Factorio: option to randomize silo recipe
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@ -94,6 +94,9 @@ Factorio:
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hard : 0
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very_hard : 0
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insane : 0
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silo:
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vanilla: 1
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randomize_recipe: 0
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free_samples:
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none: 1
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single_craft: 0
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@ -44,6 +44,13 @@ class TechCost(Choice):
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default = 3
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class Silo(Choice):
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"""Ingredients to craft rocket silo."""
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option_vanilla = 0
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option_randomize_recipe = 1
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default = 0
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class FreeSamples(Choice):
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"""Get free items with your technologies."""
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option_none = 0
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@ -242,6 +249,7 @@ factorio_options: typing.Dict[str, type(Option)] = {
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"max_science_pack": MaxSciencePack,
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"tech_tree_layout": TechTreeLayout,
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"tech_cost": TechCost,
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"silo": Silo,
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"free_samples": FreeSamples,
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"tech_tree_information": TechTreeInformation,
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"starting_items": FactorioStartItems,
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@ -82,12 +82,14 @@ class Recipe(FactorioElement):
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category: str
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ingredients: Dict[str, int]
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products: Dict[str, int]
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energy: float
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def __init__(self, name: str, category: str, ingredients: Dict[str, int], products: Dict[str, int]):
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def __init__(self, name: str, category: str, ingredients: Dict[str, int], products: Dict[str, int], energy: float):
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self.name = name
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self.category = category
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self.ingredients = ingredients
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self.products = products
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self.energy = energy
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def __repr__(self):
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return f"{self.__class__.__name__}({self.name})"
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@ -125,6 +127,19 @@ class Recipe(FactorioElement):
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ingredients[ingredient] += cost
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return ingredients
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@property
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def total_energy(self) -> float:
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"""Total required energy (crafting time) for single craft"""
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# TODO: multiply mining energy by 2 since drill has 0.5 speed
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total_energy = self.energy
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for ingredient, cost in self.ingredients.items():
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if ingredient in all_product_sources:
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for ingredient_recipe in all_product_sources[ingredient]: # FIXME: this may select the wrong recipe
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craft_count = max((n for name, n in ingredient_recipe.products.items() if name == ingredient))
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total_energy += ingredient_recipe.total_energy / craft_count * cost
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break
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return total_energy
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class Machine(FactorioElement):
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def __init__(self, name, categories):
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self.name: str = name
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@ -151,13 +166,14 @@ del (raw)
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recipes = {}
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all_product_sources: Dict[str, Set[Recipe]] = {"character": set()}
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# add uranium mining to logic graph. TODO: add to automatic extractor for mod support
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raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining"}
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raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining", "energy": 2}
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for recipe_name, recipe_data in raw_recipes.items():
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# example:
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# "accumulator":{"ingredients":{"iron-plate":2,"battery":5},"products":{"accumulator":1},"category":"crafting"}
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recipe = Recipe(recipe_name, recipe_data["category"], recipe_data["ingredients"], recipe_data["products"])
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# FIXME: add mining?
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recipe = Recipe(recipe_name, recipe_data["category"], recipe_data["ingredients"],
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recipe_data["products"], recipe_data["energy"] if "energy" in recipe_data else 0)
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recipes[recipe_name] = recipe
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if set(recipe.products).isdisjoint(
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# prevents loop recipes like uranium centrifuging
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@ -260,9 +276,11 @@ for ingredient_name in all_ingredient_names:
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@functools.lru_cache(10)
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def get_rocket_requirements(recipe: Recipe) -> Set[str]:
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techs = recursively_get_unlocking_technologies("rocket-silo")
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for ingredient in recipe.ingredients:
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def get_rocket_requirements(silo_recipe: Recipe, part_recipe: Recipe) -> Set[str]:
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techs = set()
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for ingredient in silo_recipe.ingredients:
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techs |= recursively_get_unlocking_technologies(ingredient)
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for ingredient in part_recipe.ingredients:
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techs |= recursively_get_unlocking_technologies(ingredient)
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return {tech.name for tech in techs}
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@ -2,13 +2,15 @@ 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, \
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all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes, \
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all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \
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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
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from .Mod import generate_mod
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from .Options import factorio_options
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import logging
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class FactorioItem(Item):
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game = "Factorio"
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@ -99,7 +101,11 @@ class Factorio(World):
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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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victory_tech_names = get_rocket_requirements(self.custom_recipes["rocket-part"])
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silo_recipe = self.custom_recipes["rocket-silo"] \
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if "rocket-silo" in self.custom_recipes \
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else next(iter(all_product_sources.get("rocket-silo")))
