Factorio: revamped location system (#1147)
This commit is contained in:
parent
ec0389eefb
commit
53974d568b
2
Utils.py
2
Utils.py
|
@ -37,7 +37,7 @@ class Version(typing.NamedTuple):
|
|||
build: int
|
||||
|
||||
|
||||
__version__ = "0.3.5"
|
||||
__version__ = "0.3.6"
|
||||
version_tuple = tuplize_version(__version__)
|
||||
|
||||
is_linux = sys.platform.startswith("linux")
|
||||
|
|
|
@ -0,0 +1,32 @@
|
|||
from typing import Dict, List
|
||||
|
||||
from .Technologies import factorio_base_id, factorio_id
|
||||
from .Options import MaxSciencePack
|
||||
|
||||
boundary: int = 0xff
|
||||
total_locations: int = 0xff
|
||||
|
||||
assert total_locations <= boundary
|
||||
assert factorio_base_id != factorio_id
|
||||
|
||||
|
||||
def make_pools() -> Dict[str, List[str]]:
|
||||
pools: Dict[str, List[str]] = {}
|
||||
for i, pack in enumerate(MaxSciencePack.get_ordered_science_packs(), start=1):
|
||||
max_needed: int = sum(divmod(boundary, i))
|
||||
scale: float = boundary / max_needed
|
||||
prefix: str = f"AP-{i}-"
|
||||
pools[pack] = [prefix + hex(int(x * scale))[2:].upper().zfill(2) for x in range(1, max_needed + 1)]
|
||||
return pools
|
||||
|
||||
|
||||
location_pools: Dict[str, List[str]] = make_pools()
|
||||
|
||||
location_table: Dict[str, int] = {}
|
||||
end_id: int = factorio_id
|
||||
for pool in location_pools.values():
|
||||
location_table.update({name: ap_id for ap_id, name in enumerate(pool, start=end_id)})
|
||||
end_id += len(pool)
|
||||
|
||||
assert end_id - len(location_table) == factorio_id
|
||||
del pool
|
|
@ -1,23 +1,23 @@
|
|||
"""Outputs a Factorio Mod to facilitate integration with Archipelago"""
|
||||
|
||||
import os
|
||||
import zipfile
|
||||
from typing import Optional
|
||||
import threading
|
||||
import json
|
||||
import os
|
||||
import shutil
|
||||
import threading
|
||||
import zipfile
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
|
||||
import jinja2
|
||||
import shutil
|
||||
|
||||
import Utils
|
||||
import Patch
|
||||
import worlds.AutoWorld
|
||||
import worlds.Files
|
||||
from . import Options
|
||||
|
||||
from .Technologies import tech_table, recipes, free_sample_exclusions, progressive_technology_table, \
|
||||
base_tech_table, tech_to_progressive_lookup, fluids
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import Factorio
|
||||
|
||||
template_env: Optional[jinja2.Environment] = None
|
||||
|
||||
data_template: Optional[jinja2.Template] = None
|
||||
|
@ -75,7 +75,7 @@ class FactorioModFile(worlds.Files.APContainer):
|
|||
super(FactorioModFile, self).write_contents(opened_zipfile)
|
||||
|
||||
|
||||
def generate_mod(world, output_directory: str):
|
||||
def generate_mod(world: "Factorio", output_directory: str):
|
||||
player = world.player
|
||||
multiworld = world.world
|
||||
global data_final_template, locale_template, control_template, data_template, settings_template
|
||||
|
@ -95,18 +95,10 @@ def generate_mod(world, output_directory: str):
|
|||
control_template = template_env.get_template("control.lua")
|
||||
settings_template = template_env.get_template("settings.lua")
|
||||
# get data for templates
|
||||
locations = []
|
||||
for location in multiworld.get_filled_locations(player):
|
||||
if location.address:
|
||||
locations.append((location.name, location.item.name, location.item.player, location.item.advancement))
