move more Factorio stuff around
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760fb32016
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2c4c899179
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@ -23,6 +23,7 @@ class MultiWorld():
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plando_items: List[PlandoItem]
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plando_connections: List[PlandoConnection]
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er_seeds: Dict[int, str]
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worlds: Dict[int, "AutoWorld.World"]
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class AttributeProxy():
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def __init__(self, rule):
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@ -32,8 +33,6 @@ class MultiWorld():
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return self.rule(player)
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def __init__(self, players: int):
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from worlds import AutoWorld
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self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
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self.players = players
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self.teams = 1
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@ -140,9 +139,17 @@ class MultiWorld():
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set_player_attr('completion_condition', lambda state: True)
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self.custom_data = {}
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self.worlds = {}
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for player in range(1, players+1):
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def set_options(self, args):
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import Options
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from worlds import AutoWorld
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for option_set in Options.option_sets:
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for option in option_set:
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setattr(self, option, getattr(args, option, {}))
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for player in self.player_ids:
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self.custom_data[player] = {}
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self.worlds[player] = AutoWorld.AutoWorldRegister.world_types[self.game[player]](player)
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self.worlds[player] = AutoWorld.AutoWorldRegister.world_types[self.game[player]](self, player)
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def secure(self):
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self.random = secrets.SystemRandom()
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7
Main.py
7
Main.py
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@ -124,10 +124,7 @@ def main(args, seed=None):
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world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy()
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world.required_medallions = args.required_medallions.copy()
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world.game = args.game.copy()
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import Options
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for option_set in Options.option_sets:
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for option in option_set:
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setattr(world, option, getattr(args, option, {}))
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world.set_options(args)
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world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
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world.slot_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in
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@ -262,6 +259,8 @@ def main(args, seed=None):
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for player in world.player_ids:
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locality_rules(world, player)
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AutoWorld.call_all(world, "set_rules")
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for player in world.alttp_player_ids:
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set_rules(world, player)
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@ -8,7 +8,7 @@ local technologies = data.raw["technology"]
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local original_tech
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local new_tree_copy
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allowed_ingredients = {}
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{%- for tech_name, technology in custom_data["custom_technologies"].items() %}
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{%- for tech_name, technology in custom_technologies.items() %}
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allowed_ingredients["{{ tech_name }}"] = {
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{%- for ingredient in technology.ingredients %}
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["{{ingredient}}"] = 1,
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@ -1,5 +1,6 @@
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from BaseClasses import MultiWorld
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class AutoWorldRegister(type):
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world_types = {}
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@ -12,7 +13,7 @@ class AutoWorldRegister(type):
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def call_single(world: MultiWorld, method_name: str, player: int):
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method = getattr(world.worlds[player], method_name)
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return method(world, player)
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return method()
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def call_all(world: MultiWorld, method_name: str):
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@ -24,14 +25,22 @@ class World(metaclass=AutoWorldRegister):
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"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
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A Game should have its own subclass of World in which it defines the required data structures."""
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def __init__(self, player: int):
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self.player = int
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world: MultiWorld
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player: int
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def generate_basic(self, world: MultiWorld, player: int):
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def __init__(self, world: MultiWorld, player: int):
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self.world = world
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self.player = player
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# overwritable methods that get called by Main.py
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def generate_basic(self):
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pass
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def generate_output(self, world: MultiWorld, player: int):
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def set_rules(self):
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pass
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def create_regions(self, world: MultiWorld, player: int):
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def create_regions(self):
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pass
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def generate_output(self):
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pass
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@ -69,7 +69,7 @@ def generate_mod(world: MultiWorld, player: int):
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6: 10}[world.tech_cost[player].value]
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template_data = {"locations": locations, "player_names": player_names, "tech_table": tech_table,
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"mod_name": mod_name, "allowed_science_packs": world.max_science_pack[player].get_allowed_packs(),
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"tech_cost_scale": tech_cost, "custom_data": world.custom_data[player],
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"tech_cost_scale": tech_cost, "custom_technologies": world.worlds[player].custom_technologies,
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"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player],
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"rocket_recipe": rocket_recipes[world.max_science_pack[player].value],
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"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,
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TechTreeLayout.option_medium_funnels: 10,
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TechTreeLayout.option_large_funnels: 15}
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def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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def get_shapes(factorio_world) -> Dict[str, List[str]]:
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world = factorio_world.world
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player = factorio_world.player
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prerequisites: Dict[str, Set[str]] = {}
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layout = world.tech_tree_layout[player].value
