Factorio: add small_diamonds tech tree layout

This commit is contained in:
Fabian Dill 2021-04-10 03:03:46 +02:00
parent e11016b0a2
commit 0586b24579
8 changed files with 53 additions and 15 deletions

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@ -60,6 +60,7 @@ class MultiWorld():
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('tech_tree_layout_prerequisites', {})
set_player_attr('_region_cache', {})
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")

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@ -273,6 +273,7 @@ class FreeSamples(Choice):
class TechTreeLayout(Choice):
option_single = 0
option_small_diamonds = 1
default = 0
class Visibility(Choice):

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@ -44,9 +44,14 @@ new_tree_copy.icon_size = table.deepcopy(technologies["{{ item_name }}"].icon_si
new_tree_copy.icon = "__{{ mod_name }}__/graphics/icons/ap.png"
new_tree_copy.icons = nil
new_tree_copy.icon_size = 512
{% endif %}
{#- add new technology to game #}
{#- connect Technology #}
{%- if original_tech_name in tech_tree_layout_prerequisites %}
{%- for prerequesite in tech_tree_layout_prerequisites[original_tech_name] %}
table.insert(new_tree_copy.prerequisites, "ap-{{ tech_table[prerequesite] }}-")
{% endfor %}
{% endif -%}
{#- add new Technology to game #}
data:extend{new_tree_copy}
{% endfor %}

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@ -38,6 +38,7 @@ progression_balancing:
# Factorio options:
tech_tree_layout:
single: 1
small_diamonds: 1
max_science_pack:
automation_science_pack: 0
logistic_science_pack: 0

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@ -8,28 +8,27 @@ __all__ = {"lookup_any_item_id_to_name",
from .alttp.Items import lookup_id_to_name as alttp
from .hk.Items import lookup_id_to_name as hk
from .factorio import Technologies
lookup_any_item_id_to_name = {**alttp, **hk, **Technologies.lookup_id_to_name}
assert len(alttp) + len(hk) + len(Technologies.lookup_id_to_name) == len(lookup_any_item_id_to_name)
lookup_any_item_name_to_id = {name: id for id, name in lookup_any_item_id_to_name.items()}
from .alttp import Regions
from .hk import Locations
lookup_any_location_id_to_name = {**Regions.lookup_id_to_name, **Locations.lookup_id_to_name,
**Technologies.lookup_id_to_name}
assert len(Regions.lookup_id_to_name) + len(Locations.lookup_id_to_name) + len(Technologies.lookup_id_to_name) == \
len(lookup_any_location_id_to_name)
lookup_any_location_name_to_id = {name: id for id, name in lookup_any_location_id_to_name.items()}
network_data_package = {"lookup_any_location_id_to_name": lookup_any_location_id_to_name,
"lookup_any_item_id_to_name": lookup_any_item_id_to_name,
"version": 3}
"version": 4}
@enum.unique
class Games(str, enum.Enum):
HK = "Hollow Knight"
LTTP = "A Link to the Past"
Factorio = "Factorio"

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@ -51,7 +51,8 @@ def generate_mod(world: MultiWorld, player: int):
6: 10}[world.tech_cost[player].value]
template_data = {"locations": locations, "player_names" : player_names, "tech_table": tech_table,
"mod_name": mod_name, "allowed_science_packs": world.max_science_pack[player].get_allowed_packs(),
"tech_cost_scale": tech_cost}
"tech_cost_scale": tech_cost,
"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player]}
for factorio_option in Options.factorio_options:
template_data[factorio_option] = getattr(world, factorio_option)[player].value
control_code = control_template.render(**template_data)

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@ -1,3 +1,4 @@
from __future__ import annotations
# Factorio technologies are imported from a .json document in /data
from typing import Dict, Set, FrozenSet
import json
@ -16,6 +17,7 @@ technology_table = {}
always = lambda state: True
class Technology(): # maybe make subclass of Location?
def __init__(self, name, ingredients):
self.name = name
@ -42,6 +44,14 @@ class Technology(): # maybe make subclass of Location?
return always
def get_prior_technologies(self, allowed_packs) -> Set[Technology]:
"""Get Technologies that have to precede this one to resolve tree connections."""
technologies = set()
for ingredient in self.ingredients:
if ingredient in allowed_packs:
technologies |= required_technologies[ingredient] # technologies that unlock the recipes
return technologies
def __hash__(self):
return self.factorio_id
@ -68,11 +78,7 @@ class Recipe():
# recipes and technologies can share names in Factorio
for technology_name in sorted(raw):
data = raw[technology_name]
factorio_id += 1
# not used yet
# if data["requires"]:
# requirements[technology] = set(data["requires"])
current_ingredients = set(data["ingredients"])
technology = Technology(technology_name, current_ingredients)
tech_table[technology_name] = technology.factorio_id
@ -87,7 +93,6 @@ for technology, data in raw.items():
del (raw)
lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()}
all_recipes: Dict[str, Recipe] = {}
all_product_sources: Dict[str, Recipe] = {}
for recipe_name, recipe_data in raw_recipes.items():
# example:
@ -95,7 +100,6 @@ for recipe_name, recipe_data in raw_recipes.items():
recipe = Recipe(recipe_name, recipe_data["category"], set(recipe_data["ingredients"]), set(recipe_data["products"]))
if recipe.products != recipe.ingredients: # prevents loop recipes like uranium centrifuging
all_recipes[recipe_name] = recipe
for product_name in recipe.products:
all_product_sources[product_name] = recipe

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@ -1,7 +1,8 @@
import logging
from typing import List, Dict
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from Options import TechTreeLayout
from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, required_technologies
static_nodes = {"automation", "logistics"}
@ -35,7 +36,26 @@ def factorio_create_regions(world: MultiWorld, player: int):
world.regions += [menu, nauvis]
def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
prerequisites = {}
if world.tech_tree_layout[player].value == TechTreeLayout.option_small_diamonds:
tech_names: List[str] = list(set(technology_table)-static_nodes)
tech_names.sort()
world.random.shuffle(tech_names)
while len(tech_names) > 4:
diamond_0, diamond_1, diamond_2, diamond_3 = tech_names[:4]
tech_names = tech_names[4:]
# 0 |
# 1 2 |
# 3 V
prerequisites[diamond_3] = [diamond_1, diamond_2]
prerequisites[diamond_2] = prerequisites[diamond_1] = [diamond_0]
world.tech_tree_layout_prerequisites[player] = prerequisites
return prerequisites
def set_rules(world: MultiWorld, player: int):
shapes = get_shapes(world, player)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
allowed_packs = world.max_science_pack[player].get_allowed_packs()
@ -43,6 +63,12 @@ def set_rules(world: MultiWorld, player: int):
# 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))
# get all technologies
world.completion_condition[player] = lambda state: all(state.has(technology, player)