|
||||
locations = [(location, location.item)
|
||||
for location in world.locations]
|
||||
mod_name = f"AP-{multiworld.seed_name}-P{player}-{multiworld.get_file_safe_player_name(player)}"
|
||||
tech_cost_scale = {0: 0.1,
|
||||
1: 0.25,
|
||||
2: 0.5,
|
||||
3: 1,
|
||||
4: 2,
|
||||
5: 5,
|
||||
6: 10}[multiworld.tech_cost[player].value]
|
||||
|
||||
random = multiworld.slot_seeds[player]
|
||||
|
||||
def flop_random(low, high, base=None):
|
||||
|
@ -120,18 +112,19 @@ def generate_mod(world, output_directory: str):
|
|||
return random.uniform(low, high)
|
||||
|
||||
template_data = {
|
||||
"locations": locations, "player_names": multiworld.player_name, "tech_table": tech_table,
|
||||
"base_tech_table": base_tech_table, "tech_to_progressive_lookup": tech_to_progressive_lookup,
|
||||
"locations": locations,
|
||||
"player_names": multiworld.player_name,
|
||||
"tech_table": tech_table,
|
||||
"base_tech_table": base_tech_table,
|
||||
"tech_to_progressive_lookup": tech_to_progressive_lookup,
|
||||
"mod_name": mod_name,
|
||||
"allowed_science_packs": multiworld.max_science_pack[player].get_allowed_packs(),
|
||||
"tech_cost_scale": tech_cost_scale,
|
||||
"custom_technologies": multiworld.worlds[player].custom_technologies,
|
||||
"tech_tree_layout_prerequisites": multiworld.tech_tree_layout_prerequisites[player],
|
||||
"slot_name": multiworld.player_name[player], "seed_name": multiworld.seed_name,
|
||||
"slot_player": player,
|
||||
"starting_items": multiworld.starting_items[player], "recipes": recipes,
|
||||
"random": random, "flop_random": flop_random,
|
||||
"static_nodes": multiworld.worlds[player].static_nodes,
|
||||
"recipe_time_scale": recipe_time_scales.get(multiworld.recipe_time[player].value, None),
|
||||
"recipe_time_range": recipe_time_ranges.get(multiworld.recipe_time[player].value, None),
|
||||
"free_sample_blacklist": {item: 1 for item in free_sample_exclusions},
|
||||
|
@ -141,7 +134,7 @@ def generate_mod(world, output_directory: str):
|
|||
"max_science_pack": multiworld.max_science_pack[player].value,
|
||||
"liquids": fluids,
|
||||
"goal": multiworld.goal[player].value,
|
||||
"energy_link": multiworld.energy_link[player].value
|
||||
"energy_link": multiworld.energy_link[player].value,
|
||||
}
|
||||
|
||||
for factorio_option in Options.factorio_options:
|
||||
|
|
|
@ -41,17 +41,30 @@ class Goal(Choice):
|
|||
default = 0
|
||||
|
||||
|
||||
class TechCost(Choice):
|
||||
"""How expensive are the technologies."""
|
||||
display_name = "Technology Cost Scale"
|
||||
option_very_easy = 0
|
||||
option_easy = 1
|
||||
option_kind = 2
|
||||
option_normal = 3
|
||||
option_hard = 4
|
||||
option_very_hard = 5
|
||||
option_insane = 6
|
||||
default = 3
|
||||
class TechCost(Range):
|
||||
range_start = 1
|
||||
range_end = 10000
|
||||
default = 5
|
||||
|
||||
|
||||
class MinTechCost(TechCost):
|
||||
"""The cheapest a Technology can be in Science Packs."""
|
||||
display_name = "Minimum Science Pack Cost"
|
||||
default = 5
|
||||
|
||||
|
||||
class MaxTechCost(TechCost):
|
||||
"""The most expensive a Technology can be in Science Packs."""
|
||||
display_name = "Maximum Science Pack Cost"
|
||||
default = 500
|
||||
|
||||
|
||||
class TechCostMix(Range):
|
||||
"""Percent chance that a preceding Science Pack is also required.
|
||||
Chance is rolled per preceding pack."""
