move more Factorio stuff around

This commit is contained in:
Fabian Dill 2021-06-11 18:02:48 +02:00
parent 760fb32016
commit 2c4c899179
7 changed files with 75 additions and 60 deletions

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@ -23,6 +23,7 @@ class MultiWorld():
plando_items: List[PlandoItem]
plando_connections: List[PlandoConnection]
er_seeds: Dict[int, str]
worlds: Dict[int, "AutoWorld.World"]
class AttributeProxy():
def __init__(self, rule):
@ -32,8 +33,6 @@ class MultiWorld():
return self.rule(player)
def __init__(self, players: int):
from worlds import AutoWorld
self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
self.players = players
self.teams = 1
@ -140,9 +139,17 @@ class MultiWorld():
set_player_attr('completion_condition', lambda state: True)
self.custom_data = {}
self.worlds = {}
for player in range(1, players+1):
def set_options(self, args):
import Options
from worlds import AutoWorld
for option_set in Options.option_sets:
for option in option_set:
setattr(self, option, getattr(args, option, {}))
for player in self.player_ids:
self.custom_data[player] = {}
self.worlds[player] = AutoWorld.AutoWorldRegister.world_types[self.game[player]](player)
self.worlds[player] = AutoWorld.AutoWorldRegister.world_types[self.game[player]](self, player)
def secure(self):
self.random = secrets.SystemRandom()

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@ -124,10 +124,7 @@ def main(args, seed=None):
world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy()
world.required_medallions = args.required_medallions.copy()
world.game = args.game.copy()
import Options
for option_set in Options.option_sets:
for option in option_set:
setattr(world, option, getattr(args, option, {}))
world.set_options(args)
world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
world.slot_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in
@ -262,6 +259,8 @@ def main(args, seed=None):
for player in world.player_ids:
locality_rules(world, player)
AutoWorld.call_all(world, "set_rules")
for player in world.alttp_player_ids:
set_rules(world, player)

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@ -8,7 +8,7 @@ local technologies = data.raw["technology"]
local original_tech
local new_tree_copy
allowed_ingredients = {}
{%- for tech_name, technology in custom_data["custom_technologies"].items() %}
{%- for tech_name, technology in custom_technologies.items() %}
allowed_ingredients["{{ tech_name }}"] = {
{%- for ingredient in technology.ingredients %}
["{{ingredient}}"] = 1,

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@ -1,5 +1,6 @@
from BaseClasses import MultiWorld
class AutoWorldRegister(type):
world_types = {}
@ -12,7 +13,7 @@ class AutoWorldRegister(type):
def call_single(world: MultiWorld, method_name: str, player: int):
method = getattr(world.worlds[player], method_name)
return method(world, player)
return method()
def call_all(world: MultiWorld, method_name: str):
@ -24,14 +25,22 @@ class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
A Game should have its own subclass of World in which it defines the required data structures."""
def __init__(self, player: int):
self.player = int
world: MultiWorld
player: int
def generate_basic(self, world: MultiWorld, player: int):
def __init__(self, world: MultiWorld, player: int):
self.world = world
self.player = player
# overwritable methods that get called by Main.py
def generate_basic(self):
pass
def generate_output(self, world: MultiWorld, player: int):
def set_rules(self):
pass
def create_regions(self, world: MultiWorld, player: int):
def create_regions(self):
pass
def generate_output(self):
pass

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@ -69,7 +69,7 @@ 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, "custom_data": world.custom_data[player],
"tech_cost_scale": tech_cost, "custom_technologies": world.worlds[player].custom_technologies,
"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player],
"rocket_recipe": rocket_recipes[world.max_science_pack[player].value],
"slot_name": world.player_names[player][0], "seed_name": world.seed_name,

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@ -11,10 +11,12 @@ funnel_slice_sizes = {TechTreeLayout.option_small_funnels: 6,
TechTreeLayout.option_medium_funnels: 10,
TechTreeLayout.option_large_funnels: 15}
def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
def get_shapes(factorio_world) -> Dict[str, List[str]]:
world = factorio_world.world
player = factorio_world.player
prerequisites: Dict[str, Set[str]] = {}
layout = world.tech_tree_layout[player].value
custom_technologies = world.custom_data[player]["custom_technologies"]
custom_technologies = factorio_world.custom_technologies
tech_names: List[str] = list(set(custom_technologies) - world.worlds[player].static_nodes)
tech_names.sort()
world.random.shuffle(tech_names)

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@ -11,28 +11,28 @@ class Factorio(World):
game: str = "Factorio"
static_nodes = {"automation", "logistics"}
def generate_basic(self, world: MultiWorld, player: int):
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
def generate_basic(self):
victory_tech_names = get_rocket_requirements(
frozenset(rocket_recipes[self.world.max_science_pack[self.player].value]))
for tech_name, tech_id in tech_table.items():
tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
tech_id, player)
tech_id, self.player)
tech_item.game = "Factorio"
if tech_name in self.static_nodes:
world.get_location(tech_name, player).place_locked_item(tech_item)
self.world.get_location(tech_name, self.player).place_locked_item(tech_item)
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)
self.world.itempool.append(tech_item)
def generate_output(self, world: MultiWorld, player: int):
generate_mod(world, player)
def generate_output(self):
generate_mod(self.world, self.player)
def create_regions(self, world: MultiWorld, player: int):
def create_regions(self):
player = self.player
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
nauvis.world = menu.world = self.world
for tech_name, tech_id in tech_table.items():
tech = Location(player, tech_name, tech_id, nauvis)
@ -41,49 +41,47 @@ class Factorio(World):
location = Location(player, "Rocket Launch", None, nauvis)
nauvis.locations.append(location)
event = Item("Victory", True, None, player)
world.push_item(location, event, False)
self.world.push_item(location, event, False)
location.event = location.locked = True
for ingredient in all_ingredient_names:
location = Location(player, f"Automate {ingredient}", None, nauvis)
nauvis.locations.append(location)
event = Item(f"Automated {ingredient}", True, None, player)
world.push_item(location, event, False)
self.world.push_item(location, event, False)
location.event = location.locked = True
crash.connect(nauvis)
world.regions += [menu, nauvis]
self.world.regions += [menu, nauvis]
def set_rules(self):
world = self.world
player = self.player
self.custom_technologies = set_custom_technologies(self.world, self.player)
shapes = get_shapes(self)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for ingredient in all_ingredient_names:
location = world.get_location(f"Automate {ingredient}", player)
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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))
# get all science pack technologies (but not the ability to craft them)
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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)
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
def set_rules(world: MultiWorld, player: int, custom_technologies):
shapes = get_shapes(world, player)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for ingredient in all_ingredient_names:
location = world.get_location(f"Automate {ingredient}", player)
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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))
# get all science pack technologies (but not the ability to craft them)
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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)