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custom_technologies = world.custom_data[player]["custom_technologies"]
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custom_technologies = factorio_world.custom_technologies
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tech_names: List[str] = list(set(custom_technologies) - world.worlds[player].static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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@ -11,28 +11,28 @@ class Factorio(World):
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game: str = "Factorio"
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static_nodes = {"automation", "logistics"}
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def generate_basic(self, world: MultiWorld, player: int):
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victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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def generate_basic(self):
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victory_tech_names = get_rocket_requirements(
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frozenset(rocket_recipes[self.world.max_science_pack[self.player].value]))
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for tech_name, tech_id in tech_table.items():
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tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
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tech_id, player)
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tech_id, self.player)
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tech_item.game = "Factorio"
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if tech_name in self.static_nodes:
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world.get_location(tech_name, player).place_locked_item(tech_item)
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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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world.itempool.append(tech_item)
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world.custom_data[player]["custom_technologies"] = custom_technologies = set_custom_technologies(world, player)
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set_rules(world, player, custom_technologies)
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self.world.itempool.append(tech_item)
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def generate_output(self, world: MultiWorld, player: int):
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generate_mod(world, player)
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def generate_output(self):
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generate_mod(self.world, self.player)
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def create_regions(self, world: MultiWorld, player: int):
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def create_regions(self):
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player = self.player
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menu = Region("Menu", None, "Menu", player)
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crash = Entrance(player, "Crash Land", menu)
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menu.exits.append(crash)
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nauvis = Region("Nauvis", None, "Nauvis", player)
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nauvis.world = menu.world = world
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nauvis.world = menu.world = self.world
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for tech_name, tech_id in tech_table.items():
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tech = Location(player, tech_name, tech_id, nauvis)
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@ -41,49 +41,47 @@ class Factorio(World):
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location = Location(player, "Rocket Launch", None, nauvis)
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nauvis.locations.append(location)
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event = Item("Victory", True, None, player)
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world.push_item(location, event, False)
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self.world.push_item(location, event, False)
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location.event = location.locked = True
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for ingredient in all_ingredient_names:
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location = Location(player, f"Automate {ingredient}", None, nauvis)
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nauvis.locations.append(location)
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event = Item(f"Automated {ingredient}", True, None, player)
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world.push_item(location, event, False)
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self.world.push_item(location, event, False)
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location.event = location.locked = True
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crash.connect(nauvis)
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world.regions += [menu, nauvis]
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self.world.regions += [menu, nauvis]
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def set_rules(self):
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world = self.world
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player = self.player
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self.custom_technologies = set_custom_technologies(self.world, self.player)
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shapes = get_shapes(self)
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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for ingredient in all_ingredient_names:
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location = world.get_location(f"Automate {ingredient}", player)
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location.access_rule = lambda state, ingredient=ingredient: \
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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():
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location = world.get_location(tech_name, player)
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Rules.set_rule(location, technology.build_rule(player))
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prequisites = shapes.get(tech_name)
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if prequisites:
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locations = {world.get_location(requisite, player) for requisite in prequisites}
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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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# get all science pack technologies (but not the ability to craft them)
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victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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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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world.completion_condition[player] = lambda state: state.has('Victory', player)
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def set_custom_technologies(world: MultiWorld, player: int):
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custom_technologies = {}
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world_custom = getattr(world, "_custom_technologies", {})
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world_custom[player] = custom_technologies
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world._custom_technologies = world_custom
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allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for technology_name, technology in technology_table.items():
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custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
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return custom_technologies
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def set_rules(world: MultiWorld, player: int, custom_technologies):
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shapes = get_shapes(world, player)
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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for ingredient in all_ingredient_names:
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location = world.get_location(f"Automate {ingredient}", player)
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location.access_rule = lambda state, ingredient=ingredient: \
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all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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for tech_name, technology in custom_technologies.items():
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location = world.get_location(tech_name, player)
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Rules.set_rule(location, technology.build_rule(player))
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prequisites = shapes.get(tech_name)
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if prequisites:
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locations = {world.get_location(requisite, player) for requisite in prequisites}
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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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# get all science pack technologies (but not the ability to craft them)
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victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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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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world.completion_condition[player] = lambda state: state.has('Victory', player)
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