|
||||
display_name = "Science Pack Cost Mix"
|
||||
range_end = 100
|
||||
default = 70
|
||||
|
||||
|
||||
class Silo(Choice):
|
||||
|
@ -168,7 +181,7 @@ class FactorioFreeSampleWhitelist(OptionSet):
|
|||
|
||||
|
||||
class TrapCount(Range):
|
||||
range_end = 4
|
||||
range_end = 25
|
||||
|
||||
|
||||
class AttackTrapCount(TrapCount):
|
||||
|
@ -343,7 +356,9 @@ factorio_options: typing.Dict[str, type(Option)] = {
|
|||
"max_science_pack": MaxSciencePack,
|
||||
"goal": Goal,
|
||||
"tech_tree_layout": TechTreeLayout,
|
||||
"tech_cost": TechCost,
|
||||
"min_tech_cost": MinTechCost,
|
||||
"max_tech_cost": MaxTechCost,
|
||||
"tech_cost_mix": TechCostMix,
|
||||
"silo": Silo,
|
||||
"satellite": Satellite,
|
||||
"free_samples": FreeSamples,
|
||||
|
|
|
@ -1,8 +1,11 @@
|
|||
from typing import Dict, List, Set
|
||||
from typing import Dict, List, Set, TYPE_CHECKING
|
||||
from collections import deque
|
||||
|
||||
from .Options import TechTreeLayout
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import Factorio, FactorioScienceLocation
|
||||
|
||||
funnel_layers = {TechTreeLayout.option_small_funnels: 3,
|
||||
TechTreeLayout.option_medium_funnels: 4,
|
||||
TechTreeLayout.option_large_funnels: 5}
|
||||
|
@ -12,24 +15,26 @@ funnel_slice_sizes = {TechTreeLayout.option_small_funnels: 6,
|
|||
TechTreeLayout.option_large_funnels: 15}
|
||||
|
||||
|
||||
def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
||||
def _sorter(location: "FactorioScienceLocation"):
|
||||
return location.complexity, location.rel_cost
|
||||
|
||||
|
||||
def get_shapes(factorio_world: "Factorio") -> Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]]:
|
||||
world = factorio_world.world
|
||||
player = factorio_world.player
|
||||
prerequisites: Dict[str, Set[str]] = {}
|
||||
prerequisites: Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]] = {}
|
||||
layout = world.tech_tree_layout[player].value
|
||||
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)
|
||||
locations: List["FactorioScienceLocation"] = sorted(factorio_world.locations, key=lambda loc: loc.name)
|
||||
world.random.shuffle(locations)
|
||||
|
||||
if layout == TechTreeLayout.option_single:
|
||||
pass
|
||||
elif layout == TechTreeLayout.option_small_diamonds:
|
||||
slice_size = 4
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
diamond_0, diamond_1, diamond_2, diamond_3 = slice
|
||||
|
||||
# 0 |
|
||||
|
@ -40,10 +45,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout == TechTreeLayout.option_medium_diamonds:
|
||||
slice_size = 9
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
# 0 |
|
||||
# 1 2 |
|
||||
|
@ -65,10 +70,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout == TechTreeLayout.option_large_diamonds:
|
||||
slice_size = 16
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
# 0 |
|
||||
# 1 2 |
|
||||
|
@ -101,10 +106,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout == TechTreeLayout.option_small_pyramids:
|
||||
slice_size = 6
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
# 0 |
|
||||
# 1 2 |
|
||||
|
@ -119,10 +124,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout == TechTreeLayout.option_medium_pyramids:
|
||||
slice_size = 10
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
# 0 |
|
||||
# 1 2 |
|
||||
|
@ -144,10 +149,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout == TechTreeLayout.option_large_pyramids:
|
||||
slice_size = 15
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
# 0 |
|
||||
# 1 2 |
|
||||
|
@ -176,17 +181,17 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
|
||||
elif layout in funnel_layers:
|
||||
slice_size = funnel_slice_sizes[layout]
|
||||
world.random.shuffle(tech_names)
|
||||
world.random.shuffle(locations)
|
||||
|
||||
while len(tech_names) > slice_size:
|
||||
tech_names = tech_names[slice_size:]
|
||||
current_tech_names = tech_names[:slice_size]
|
||||
while len(locations) > slice_size:
|
||||
locations = locations[slice_size:]
|
||||
current_locations = locations[:slice_size]
|
||||
layer_size = funnel_layers[layout]
|
