not is_sorted(curr):
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			for x in range(size):
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				goto((x,y))
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				if measure(East) < measure():
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					swap(East)
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				if measure(North) < measure():
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					swap(North)
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			for x in range(size):
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				goto((x,y))
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				curr[x] = measure()
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	for i in range(len(field)-1, 0, -1):
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		quick_print(field[i], is_sorted(field[i]))
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while num_items(Items.Cactus) < 3000:
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	harvest()
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	Cactus()
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def diag_sort(mat):
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	lst = []
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	n, m = len(mat), len(mat[0])
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	# leftmost column
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	for i in range(n):
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		lst.append([i, 0])
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	# rightmost row
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	for i in range(m):
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		lst.append([0, i])
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	lst.pop(0)
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	for el in lst:
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		i, j = el[0], el[1] 
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		arr = []
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		# getting the diagonal elements
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		while i < n and j < m:
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			arr.append(mat[i][j])
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			i, j = i+1, j+1
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		arr = insertion_sort(arr)
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		i, j = el[0], el[1]
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		# setting the element in sorted order
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		while i < n and j < m:
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			mat[i][j] = arr.pop(0)
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			i, j = i+1, j+1
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	return mat
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m1 = [
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	[4,5,6],
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	[9,8,7],
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	[2,3,1]
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	]
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for el in m1:
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	quick_print(el)	 
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m1 = diag_sort(m1)
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quick_print("")
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for el in m1:
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	quick_print(el)	
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										32
									
								
								Diagonalsort.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								Diagonalsort.py
									
									
									
									
									
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							@@ -0,0 +1,32 @@
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def diagonalSort(self, mat: List[List[int]]) -> List[List[int]]:
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        lst = []
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        n, m = len(mat), len(mat[0])
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        # leftmost column
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        for i in range(n):
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            lst.append([i, 0])
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        # rightmost row
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        for i in range(m):
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            lst.append([0, i])
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        lst.pop(0)
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        for x, y in lst:
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            arr = []
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            i, j = x, y
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            # getting the diagonal elements
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            while i < n and j < m:
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                arr.append(mat[i][j])
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                i, j = i+1, j+1
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            arr.sort()  # sort the elements
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            i, j = x, y
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            # setting the element in sorted order
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            while i < n and j < m:
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                mat[i][j] = arr.pop(0)
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                i, j = i+1, j+1
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        return mat
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										6
									
								
								Dinosaur.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								Dinosaur.py
									
									
									
									
									
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							@@ -0,0 +1,6 @@
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trade(Items.Egg, 100)
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field = field_grid(get_world_size())
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for cell in field:
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    goto(cell)
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    harvest()
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    use_item(Items.Egg)
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										166
									
								
								Generics.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										166
									
								
								Generics.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,166 @@
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def goto(coord):
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	x, y = coord[0], coord[1]
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	yDist = get_pos_y() - y # Positive if drone is north of the target space 
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	xDist = get_pos_x() - x # Positive if drone is east of the target space 
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	halfWorldSize = get_world_size()/2
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	while get_pos_y() != y:
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		if yDist >= halfWorldSize or (-halfWorldSize <= yDist and yDist < 0):
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			move(North)
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		else:
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			move(South)
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	while get_pos_x() != x:
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		if xDist >= halfWorldSize or (-halfWorldSize < xDist and xDist < 0):
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			move(East)
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		else:
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			move(West)
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def field_grid(size):
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	field = []
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	for x in range(size):
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		for y in range(size):
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			field.append((x,y))
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	return field
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def field_chess_grid(size, black):
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	field = []
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	for x in range(size):
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		for y in range(size):
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			if (x + y) % 2 == black:
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				field.append((x,y))
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	return field
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def field_plant_grid(size, element):
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	field = {}
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	for x in range(size):
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		for y in range(size):
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			field[(x,y)] = element
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	return field
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def index(x, y, width):
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	return x * width + y
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def get_inventory():
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	inventory = {}
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	for item in Items:
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		inventory[item] = num_items(item)
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	return inventory
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def init_plant(size, element):
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	if element == Entities.Grass:
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		clear()
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		do_a_flip()
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		return
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	# generate field
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	field = field_grid(size)
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	for cell in field:
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		goto(cell)
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		harvest()
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		better_plant(element)
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def harvest_field(size):
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	field = field_grid(size)
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	for cell in field:
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		goto(cell)
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		if can_harvest():
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			harvest()
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def replant(coords, element):
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	for coord in coords:
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		goto(coord)
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		plant(element)
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def is_sorted(arr):
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	for i in range(len(arr)-1):
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		if arr[i] > arr[i+1]:
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			return False
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	return True
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def check_seeds():
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	seeds = [Items.Carrot_Seed, Items.Pumpkin_Seed, Items.Sunflower_Seed, Items.Cactus_Seed]
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	inventory = get_inventory()
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	goal = {}
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	size = get_world_size()*get_world_size()
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	for seed in seeds:
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		diff = abs(inventory[seed] - size)
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		if diff > size:
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			goal[seed] = 0
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		else:
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			goal[seed] = diff
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	for g in goal:
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		amount = goal[g]
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		if amount > 0:
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			#quick_print("buying", g, amount)
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			if g == Items.Carrot_Seed:
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				if num_items(Items.Wood)/12 > amount and num_items(Items.Hay) > amount:
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					trade(g, amount)
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			if g == Items.Pumpkin_Seed:
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				if num_items(Items.Carrot)/9 > amount:
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					trade(g, amount)
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		||||
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		||||
			if g == Items.Sunflower_Seed:
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		||||
				if num_items(Items.Carrot) > amount:
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		||||
					trade(g, amount)
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		||||
			
