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from __future__ import annotations
from typing import Any, TypeVar, overload
from typing_extensions import TypeAlias
# Default value for int keyword arguments, use it when default value is not clear
from focs._types import (
_ID,
_T,
_Aggregator,
_BuildingType,
_Condition,
_ConditionalComposition,
_DesignID,
_Effect,
_EffectGroup,
_Empire,
_EmpireId,
_FloatParam,
_Focus,
_IntParam,
_MeterType,
_PlanetEnvironment,
_PlanetId,
_PlanetSize,
_PlanetType,
_Resource,
_SpeciesValue,
_StarType,
_StringParam,
_SystemID,
_ValueParam,
_Visibility,
)
Capacity = _MeterType()
MaxCapacity = _MeterType()
SecondaryStat = _MeterType()
MaxSecondaryStat = _MeterType()
Blue = _StarType()
White = _StarType()
Orange = _StarType()
Yellow = _StarType()
Red = _StarType()
Neutron = _StarType()
NoStar = _StarType()
BlackHole = _StarType()
def Object(id) -> _Condition: ...
Invisible = _Visibility()
Basic = _Visibility()
Partial = _Visibility()
Full = _Visibility()
Tiny = _PlanetSize()
Small = _PlanetSize()
Medium = _PlanetSize()
Large = _PlanetSize()
Huge = _PlanetSize()
Swamp = _PlanetType()
Toxic = _PlanetType()
Inferno = _PlanetType()
Radiated = _PlanetType()
Barren = _PlanetType()
Tundra = _PlanetType()
Desert = _PlanetType()
Terran = _PlanetType()
Ocean = _PlanetType()
AsteroidsType = _PlanetType()
GasGiantType = _PlanetType()
Good = _PlanetEnvironment()
Adequate = _PlanetEnvironment()
Poor = _PlanetEnvironment()
Hostile = _PlanetEnvironment()
Uninhabitable = _PlanetEnvironment()
ThisSpecies = _SpeciesValue()
ThisBuilding = _BuildingType()
BuildBuilding = _BuildingType()
AnyEmpire = _Empire()
EnemyOf = _Empire()
AllyOf = _Empire()
CurrentTurn = 0
ContentFocus = _Focus()
class _SystemInfo:
LastTurnBattleHere: int
ID: _ID
class Source:
"""
FOCS Source condition is IsSource, this class is for value ref Source.<something>
"""
Owner: _Empire
ID: _ID
SystemID: _SystemID
Species: _SpeciesValue
System: _SystemInfo
PlanetID: _PlanetId
TargetPopulation: float
Research: float
Industry: float
HabitableSize: float
CreationTurn: int
class LocalCandidate:
LastTurnConquered: int
LastTurnActiveInBattle: int
LastTurnColonized: int
TurnsSinceFocusChange: int
LastTurnAttackedByShip: int
LastTurnResupplied: int
ETA: int
ArrivedOnTurn: int
ID: _ID
Owner: _Empire
Focus: _Focus
NextSystemID: _SystemID
System: _SystemInfo
OrderedColonizePlanetID: _PlanetId
Species: _SpeciesValue
LastInvadedByEmpire: _Empire
LastColonizedByEmpire: _Empire
MaxStructure: float
Industry: float
TargetResearch: float
Research: float
TargetIndustry: float
Stockpile: float
MaxStockpile: float
Construction: float
TargetConstruction: float
Influence: float
TargetInfluence: float
Population: float
TargetPopulation: float
Happiness: float
TargetHappiness: float
PlanetID: _PlanetId
class RootCandidate:
ID: _ID
Owner: _Empire
PreviousSystemID: _SystemID
class Target:
Owner: _Empire
ID: _ID
SystemID: _SystemID
PlanetID: _PlanetId
DesignID: _DesignID
Construction: Any
PreviousSystemID: _SystemID
TurnsSinceFocusChange: int
Population: float
Happiness: float
HabitableSize: float
MaxSupply: float
MaxFuel: float
MaxStructure: float
MaxTroops: float
MaxDefense: float
MaxShield: float
MaxStockpile: float
TargetPopulation: float
TargetResearch: float
TargetInfluence: float
TargetIndustry: float
TargetConstruction: float
TargetHappiness: float
_O = TypeVar("_O", str, int, float)
class _ValuePlaceholder(_ConditionalComposition):
def __call__(self, arg: _T) -> _T: ...