||||
previous_slice = []
|
||||
current_tech_names.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
current_locations.sort(key=_sorter)
|
||||
for layer in range(funnel_layers[layout]):
|
||||
slice = current_tech_names[:layer_size]
|
||||
current_tech_names = current_tech_names[layer_size:]
|
||||
slice = current_locations[:layer_size]
|
||||
current_locations = current_locations[layer_size:]
|
||||
if previous_slice:
|
||||
for i, tech_name in enumerate(slice):
|
||||
prerequisites.setdefault(tech_name, set()).update(previous_slice[i:i+2])
|
||||
|
@ -202,10 +207,10 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
# 15 |
|
||||
# 16 |
|
||||
slice_size = 17
|
||||
while len(tech_names) > slice_size:
|
||||
slice = tech_names[:slice_size]
|
||||
tech_names = tech_names[slice_size:]
|
||||
slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
while len(locations) > slice_size:
|
||||
slice = locations[:slice_size]
|
||||
locations = locations[slice_size:]
|
||||
slice.sort(key=_sorter)
|
||||
|
||||
prerequisites[slice[1]] = {slice[0]}
|
||||
prerequisites[slice[2]] = {slice[0]}
|
||||
|
@ -229,13 +234,13 @@ def get_shapes(factorio_world) -> Dict[str, List[str]]:
|
|||
prerequisites[slice[15]] = {slice[9], slice[10], slice[11], slice[12], slice[13], slice[14]}
|
||||
prerequisites[slice[16]] = {slice[15]}
|
||||
elif layout == TechTreeLayout.option_choices:
|
||||
tech_names.sort(key=lambda tech_name: len(custom_technologies[tech_name].get_prior_technologies()))
|
||||
current_choices = deque([tech_names[0]])
|
||||
tech_names = tech_names[1:]
|
||||
while len(tech_names) > 1:
|
||||
locations.sort(key=_sorter)
|
||||
current_choices = deque([locations[0]])
|
||||
locations = locations[1:]
|
||||
while len(locations) > 1:
|
||||
source = current_choices.pop()
|
||||
choices = tech_names[:2]
|
||||
tech_names = tech_names[2:]
|
||||
choices = locations[:2]
|
||||
locations = locations[2:]
|
||||
for choice in choices:
|
||||
prerequisites[choice] = {source}
|
||||
current_choices.extendleft(choices)
|
||||
|
|
|
@ -36,7 +36,7 @@ technology_table: Dict[str, Technology] = {}
|
|||
always = lambda state: True
|
||||
|
||||
|
||||
class FactorioElement():
|
||||
class FactorioElement:
|
||||
name: str
|
||||
|
||||
def __repr__(self):
|
||||
|
@ -98,7 +98,7 @@ class CustomTechnology(Technology):
|
|||
and ((ingredients & {"chemical-science-pack", "production-science-pack", "utility-science-pack"})
|
||||
or origin.name == "rocket-silo")
|
||||
self.player = player
|
||||
if origin.name not in world.worlds[player].static_nodes:
|
||||
if origin.name not in world.worlds[player].special_nodes:
|
||||
if military_allowed:
|
||||
ingredients.add("military-science-pack")
|
||||
ingredients = list(ingredients)
|
||||
|
|
|
@ -1,19 +1,20 @@
|
|||
from __future__ import annotations
|
||||
|
||||
import collections
|
||||
import logging
|
||||
import typing
|
||||
|
||||
from worlds.AutoWorld import World, WebWorld
|
||||
|
||||
from BaseClasses import Region, Entrance, Location, Item, RegionType, Tutorial, ItemClassification
|
||||
from worlds.AutoWorld import World, WebWorld
|
||||
from .Mod import generate_mod
|
||||
from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal
|
||||
from .Shapes import get_shapes
|
||||
from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
|
||||
all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
|
||||
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
|
||||
get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies, \
|
||||
fluids, stacking_items, valid_ingredients
|
||||
from .Shapes import get_shapes
|
||||
from .Mod import generate_mod
|
||||
from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal
|
||||
|
||||
import logging
|
||||
fluids, stacking_items, valid_ingredients, progressive_rows
|
||||
from .Locations import location_pools, location_table
|
||||
|
||||
|
||||
class FactorioWeb(WebWorld):
|
||||
|
@ -43,89 +44,75 @@ class Factorio(World):
|
|||
research new technologies, and become more efficient in your quest to build a rocket and return home.