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		||||
			if g == Items.Cactus_Seed:
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		||||
				if num_items(Items.Gold) > amount:
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		||||
					trade(g, amount)
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		||||
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		||||
def sum(arr):
 | 
			
		||||
	count = 0
 | 
			
		||||
	for el in arr:
 | 
			
		||||
		count += el
 | 
			
		||||
	return count
 | 
			
		||||
 | 
			
		||||
def sum_from_dict(d):
 | 
			
		||||
	count = 0
 | 
			
		||||
	for el in d:
 | 
			
		||||
		count += d[el]
 | 
			
		||||
	return count
 | 
			
		||||
 | 
			
		||||
def better_plant(p):
 | 
			
		||||
	if p == Entities.Grass or p == Entities.Bush or p == Entities.Tree:
 | 
			
		||||
		if get_ground_type() != Grounds.Turf:
 | 
			
		||||
			harvest()
 | 
			
		||||
			till()
 | 
			
		||||
	if p == Entities.Carrots or p == Entities.Pumpkin or p == Entities.Sunflower:
 | 
			
		||||
		check_seeds()
 | 
			
		||||
		if get_ground_type() != Grounds.Soil:
 | 
			
		||||
			harvest()
 | 
			
		||||
			till()
 | 
			
		||||
		while get_water() < 0.8 and num_items(Items.Water_Tank) > 10:
 | 
			
		||||
			use_item(Items.Water_Tank)
 | 
			
		||||
		if num_items(Items.Pumpkin) > 10:
 | 
			
		||||
			if num_items(Items.Fertilizer) < 1:
 | 
			
		||||
				trade(Items.Fertilizer)
 | 
			
		||||
			use_item(Items.Fertilizer)
 | 
			
		||||
	if p == Entities.Cactus:
 | 
			
		||||
		check_seeds()
 | 
			
		||||
		if get_ground_type() != Grounds.Soil:
 | 
			
		||||
			harvest()
 | 
			
		||||
			till()
 | 
			
		||||
	plant(p)
 | 
			
		||||
 | 
			
		||||
def insertion_sort(array):
 | 
			
		||||
	for step in range(1, len(array)):
 | 
			
		||||
		key = array[step]
 | 
			
		||||
		j = step - 1
 | 
			
		||||
 | 
			
		||||
		# Compare key with each element on the left of it until an element smaller than it is found
 | 
			
		||||
		# For descending order, change key<array[j] to key>array[j].        
 | 
			
		||||
		while j >= 0 and key < array[j]:
 | 
			
		||||
			array[j + 1] = array[j]
 | 
			
		||||
			j = j - 1
 | 
			
		||||
 | 
			
		||||
		# Place key at after the element just smaller than it.
 | 
			
		||||
		array[j + 1] = key
 | 
			
		||||
	return array
 | 
			
		||||
	
 | 
			
		||||
							
								
								
									
										33
									
								
								Maze.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								Maze.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,33 @@
 | 
			
		||||
def start_maze(n_times):
 | 
			
		||||
	init_maze()
 | 
			
		||||
	while get_entity_type() != Entities.Hedge and get_entity_type() != Entities.Treasure:
 | 
			
		||||
			trade(Items.Fertilizer)
 | 
			
		||||
			use_item(Items.Fertilizer)
 | 
			
		||||
	for i in range(n_times):
 | 
			
		||||
		while get_entity_type() == Entities.Treasure:
 | 
			
		||||
			trade(Items.Fertilizer)
 | 
			
		||||
			use_item(Items.Fertilizer)
 | 
			
		||||
		solve_maze()
 | 
			
		||||
	harvest()
 | 
			
		||||
	
 | 
			
		||||
def solve_maze():
 | 
			
		||||
	facing = 0 
 | 
			
		||||
	directions = [North, East, South, West]
 | 
			
		||||
	
 | 
			
		||||
	while get_entity_type() != Entities.Treasure:
 | 
			
		||||
		x, y = get_pos_x(), get_pos_y()
 | 
			
		||||
		
 | 
			
		||||
		move(directions[facing % 4])
 | 
			
		||||
		
 | 
			
		||||
		facing += 1
 | 
			
		||||
		if x == get_pos_x() and y == get_pos_y():
 | 
			
		||||
			facing += 2
 | 
			
		||||
		
 | 
			
		||||
def init_maze():
 | 
			
		||||
	clear()
 | 
			
		||||
	harvest()
 | 
			
		||||
	better_plant(Entities.Bush)	
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
while num_items(Items.Gold) < 30000: 
 | 
			
		||||
	start_maze(1)
 | 
			
		||||
							
								
								