def __add__(self, other: _T) -> _T: ...
def __radd__(self, other: _T) -> _T: ...
def __sub__(self, other: _T) -> _T: ...
def __rsub__(self, other: _T) -> _T: ...
def __mul__(self, other: _T) -> _T: ...
def __rmul__(self, other: _T) -> _T: ...
def __floordiv__(self, other: _T) -> _T: ...
def __rfloordiv__(self, other: _T) -> _T: ...
def __truediv__(self, other: _T) -> _T: ...
def __rtruediv__(self, other: _T) -> _T: ...
def __pow__(self, other: _T) -> _T: ...
def __rpow__(self, other: _T) -> _T: ...
Value = _ValuePlaceholder()
ValueVisibility = _Visibility()
Min = _Aggregator()
Max = _Aggregator()
Sum = _Aggregator()
Mode = _Aggregator()
GalaxySize: _FloatParam = ...
_args_type = int | float | str | _ValuePlaceholder
def OneOf(type_: type[_T], *args: _args_type) -> _T: ...
def Abs(type_: type[_T], value: _args_type) -> _T: ...
def Floor(type_: type[_T], value: _FloatParam) -> _T: ...
@overload
def MinOf(type_: type[_T], *args: _args_type) -> _T: ...
@overload
def MinOf(type_: str, *args: _Visibility) -> int: ...
@overload
def MaxOf(type_: type[_T], *args: _args_type) -> _T: ...
@overload
def MaxOf(type_: str, *args: _Visibility) -> int: ...
def SpeciesColoniesOwned(*, empire: _Empire) -> int: ...
def DirectDistanceBetween(target: _ID, source: _ID) -> float: ...
def StatisticIf(type_: type[_T], condition: _Condition) -> _T: ...
def StatisticCount(type_: type[_T], condition: _Condition) -> _T: ...
def Statistic(type_: type[_T], aggregator: _Aggregator, value: _ValueParam, condition: _Condition) -> _T: ...
def NamedReal(*, name: str, value: _FloatParam) -> float: ...
def NamedRealLookup(*, name: str) -> float: ...
def NamedIntegerLookup(*, name: str) -> int: ...
def JumpsBetween(source: _ID, target: _ID) -> int: ...
def SpeciesShipsDestroyed(empire: _EmpireId, name: _SpeciesValue) -> int: ...
def SpeciesShipsLost(empire: _EmpireId, name: _SpeciesValue) -> int: ...
def SpeciesEmpireTargetOpinion(*, species: _SpeciesValue, empire: _EmpireId) -> float: ...
def EmpireStockpile(empire: _EmpireId, resource: _Resource) -> float: ...
def PartCapacity(*, name: str) -> float: ...
def PartSecondaryStat(*, name: str) -> float: ...
def PartsInShipDesign(*, name: str, design: _DesignID) -> float: ...
def ShipPartMeter(*, part: str, meter: _MeterType, ship: _ID): ...
def UserString(name: str) -> str: ...
def EmpireMeterValue(empire: _EmpireId, meter: str) -> float: ...
def EffectsGroup(
*,
scope: _Condition,
effects: list[_Effect] | _Effect,
activation: bool | _Condition | None = None,
description: str = "",
priority=None,
accountinglabel: str = "",
stackinggroup: str = "",
) -> _EffectGroup: ...
# Conditions
CurrentContent = ""
def Enqueued(type: _BuildingType, name: str) -> _Condition: ...
def TurnTechResearched(*, empire: _EmpireId, name: str) -> _Condition: ...
def IsBuilding(*, name: list[str | _BuildingType] = ...) -> _Condition: ...
def Number(*, low: int, condition: _Condition) -> _Condition: ...
def Planet(
*, type: list[_PlanetType] = ..., environment: list[_PlanetEnvironment] = ..., size: list[_PlanetSize] = ...