|
||||
"""
|
||||
game: str = "Factorio"
|
||||
static_nodes = {"automation", "logistics", "rocket-silo"}
|
||||
special_nodes = {"automation", "logistics", "rocket-silo"}
|
||||
custom_recipes: typing.Dict[str, Recipe]
|
||||
location_pool: typing.List[FactorioScienceLocation]
|
||||
advancement_technologies: typing.Set[str]
|
||||
|
||||
web = FactorioWeb()
|
||||
|
||||
item_name_to_id = all_items
|
||||
location_name_to_id = base_tech_table
|
||||
# TODO: remove base_tech_table ~ 0.3.7
|
||||
location_name_to_id = {**base_tech_table, **location_table}
|
||||
item_name_groups = {
|
||||
"Progressive": set(progressive_tech_table.keys()),
|
||||
}
|
||||
data_version = 5
|
||||
required_client_version = (0, 3, 0)
|
||||
data_version = 6
|
||||
required_client_version = (0, 3, 6)
|
||||
|
||||
ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
|
||||
tech_mix: int = 0
|
||||
skip_silo: bool = False
|
||||
|
||||
def __init__(self, world, player: int):
|
||||
super(Factorio, self).__init__(world, player)
|
||||
self.advancement_technologies = set()
|
||||
self.custom_recipes = {}
|
||||
|
||||
def generate_basic(self):
|
||||
player = self.player
|
||||
want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
|
||||
want_progressives(self.world.random))
|
||||
skip_silo = self.world.silo[player].value == Silo.option_spawn
|
||||
evolution_traps_wanted = self.world.evolution_traps[player].value
|
||||
attack_traps_wanted = self.world.attack_traps[player].value
|
||||
traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted
|
||||
self.world.random.shuffle(traps_wanted)
|
||||
|
||||
for tech_name in base_tech_table:
|
||||
if traps_wanted and tech_name in useless_technologies:
|
||||
self.world.itempool.append(self.create_item(traps_wanted.pop()))
|
||||
elif skip_silo and tech_name == "rocket-silo":
|
||||
pass
|
||||
else:
|
||||
progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
|
||||
want_progressive = want_progressives[progressive_item_name]
|
||||
item_name = progressive_item_name if want_progressive else tech_name
|
||||
tech_item = self.create_item(item_name)
|
||||
if tech_name in self.static_nodes:
|
||||
self.world.get_location(tech_name, player).place_locked_item(tech_item)
|
||||
else:
|
||||
self.world.itempool.append(tech_item)
|
||||
|
||||
map_basic_settings = self.world.world_gen[player].value["basic"]
|
||||
if map_basic_settings.get("seed", None) is None: # allow seed 0
|
||||
map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
|
||||
|
||||
# used to be called "sending_visible"
|
||||
if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
|
||||
# mark all locations as pre-hinted
|
||||
self.world.start_location_hints[self.player].value.update(base_tech_table)
|
||||
self.locations = []
|
||||
|
||||
generate_output = generate_mod
|
||||
|
||||
def generate_early(self) -> None:
|
||||
self.world.max_tech_cost[self.player] = max(self.world.max_tech_cost[self.player],
|
||||
self.world.min_tech_cost[self.player])
|
||||
self.tech_mix = self.world.tech_cost_mix[self.player]
|
||||
self.skip_silo = self.world.silo[self.player].value == Silo.option_spawn
|
||||
|
||||
def create_regions(self):
|
||||
player = self.player
|
||||
random = self.world.random
|
||||
menu = Region("Menu", RegionType.Generic, "Menu", player, self.world)
|
||||
crash = Entrance(player, "Crash Land", menu)
|
||||
menu.exits.append(crash)
|
||||
nauvis = Region("Nauvis", RegionType.Generic, "Nauvis", player, self.world)
|
||||
|
||||
skip_silo = self.world.silo[self.player].value == Silo.option_spawn
|
||||
for tech_name, tech_id in base_tech_table.items():
|
||||
if skip_silo and tech_name == "rocket-silo":
|
||||
continue
|
||||
tech = Location(player, tech_name, tech_id, nauvis)
|
||||
nauvis.locations.append(tech)
|
||||
tech.game = "Factorio"
|
||||
location = Location(player, "Rocket Launch", None, nauvis)
|
||||
location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
|
||||
self.world.evolution_traps[player].value + self.world.attack_traps[player].value
|
||||
|
||||
location_pool = []
|
||||
|
||||
