Archipelago/worlds/factorio/__init__.py

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