) -> _Condition: ...
def Star(*, type: list[_StarType]) -> _Condition: ...
def Location(type: _Focus, name: _SpeciesValue, name2: _Focus | str) -> _Condition: ...
def HasSpecies(*, name: list[_StringParam] = ...) -> _Condition: ...
def IsField(*, name: list[_StringParam]) -> _Condition: ...
def Population(*, low: _FloatParam = ..., high: _FloatParam = ...) -> _Condition: ...
def TargetPopulation(*, low: _FloatParam = ..., high: _FloatParam = ...) -> _Condition: ...
def SpeciesLikes(*, name: _Focus | _BuildingType) -> _Condition: ...
def SpeciesDislikes(*, name: _Focus | _BuildingType) -> _Condition: ...
def Homeworld(*, name: list[_SpeciesValue] = ...) -> _Condition: ...
def HasTag(*, name: str) -> _Condition: ...
def VisibleToEmpire(*, empire: _EmpireId) -> _Condition: ...
def ContainedBy(condition: _Condition) -> _Condition: ...
def HasSpecial(*, name: str) -> _Condition: ...
def OwnerHasTech(*, name: str) -> _Condition: ...
System = _Condition()
Ship = _Condition()
Monster = _Condition()
Armed = _Condition()
Unowned = _Condition()
Capital = _Condition()
IsHuman = _Condition()
Fleet = _Condition()
Stationary = _Condition()
IsSource = _Condition()
IsTarget = _Condition()
CanColonize = _Condition()
def InSystem(*, id: _SystemID = _SystemID()) -> _Condition: ...
GalaxyMaxAIAggression = 0
GalaxyMonsterFrequency = 0
def MinimumNumberOf(number: int, sortkey: _FloatParam, condition: _Condition) -> _Condition: ...
def TargetIndustry(*, low: int) -> _Condition: ...
def Happiness(*, low: _FloatParam) -> _Condition: ...
def Focus(*, type: list[str]) -> _Condition: ...
def Random(*, probability: _FloatParam) -> _Condition: ...
def OwnedBy(*, affiliation: _EmpireId = _Empire(), empire: _EmpireId = _Empire()) -> _Condition: ...
def WithinStarlaneJumps(*, jumps: _IntParam, condition: _Condition) -> _Condition: ...
def WithinDistance(*, distance: int, condition: _Condition) -> _Condition: ...
def ResourceSupplyConnected(*, empire: _EmpireId, condition: _Condition) -> _Condition: ...
def Contains(scope: _Condition) -> _Condition: ...
def Turn(*, high: _IntParam = ..., low: _IntParam = ...) -> _Condition: ...
def Structure(*, low: _FloatParam = ..., high: _FloatParam = ...) -> _Condition: ...
def ResupplyableBy(*, empire: _EmpireId) -> _Condition: ...
def DesignHasPart(*, name: str, low: int = ..., high: int = ...) -> _Condition: ...
def EmpireHasAdoptedPolicy(*, name: str, empire: _EmpireId = _Empire()) -> _Condition: ...
Influence = _Resource()
def HasEmpireStockpile(*, empire: _EmpireId, resource: _Resource, low: int = ..., high: int = ...) -> _Condition: ...
def NumPoliciesAdopted(*, empire: _EmpireId) -> _Condition: ...
def OnPlanet(*, id: _ID) -> _Condition: ...
# Effects
Destroy = _Effect()
_RuleType: TypeAlias = type[_T]
def GameRule(
*,
type: _RuleType,
name: str,
) -> float: ...
NoEffect = _Effect()
def Conditional(
*,
condition: _Condition | bool,
effects: list[_Effect],
else_: list[_Effect] = ...,
) -> _Effect: ...
def AddSpecial(*, name: str) -> _Effect: ...
def RemoveSpecial(*, name: str) -> _Effect: ...
def SetMaxShield(*, value: _FloatParam, accountinglabel: str = "") -> _Effect: ...
def SetMaxStructure(*, value: _FloatParam, accountinglabel: str = "") -> _Effect: ...
def SetEmpireStockpile(*, resource: _Resource, value: _FloatParam) -> _Effect: ...