for pack in self.world.max_science_pack[self.player].get_allowed_packs():
|
||||
location_pool.extend(location_pools[pack])
|
||||
location_names = self.world.random.sample(location_pool, location_count)
|
||||
self.locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
|
||||
for loc_name in location_names]
|
||||
rand_values = sorted(random.randint(self.world.min_tech_cost[self.player],
|
||||
self.world.max_tech_cost[self.player]) for _ in self.locations)
|
||||
for i, location in enumerate(sorted(self.locations, key=lambda loc: loc.rel_cost)):
|
||||
location.count = rand_values[i]
|
||||
del rand_values
|
||||
nauvis.locations.extend(self.locations)
|
||||
location = FactorioLocation(player, "Rocket Launch", None, nauvis)
|
||||
nauvis.locations.append(location)
|
||||
location.game = "Factorio"
|
||||
event = FactorioItem("Victory", ItemClassification.progression, None, player)
|
||||
event.game = "Factorio"
|
||||
self.world.push_item(location, event, False)
|
||||
location.event = location.locked = True
|
||||
location.place_locked_item(event)
|
||||
|
||||
for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
|
||||
location = Location(player, f"Automate {ingredient}", None, nauvis)
|
||||
location.game = "Factorio"
|
||||
location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
|
||||
nauvis.locations.append(location)
|
||||
event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
|
||||
self.world.push_item(location, event, False)
|
||||
location.event = location.locked = True
|
||||
location.place_locked_item(event)
|
||||
|
||||
crash.connect(nauvis)
|
||||
self.world.regions += [menu, nauvis]
|
||||
|
||||
|
@ -151,17 +138,13 @@ class Factorio(World):
|
|||
location.access_rule = lambda state, ingredient=ingredient: \
|
||||
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
|
||||
|
||||
skip_silo = self.world.silo[self.player].value == Silo.option_spawn
|
||||
for tech_name, technology in self.custom_technologies.items():
|
||||
if skip_silo and tech_name == "rocket-silo":
|
||||
continue
|
||||
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))
|
||||
for location in self.locations:
|
||||
Rules.set_rule(location, lambda state, ingredients=location.ingredients:
|
||||
all(state.has(f"Automated {ingredient}", player) for ingredient in ingredients))
|
||||
prerequisites = shapes.get(location)
|
||||
if prerequisites:
|
||||
Rules.add_rule(location, lambda state, locations=
|
||||
prerequisites: all(state.can_reach(loc) for loc in locations))
|
||||
|
||||
silo_recipe = None
|
||||
if self.world.silo[self.player] == Silo.option_spawn:
|
||||
|
@ -179,6 +162,48 @@ class Factorio(World):
|
|||
|
||||
world.completion_condition[player] = lambda state: state.has('Victory', player)
|
||||
|
||||
def generate_basic(self):
|
||||
player = self.player
|
||||
want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
|
||||
want_progressives(self.world.random))
|
||||
self.world.itempool.extend(self.create_item("Evolution Trap") for _ in
|
||||
range(self.world.evolution_traps[player].value))
|
||||
self.world.itempool.extend(self.create_item("Attack Trap") for _ in
|
||||
range(self.world.attack_traps[player].value))
|
||||
|
||||
cost_sorted_locations = sorted(self.locations, key=lambda location: location.name)
|
||||
special_index = {"automation": 0,
|
||||
"logistics": 1,
|
||||
"rocket-silo": -1}
|
||||
loc: FactorioScienceLocation
|
||||
if self.skip_silo:
|
||||
removed = useless_technologies | {"rocket-silo"}
|
||||
else:
|
||||
removed = useless_technologies
|
||||
for tech_name in base_tech_table:
|
||||
if tech_name not in removed:
|
||||
progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
|
||||
want_progressive = want_progressives[progressive_item_name]
|
||||
item_name = progressive_item_name if want_progressive else tech_name
|
||||
tech_item = self.create_item(item_name)
|
||||
index = special_index.get(tech_name, None)
|
||||
if index is None:
|
||||
self.world.itempool.append(tech_item)
|
||||
else:
|
||||
loc = cost_sorted_locations[index]
|
||||
loc.place_locked_item(tech_item)
|
||||
loc.revealed = True
