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, required_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)
set_rules(world, player)
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"
crash.connect(nauvis)
world.regions += [menu, nauvis]
def set_rules(world: MultiWorld, player: int):
shapes = get_shapes(world, player)
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if world.logic[player] != 'nologic':
from worlds.generic import Rules
allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for tech_name, technology in technology_table.items():
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# loose nodes
location = world.get_location(tech_name, player)
Rules.set_rule(location, technology.build_rule(allowed_packs, 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 technologies
world.completion_condition[player] = lambda state: all(state.has(technology, player)
for technology in advancement_technologies)