def SetShield(*, value: _FloatParam) -> _Effect: ...
def SetTargetIndustry(*, value: _FloatParam) -> _Effect: ...
def SetDetection(*, value: _FloatParam) -> _Effect: ...
def SetStructure(*, value: _FloatParam) -> _Effect: ...
def SetFuel(*, value: _FloatParam) -> _Effect: ...
def SetDefense(*, value: _FloatParam) -> _Effect: ...
def SetMaxTroops(*, value: _FloatParam) -> _Effect: ...
def SetStockpile(*, value: _FloatParam) -> _Effect: ...
def SetMaxStockpile(*, value: _FloatParam, accountinglabel: str = "") -> _Effect: ...
def SetTargetHappiness(*, value: _FloatParam) -> _Effect: ...
def GiveEmpirePolicy(*, name: str, empire: _EmpireId = _Empire()) -> _Effect: ...
def SetVisibility(empire: _EmpireId, visibility: Any) -> _Effect: ...
def SetPopulation(*, value: _FloatParam) -> _Effect: ...
def SetPlanetType(*, type: _PlanetType) -> _Effect: ...
def SetSpecies(*, name: _StringParam) -> _Effect: ...
def SetTroops(*, value: _FloatParam) -> _Effect: ...
def SetMaxDefense(*, value: _FloatParam) -> _Effect: ...
def SetSupply(*, value: _FloatParam) -> _Effect: ...
def SetTargetResearch(*, value: _FloatParam) -> _Effect: ...
def SetHappiness(*, value: _FloatParam) -> _Effect: ...
def SetPlanetSize(*, planetsize: _PlanetSize) -> _Effect: ...
def SetMaxSupply(*, value: _FloatParam) -> _Effect: ...
def SetMaxFuel(*, value: _FloatParam) -> _Effect: ...
def SetResearch(*, value: _FloatParam) -> _Effect: ...
def SetIndustry(*, value: _FloatParam) -> _Effect: ...
def SetInfluence(*, value: _FloatParam) -> _Effect: ...
def SetSpeciesTargetOpinion(*, species: _SpeciesValue, empire: _EmpireId, opinion: _FloatParam) -> _Effect: ...
def SetSpeciesOpinion(*, species: _SpeciesValue, empire: _EmpireId, opinion: _FloatParam) -> _Effect: ...
def SetTargetPopulation(*, value: _FloatParam, accountinglabel: str = "") -> _Effect: ...
def SetTargetInfluence(*, value: _FloatParam) -> _Effect: ...
def SetTargetConstruction(*, value: _FloatParam) -> _Effect: ...
def SetConstruction(*, value: _FloatParam) -> _Effect: ...
def SetRebelTroops(*, value: _FloatParam) -> _Effect: ...
def SetStealth(*, value: _FloatParam) -> _Effect: ...
def CreateBuilding(*, type: str) -> _Effect: ...
def CreateShip(*, designname: str, species: str = "") -> _Effect: ...
def SetCapacity(*, partname: str, value: _FloatParam) -> _Effect: ...
def SetSecondaryStat(*, partname: str, value: _FloatParam) -> _Effect: ...
def SetMaxDamage(*, partname: str, value: _FloatParam) -> _Effect: ...
def SetMaxCapacity(*, partname: str, value: _FloatParam) -> _Effect: ...
def SetMaxSecondaryStat(*, partname: str, value: _FloatParam) -> _Effect: ...
def MoveTo(*, destination: _Condition) -> _Effect: ...
def MoveTowards(*, speed: int, target: _Condition) -> _Effect: ...
def SetStarType(*, type: _StarType) -> _Effect: ...
def SetEmpireMeter(*, empire: _EmpireId, meter: str, value: _FloatParam) -> _Effect: ...
def SetOwner(*, empire: _EmpireId) -> _Effect: ...
def GenerateSitRepMessage(
*,
message: str,
label: str,
empire: _EmpireId,
parameters: dict[str, Any] = {},
icon: str = "",
) -> _Effect: ...
def GiveEmpireTech(*, name: str, empire: _EmpireId = _Empire()) -> _Effect: ...
def Victory(*, reason: str) -> _Effect: ...
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