|
||||
|
||||
map_basic_settings = self.world.world_gen[player].value["basic"]
|
||||
if map_basic_settings.get("seed", None) is None: # allow seed 0
|
||||
map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
|
||||
|
||||
if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
|
||||
# mark all locations as pre-hinted
|
||||
self.world.start_location_hints[self.player].value.update(base_tech_table)
|
||||
for loc in self.locations:
|
||||
loc.revealed = True
|
||||
|
||||
def collect_item(self, state, item, remove=False):
|
||||
if item.advancement and item.name in progressive_technology_table:
|
||||
prog_table = progressive_technology_table[item.name].progressive
|
||||
|
@ -400,3 +425,33 @@ class Factorio(World):
|
|||
ItemClassification.trap if "Trap" in name else ItemClassification.filler,
|
||||
all_items[name], self.player)
|
||||
return item
|
||||
|
||||
|
||||
class FactorioLocation(Location):
|
||||
game: str = Factorio.game
|
||||
|
||||
|
||||
class FactorioScienceLocation(FactorioLocation):
|
||||
complexity: int
|
||||
revealed: bool = False
|
||||
|
||||
# Factorio technology properties:
|
||||
ingredients: typing.Dict[str, int]
|
||||
count: int
|
||||
|
||||
def __init__(self, player: int, name: str, address: int, parent: Region):
|
||||
super(FactorioScienceLocation, self).__init__(player, name, address, parent)
|
||||
# "AP-{Complexity}-{Cost}"
|
||||
self.complexity = int(self.name[3]) - 1
|
||||
self.rel_cost = int(self.name[5:], 16)
|
||||
|
||||
self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
|
||||
for complexity in range(self.complexity):
|
||||
if parent.world.tech_cost_mix[self.player] > parent.world.random.randint(0, 99):
|
||||
self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
|
||||
self.count = parent.world.random.randint(parent.world.min_tech_cost[self.player],
|
||||
parent.world.max_tech_cost[self.player])
|
||||
|
||||
@property
|
||||
def factorio_ingredients(self) -> typing.List[typing.Tuple[str, int]]:
|
||||
return [(name, count) for name, count in self.ingredients.items()]
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
{% from "macros.lua" import dict_to_recipe %}
|
||||
{% from "macros.lua" import dict_to_recipe, variable_to_lua %}
|
||||
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
|
||||
require('lib')
|
||||
data.raw["rocket-silo"]["rocket-silo"].fluid_boxes = {
|
||||
|
@ -50,16 +50,8 @@ data.raw["recipe"]["{{recipe_name}}"].ingredients = {{ dict_to_recipe(recipe.ing
|
|||
{%- endfor %}
|
||||
|
||||
local technologies = data.raw["technology"]
|
||||
local original_tech
|
||||
local new_tree_copy
|
||||
allowed_ingredients = {}
|
||||
{%- for tech_name, technology in custom_technologies.items() %}
|
||||
allowed_ingredients["{{ tech_name }}"] = {
|
||||
{%- for ingredient in technology.ingredients %}
|
||||
["{{ingredient}}"] = 1,
|
||||
{%- endfor %}
|
||||
}
|
||||
{% endfor %}
|
||||
|
||||
local template_tech = table.deepcopy(technologies["automation"])
|
||||
{#- ensure the copy unlocks nothing #}
|
||||
template_tech.unlocks = {}
|
||||
|
@ -87,39 +79,6 @@ template_tech.prerequisites = {}
|
|||
data.raw["recipe"]["rocket-silo"].enabled = true
|
||||
{% endif %}
|
||||
|
||||
function prep_copy(new_copy, old_tech)
|
||||
old_tech.hidden = true
|
||||
local ingredient_filter = allowed_ingredients[old_tech.name]
|
||||
if ingredient_filter ~= nil then
|
||||
if mods["science-not-invited"] then
|
||||
local weights = {
|
||||
["automation-science-pack"] = 0, -- Red science
|
||||
["logistic-science-pack"] = 0, -- Green science
|
||||
["military-science-pack"] = 0, -- Black science
|
||||
["chemical-science-pack"] = 0, -- Blue science
|
||||
["production-science-pack"] = 0, -- Purple science
|
||||
["utility-science-pack"] = 0, -- Yellow science
|
||||
["space-science-pack"] = 0 -- Space science
|
||||
}
|
||||
for key, value in pairs(ingredient_filter) do
|
||||
weights[key] = value
|
||||
end
|
||||
SNI.setWeights(weights)
|
||||
-- Just in case an ingredient is being added to an existing tech. Found the root cause of the 9.223e+18 problem.