									
										19
									
								
								Polyculture.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								Polyculture.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,19 @@
 | 
			
		||||
def polyculture():
 | 
			
		||||
	
 | 
			
		||||
	field = field_plant_grid(get_world_size(), Entities.Grass)
 | 
			
		||||
	
 | 
			
		||||
	for cell in field:
 | 
			
		||||
		goto(cell)
 | 
			
		||||
		if get_companion() != None:
 | 
			
		||||
			c, x, y = get_companion()
 | 
			
		||||
			field[(x,y)] = c
 | 
			
		||||
			
 | 
			
		||||
			p = field[(get_pos_x(), get_pos_y())]
 | 
			
		||||
			better_plant(p)
 | 
			
		||||
			
 | 
			
		||||
		if can_harvest():
 | 
			
		||||
			harvest()
 | 
			
		||||
 | 
			
		||||
init_plant(get_world_size(), Entities.Grass)	
 | 
			
		||||
while num_items(Items.Carrot) < 30000:
 | 
			
		||||
	polyculture()
 | 
			
		||||
							
								
								
									
										24
									
								
								Pumpkins.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								Pumpkins.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,24 @@
 | 
			
		||||
def pumpkin():
 | 
			
		||||
	# init field
 | 
			
		||||
	field = field_plant_grid(get_world_size(), 0)
 | 
			
		||||
	init_plant(get_world_size(), Entities.Pumpkin)
 | 
			
		||||
 | 
			
		||||
	while sum_from_dict(field) < get_world_size()*get_world_size():
 | 
			
		||||
		for cell in field:
 | 
			
		||||
			goto(cell)
 | 
			
		||||
			if get_entity_type() == Entities.Pumpkin:
 | 
			
		||||
				field[cell] = 1
 | 
			
		||||
		
 | 
			
		||||
		for cell in field:
 | 
			
		||||
			if field[cell] == 0:
 | 
			
		||||
				goto(cell)
 | 
			
		||||
				better_plant(Entities.Pumpkin)
 | 
			
		||||
			
 | 
			
		||||
				
 | 
			
		||||
	harvest()
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
while num_items(Items.Pumpkin) < 100000:
 | 
			
		||||
	pumpkin()
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										1
									
								
								Save0
									
									
									
									
									
										Symbolic link
									
								
							
							
						
						
									
										1
									
								
								Save0
									
									
									
									
									
										Symbolic link
									
								
							@@ -0,0 +1 @@
 | 
			
		||||
/storage/SteamLibrary/steamapps/compatdata/2060160/pfx/drive_c/users/steamuser/AppData/LocalLow/TheFarmerWasReplaced/TheFarmerWasReplaced/Saves/Save0
 | 
			
		||||
							
								
								
									
										22
									
								
								Sunflowers.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								Sunflowers.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,22 @@
 | 
			
		||||
def Sunflower():
 | 
			
		||||
	field = field_plant_grid(get_world_size(), 0)
 | 
			
		||||
	
 | 
			
		||||
	for cell in field:
 | 
			
		||||
		goto(cell)
 | 
			
		||||
		better_plant(Entities.Sunflower)
 | 
			
		||||
		field[cell] = measure()
 | 
			
		||||
 | 
			
		||||
	m = 15
 | 
			
		||||
	while field:
 | 
			
		||||
		delete = []
 | 
			
		||||
		for cell in field:
 | 
			
		||||
			if field[cell] == m:
 | 
			
		||||
				goto(cell)
 | 
			
		||||
				harvest()
 | 
			
		||||
				delete.append(cell)
 | 
			
		||||
		for d in delete:
 | 
			
		||||
			field.pop(d)
 | 
			
		||||
		m -= 1
 | 
			
		||||
	
 | 
			
		||||
while num_items(Items.Power) < 10000:
 | 
			
		||||
	Sunflower()
 | 
			
		||||
							
								
								
									
										974
									
								
								__builtins__.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										974
									
								
								__builtins__.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,974 @@
 | 
			
		||||
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]
 | 
			
		||||
    ```
 | 
			
		||||
    """
 | 
			
		||||
    ...
 | 
			
		||||
		Reference in New Issue
	
	Block a user