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part_recipe = self.custom_recipes["rocket-part"]
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victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe)
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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
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victory_tech_names)
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@ -120,6 +126,76 @@ class Factorio(World):
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options = factorio_options
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def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1) -> Recipe:
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"""Generate a recipe from pool with time and cost similar to original * factor"""
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new_ingredients = {}
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self.world.random.shuffle(pool)
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target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
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target_energy = original.total_energy * factor
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target_num_ingredients = len(original.ingredients)
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remaining_raw = target_raw
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remaining_energy = target_energy
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remaining_num_ingredients = target_num_ingredients
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fallback_pool = []
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# fill all but one slot with random ingredients, last with a good match
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while remaining_num_ingredients > 0 and len(pool) > 0:
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if remaining_num_ingredients == 1:
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max_raw = 1.1 * remaining_raw
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min_raw = 0.9 * remaining_raw
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max_energy = 1.1 * remaining_energy
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min_energy = 1.1 * remaining_energy
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else:
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max_raw = remaining_raw * 0.75
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min_raw = (remaining_raw - max_raw) / remaining_num_ingredients
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max_energy = remaining_energy * 0.75
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min_energy = (remaining_energy - max_energy) / remaining_num_ingredients
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ingredient = pool.pop()
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if ingredient not in recipes:
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logging.warning(f"missing recipe for {ingredient}")
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continue
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ingredient_recipe = recipes[ingredient]
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ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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ingredient_energy = ingredient_recipe.total_energy
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min_num_raw = min_raw/ingredient_raw
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max_num_raw = max_raw/ingredient_raw
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min_num_energy = min_energy/ingredient_energy
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max_num_energy = max_energy/ingredient_energy
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min_num = int(max(1, min_num_raw, min_num_energy))
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max_num = int(min(1000, max_num_raw, max_num_energy))
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if min_num > max_num:
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fallback_pool.append(ingredient)
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continue # can't use that ingredient
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num = self.world.random.randint(min_num,max_num)
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new_ingredients[ingredient] = num
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remaining_raw -= num * ingredient_raw
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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# fill failed slots with whatever we got
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pool = fallback_pool
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while remaining_num_ingredients > 0 and len(pool) > 0:
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ingredient = pool.pop()
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if ingredient not in recipes:
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logging.warning(f"missing recipe for {ingredient}")
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continue
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ingredient_recipe = recipes[ingredient]
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ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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ingredient_energy = ingredient_recipe.total_energy
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num_raw = remaining_raw/ingredient_raw/remaining_num_ingredients
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num_energy = remaining_energy/ingredient_energy/remaining_num_ingredients
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num = int(min(num_raw, num_energy))
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if num < 1: continue
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new_ingredients[ingredient] = num
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remaining_raw -= num * ingredient_raw
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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if remaining_num_ingredients > 1:
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logging.warning("could not randomize recipe")
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return Recipe(original.name, original.category, new_ingredients, original.products, original.energy)
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def set_custom_technologies(self):
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custom_technologies = {}
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allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
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@ -134,7 +210,8 @@ class Factorio(World):
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self.world.random.shuffle(valid_pool)
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self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
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{valid_pool[x] : 10 for x in range(3)},
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original_rocket_part.products)}
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original_rocket_part.products,
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original_rocket_part.energy)}
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self.additional_advancement_technologies = {tech.name for tech in
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self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
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@ -148,11 +225,21 @@ class Factorio(World):
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new_ingredients = {}
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for _ in original.ingredients:
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new_ingredients[valid_pool.pop()] = 1
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new_recipe = Recipe(pack, original.category, new_ingredients, original.products)
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new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy)
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self.additional_advancement_technologies |= {tech.name for tech in
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new_recipe.recursive_unlocking_technologies}
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self.custom_recipes[pack] = new_recipe
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if self.world.silo[self.player]:
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valid_pool = []
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for pack in self.world.max_science_pack[self.player].get_allowed_packs():
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valid_pool += sorted(science_pack_pools[pack])
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new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
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factor = (self.world.max_science_pack[self.player].value+1)/7)
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self.additional_advancement_technologies |= {tech.name for tech in
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new_recipe.recursive_unlocking_technologies}
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self.custom_recipes["rocket-silo"] = new_recipe
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# handle marking progressive techs as advancement
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prog_add = set()
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for tech in self.additional_advancement_technologies:
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