Archipelago/worlds/factorio/__init__.py

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from ..AutoWorld import World
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from BaseClasses import Region, Entrance, Location, Item
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes, \
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
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get_science_pack_pools, Recipe, recipes, technology_table, tech_table
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from .Shapes import get_shapes
from .Mod import generate_mod
from .Options import factorio_options
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class FactorioItem(Item):
game = "Factorio"
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class Factorio(World):
game: str = "Factorio"
static_nodes = {"automation", "logistics", "rocket-silo"}
custom_recipes = {}
additional_advancement_technologies = set()
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item_names = frozenset(tech_table)
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location_names = frozenset(base_tech_table)
item_name_to_id = tech_table
location_name_to_id = base_tech_table
def generate_basic(self):
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for tech_name in base_tech_table:
if self.world.progressive:
item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
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else:
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item_name = item_name
tech_item = self.create_item(item_name)
if tech_name in self.static_nodes:
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self.world.get_location(tech_name, self.player).place_locked_item(tech_item)
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else:
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self.world.itempool.append(tech_item)
map_basic_settings = self.world.world_gen[self.player].value["basic"]
if map_basic_settings.get("seed", None) is None: # allow seed 0
map_basic_settings["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
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generate_output = generate_mod
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def create_regions(self):
player = self.player
menu = Region("Menu", None, "Menu", player, self.world)
crash = Entrance(player, "Crash Land", menu)
menu.exits.append(crash)
nauvis = Region("Nauvis", None, "Nauvis", player, self.world)
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for tech_name, tech_id in base_tech_table.items():
tech = Location(player, tech_name, tech_id, nauvis)
nauvis.locations.append(tech)
tech.game = "Factorio"
location = Location(player, "Rocket Launch", None, nauvis)
nauvis.locations.append(location)
location.game = "Factorio"
event = Item("Victory", True, None, player)
event.game = "Factorio"
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self.world.push_item(location, event, False)
location.event = location.locked = True
for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
location = Location(player, f"Automate {ingredient}", None, nauvis)
location.game = "Factorio"
nauvis.locations.append(location)
event = Item(f"Automated {ingredient}", True, None, player)
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self.world.push_item(location, event, False)
location.event = location.locked = True
crash.connect(nauvis)
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self.world.regions += [menu, nauvis]
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def set_rules(self):
world = self.world
player = self.player
self.custom_technologies = self.set_custom_technologies()
self.set_custom_recipes()
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shapes = get_shapes(self)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
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location = world.get_location(f"Automate {ingredient}", player)
if self.world.recipe_ingredients[self.player]:
custom_recipe = self.custom_recipes[ingredient]
location.access_rule = lambda state, ingredient=ingredient, custom_recipe = custom_recipe: \
(ingredient not in technology_table or state.has(ingredient, player)) and \
all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
for technology in required_technologies[sub_ingredient])
else:
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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for tech_name, technology in self.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))
victory_tech_names = get_rocket_requirements(self.custom_recipes["rocket-part"])
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world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
for technology in
victory_tech_names)
world.completion_condition[player] = lambda state: state.has('Victory', player)
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def collect(self, state, item) -> bool:
if item.advancement and item.name in progressive_technology_table:
prog_table = progressive_technology_table[item.name].progressive
for item_name in prog_table:
if not state.has(item_name, item.player):
state.prog_items[item_name, item.player] += 1
return True
return super(Factorio, self).collect(state, item)
def get_required_client_version(self) -> tuple:
return max((0, 1, 5), super(Factorio, self).get_required_client_version())
options = factorio_options
def set_custom_technologies(self):
custom_technologies = {}
allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
for technology_name, technology in base_technology_table.items():
custom_technologies[technology_name] = technology.get_custom(self.world, allowed_packs, self.player)
return custom_technologies
def set_custom_recipes(self):
original_rocket_part = recipes["rocket-part"]
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science_pack_pools = get_science_pack_pools()
valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()])
self.world.random.shuffle(valid_pool)
self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
{valid_pool[x] : 10 for x in range(3)},
original_rocket_part.products)}
self.additional_advancement_technologies = {tech.name for tech in
self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
if self.world.recipe_ingredients[self.player]:
valid_pool = []
for pack in self.world.max_science_pack[self.player].get_ordered_science_packs():
valid_pool += sorted(science_pack_pools[pack])
self.world.random.shuffle(valid_pool)
if pack in recipes: # skips over space science pack
original = recipes[pack]
new_ingredients = {}
for _ in original.ingredients:
new_ingredients[valid_pool.pop()] = 1
new_recipe = Recipe(pack, original.category, new_ingredients, original.products)
self.additional_advancement_technologies |= {tech.name for tech in
new_recipe.recursive_unlocking_technologies}
self.custom_recipes[pack] = new_recipe
# handle marking progressive techs as advancement
prog_add = set()
for tech in self.additional_advancement_technologies:
if tech in tech_to_progressive_lookup:
prog_add.add(tech_to_progressive_lookup[tech])
self.additional_advancement_technologies |= prog_add
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def create_item(self, name: str) -> Item:
assert name in tech_table
return FactorioItem(name, name in advancement_technologies or
name in self.additional_advancement_technologies,
tech_table[name], self.player)