2021-04-01 09:40:58 +00:00
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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2021-05-19 04:52:53 +00:00
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies
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2021-04-11 16:19:47 +00:00
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from .Shapes import get_shapes
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2021-04-01 09:40:58 +00:00
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def gen_factorio(world: MultiWorld, player: int):
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2021-04-11 16:19:47 +00:00
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static_nodes = world._static_nodes = {"automation", "logistics"} # turn dynamic/option?
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2021-04-01 09:40:58 +00:00
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for tech_name, tech_id in tech_table.items():
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2021-04-09 22:17:55 +00:00
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tech_item = Item(tech_name, tech_name in advancement_technologies, tech_id, player)
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2021-04-01 09:40:58 +00:00
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tech_item.game = "Factorio"
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if tech_name in static_nodes:
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loc = world.get_location(tech_name, player)
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loc.item = tech_item
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2021-04-09 20:10:04 +00:00
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loc.locked = True
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loc.event = tech_item.advancement
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2021-04-01 09:40:58 +00:00
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else:
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world.itempool.append(tech_item)
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2021-04-23 23:16:49 +00:00
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world.custom_data[player]["custom_technologies"] = custom_technologies = set_custom_technologies(world, player)
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set_rules(world, player, custom_technologies)
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2021-04-01 09:40:58 +00:00
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def factorio_create_regions(world: MultiWorld, player: int):
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menu = Region("Menu", None, "Menu", player)
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crash = Entrance(player, "Crash Land", menu)
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menu.exits.append(crash)
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nauvis = Region("Nauvis", None, "Nauvis", player)
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nauvis.world = menu.world = world
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for tech_name, tech_id in tech_table.items():
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tech = Location(player, tech_name, tech_id, nauvis)
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nauvis.locations.append(tech)
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tech.game = "Factorio"
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2021-05-19 03:33:44 +00:00
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location = Location(player, "Rocket Launch", None, nauvis)
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nauvis.locations.append(location)
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event = Item("Victory", True, None, player)
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world.push_item(location, event, False)
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location.event = location.locked = True
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2021-04-01 09:40:58 +00:00
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crash.connect(nauvis)
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world.regions += [menu, nauvis]
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2021-04-23 23:16:49 +00:00
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def set_custom_technologies(world: MultiWorld, player: int):
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custom_technologies = {}
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world_custom = getattr(world, "_custom_technologies", {})
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world_custom[player] = custom_technologies
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world._custom_technologies = world_custom
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allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for technology_name, technology in technology_table.items():
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custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
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return custom_technologies
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2021-04-01 09:40:58 +00:00
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2021-04-23 23:16:49 +00:00
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def set_rules(world: MultiWorld, player: int, custom_technologies):
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2021-04-10 01:03:46 +00:00
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shapes = get_shapes(world, player)
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2021-04-01 09:40:58 +00:00
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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2021-04-23 23:16:49 +00:00
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for tech_name, technology in custom_technologies.items():
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2021-04-09 20:10:04 +00:00
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location = world.get_location(tech_name, player)
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2021-04-23 23:16:49 +00:00
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Rules.set_rule(location, technology.build_rule(player))
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2021-04-10 01:03:46 +00:00
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prequisites = shapes.get(tech_name)
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if prequisites:
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2021-04-10 17:34:30 +00:00
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locations = {world.get_location(requisite, player) for requisite in prequisites}
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2021-04-10 01:03:46 +00:00
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Rules.add_rule(location, lambda state,
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locations=locations: all(state.can_reach(loc) for loc in locations))
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2021-05-19 03:33:44 +00:00
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# get all science pack technologies (but not the ability to craft them)
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world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
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for technology in advancement_technologies)
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2021-04-10 01:03:46 +00:00
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2021-05-19 03:33:44 +00:00
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world.completion_condition[player] = lambda state: state.has('Victory', 1)
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