Factorio: add Funnel tech shape
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@ -538,6 +538,12 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
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setattr(ret, option_name, option.from_any(get_choice(option_name, weights)))
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else:
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setattr(ret, option_name, option.from_any(option.default))
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elif ret.game == "Minecraft":
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for option_name, option in Options.minecraft_options.items():
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if option_name in weights:
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setattr(ret, option_name, option.from_any(get_choice(option_name, weights)))
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else:
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setattr(ret, option_name, option.from_any(option.default))
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else:
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raise Exception(f"Unsupported game {ret.game}")
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return ret
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@ -236,7 +236,7 @@ hollow_knight_skip_options: typing.Dict[str, type(Option)] = {
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"SHADESKIPS": Toggle,
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}
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hollow_knight_options: typing.Dict[str, Option] = {**hollow_knight_randomize_options, **hollow_knight_skip_options}
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hollow_knight_options: typing.Dict[str, type(Option)] = {**hollow_knight_randomize_options, **hollow_knight_skip_options}
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class MaxSciencePack(Choice):
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@ -276,6 +276,7 @@ class TechTreeLayout(Choice):
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option_small_diamonds = 1
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option_medium_diamonds = 2
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option_pyramid = 3
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option_funnel = 4
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default = 0
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class Visibility(Choice):
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@ -289,6 +290,8 @@ factorio_options: typing.Dict[str, type(Option)] = {"max_science_pack": MaxScien
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"free_samples": FreeSamples,
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"visibility": Visibility}
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minecraft_options: typing.Dict[str, type(Option)] = {}
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if __name__ == "__main__":
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import argparse
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@ -27,6 +27,7 @@ game:
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A Link to the Past: 1
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Hollow Knight: 1
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Factorio: 1
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Minecraft: 1
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# Shared Options supported by all games:
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accessibility:
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items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
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@ -41,6 +42,7 @@ tech_tree_layout:
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small_diamonds: 1
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medium_diamonds: 1
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pyramid: 1
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funnel: 1
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max_science_pack:
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automation_science_pack: 0
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logistic_science_pack: 0
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@ -32,3 +32,4 @@ class Games(str, enum.Enum):
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HK = "Hollow Knight"
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LTTP = "A Link to the Past"
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Factorio = "Factorio"
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Minecraft = "Minecraft"
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@ -0,0 +1,95 @@
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from typing import Dict, List, Set
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from BaseClasses import MultiWorld
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from Options import TechTreeLayout
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from worlds.factorio.Technologies import technology_table
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def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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prerequisites: Dict[str, Set[str]] = {}
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layout = world.tech_tree_layout[player].value
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if layout == TechTreeLayout.option_small_diamonds:
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slice_size = 4
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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diamond_0, diamond_1, diamond_2, diamond_3 = slice
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# 0 |
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# 1 2 |
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# 3 V
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prerequisites[diamond_3] = {diamond_1, diamond_2}
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prerequisites[diamond_2] = prerequisites[diamond_1] = {diamond_0}
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elif layout == TechTreeLayout.option_medium_diamonds:
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slice_size = 9
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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# 0 |
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# 1 2 |
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# 3 4 5 |
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# 6 7 |
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# 8 V
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prerequisites[slice[1]] = {slice[0]}
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prerequisites[slice[2]] = {slice[0]}
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prerequisites[slice[3]] = {slice[1]}
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prerequisites[slice[4]] = {slice[1], slice[2]}
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prerequisites[slice[5]] = {slice[2]}
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prerequisites[slice[6]] = {slice[3], slice[4]}
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prerequisites[slice[7]] = {slice[4], slice[5]}
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prerequisites[slice[8]] = {slice[6], slice[7]}
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elif layout == TechTreeLayout.option_pyramid:
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slice_size = 1
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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tech_names.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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previous_slice = []
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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for i, tech_name in enumerate(previous_slice):
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prerequisites.setdefault(slice[i], set()).add(tech_name)
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prerequisites.setdefault(slice[i + 1], set()).add(tech_name)
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previous_slice = slice
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slice_size += 1
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elif layout == TechTreeLayout.option_funnel:
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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# find largest inverse pyramid
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# https://www.wolframalpha.com/input/?i=x+=+1/2+(n++++1)+(2++++n)+solve+for+n
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import math
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slice_size = int(0.5*(math.sqrt(8*len(tech_names)+1)-3))
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import logging
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logging.info(slice_size)
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tech_names.sort()
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world.random.shuffle(tech_names)
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tech_names.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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previous_slice = []
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while slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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if previous_slice:
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for i, tech_name in enumerate(slice):
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prerequisites.setdefault(tech_name, set()).update(previous_slice[i:i+2])
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previous_slice = slice
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slice_size -= 1
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world.tech_tree_layout_prerequisites[player] = prerequisites
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return prerequisites
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@ -1,14 +1,10 @@
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import logging
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from typing import List, Dict, Set
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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from Options import TechTreeLayout
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, required_technologies
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static_nodes = {"automation", "logistics"}
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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():
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tech_item = Item(tech_name, tech_name in advancement_technologies, tech_id, player)
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tech_item.game = "Factorio"
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@ -36,73 +32,6 @@ def factorio_create_regions(world: MultiWorld, player: int):
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world.regions += [menu, nauvis]
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def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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prerequisites:Dict[str, Set[str]] = {}
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layout = world.tech_tree_layout[player].value
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if layout == TechTreeLayout.option_small_diamonds:
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slice_size = 4
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tech_names: List[str] = list(set(technology_table)-static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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diamond_0, diamond_1, diamond_2, diamond_3 = slice
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# 0 |
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# 1 2 |
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# 3 V
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prerequisites[diamond_3] = {diamond_1, diamond_2}
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prerequisites[diamond_2] = prerequisites[diamond_1] = {diamond_0}
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elif layout == TechTreeLayout.option_medium_diamonds:
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slice_size = 9
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tech_names: List[str] = list(set(technology_table)-static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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# 0 |
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# 1 2 |
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# 3 4 5 |
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# 6 7 |
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# 8 V
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prerequisites[slice[1]] = {slice[0]}
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prerequisites[slice[2]] = {slice[0]}
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prerequisites[slice[3]] = {slice[1]}
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prerequisites[slice[4]] = {slice[1], slice[2]}
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prerequisites[slice[5]] = {slice[2]}
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prerequisites[slice[6]] = {slice[3], slice[4]}
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prerequisites[slice[7]] = {slice[4], slice[5]}
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prerequisites[slice[8]] = {slice[6], slice[7]}
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elif layout == TechTreeLayout.option_pyramid:
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slice_size = 1
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tech_names: List[str] = list(set(technology_table)-static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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tech_names.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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previous_slice = []
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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for i, tech_name in enumerate(previous_slice):
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prerequisites.setdefault(slice[i], set()).add(tech_name)
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prerequisites.setdefault(slice[i+1], set()).add(tech_name)
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previous_slice = slice
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slice_size += 1
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world.tech_tree_layout_prerequisites[player] = prerequisites
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return prerequisites
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def set_rules(world: MultiWorld, player: int):
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shapes = get_shapes(world, player)
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if world.logic[player] != 'nologic':
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@ -118,7 +47,6 @@ def set_rules(world: MultiWorld, player: int):
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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 technologies
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world.completion_condition[player] = lambda state: all(state.has(technology, player)
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for technology in advancement_technologies)
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