|
||||
-- Turns out science-not-invited was ultimately dividing by zero, due to it being unaware of there being added ingredients.
|
||||
old_tech.unit.ingredients = add_ingredients(old_tech.unit.ingredients, ingredient_filter)
|
||||
SNI.sendInvite(old_tech)
|
||||
-- SCIENCE-not-invited could potentially make tech cost 9.223e+18.
|
||||
old_tech.unit.count = math.min(100000, old_tech.unit.count)
|
||||
end
|
||||
new_copy.unit = table.deepcopy(old_tech.unit)
|
||||
new_copy.unit.ingredients = filter_ingredients(new_copy.unit.ingredients, ingredient_filter)
|
||||
new_copy.unit.ingredients = add_ingredients(new_copy.unit.ingredients, ingredient_filter)
|
||||
else
|
||||
new_copy.unit = table.deepcopy(old_tech.unit)
|
||||
end
|
||||
end
|
||||
|
||||
function set_ap_icon(tech)
|
||||
tech.icon = "__{{ mod_name }}__/graphics/icons/ap.png"
|
||||
tech.icons = nil
|
||||
|
@ -198,38 +157,40 @@ end
|
|||
data.raw["ammo"]["artillery-shell"].stack_size = 10
|
||||
|
||||
{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}
|
||||
{%- for original_tech_name, item_name, receiving_player, advancement in locations %}
|
||||
original_tech = technologies["{{original_tech_name}}"]
|
||||
{%- for original_tech_name in base_tech_table -%}
|
||||
technologies["{{ original_tech_name }}"].hidden = true
|
||||
{% endfor %}
|
||||
{%- for location, item in locations %}
|
||||
{#- the tech researched by the local player #}
|
||||
new_tree_copy = table.deepcopy(template_tech)
|
||||
new_tree_copy.name = "ap-{{ tech_table[original_tech_name] }}-"{# use AP ID #}
|
||||
prep_copy(new_tree_copy, original_tech)
|
||||
{% if tech_cost_scale != 1 %}
|
||||
new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{ tech_cost_scale }}))
|
||||
{% endif %}
|
||||
{%- if (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in base_tech_table -%}
|
||||
{#- copy Factorio Technology Icon -#}
|
||||
copy_factorio_icon(new_tree_copy, "{{ item_name }}")
|
||||
{%- if original_tech_name == "rocket-silo" and original_tech_name in static_nodes %}
|
||||
new_tree_copy.name = "ap-{{ location.address }}-"{# use AP ID #}
|
||||
new_tree_copy.unit.count = {{ location.count }}
|
||||
new_tree_copy.unit.ingredients = {{ variable_to_lua(location.factorio_ingredients) }}
|
||||
|
||||
{%- if location.revealed and item.name in base_tech_table -%}
|
||||
{#- copy Factorio Technology Icon #}
|
||||
copy_factorio_icon(new_tree_copy, "{{ item.name }}")
|
||||
{%- if item.name == "rocket-silo" and item.player == location.player %}
|
||||
{%- for ingredient in custom_recipes["rocket-part"].ingredients %}
|
||||
table.insert(new_tree_copy.effects, {type = "nothing", effect_description = "Ingredient {{ loop.index }}: {{ ingredient }}"})
|
||||
{% endfor -%}
|
||||
{% endif -%}
|
||||
{%- elif (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in progressive_technology_table -%}
|
||||
copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item_name][0] }}")
|
||||
{%- elif location.revealed and item.name in progressive_technology_table -%}
|
||||
copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item.name][0] }}")
|
||||
{%- else -%}
|
||||
{#- use default AP icon if no Factorio graphics exist -#}
|
||||
{% if advancement or not tech_tree_information %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %}
|
||||
{% if item.advancement or not tech_tree_information %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %}
|
||||
{%- endif -%}
|
||||
{#- connect Technology #}
|
||||
{%- if original_tech_name in tech_tree_layout_prerequisites %}
|
||||
{%- for prerequisite in tech_tree_layout_prerequisites[original_tech_name] %}
|
||||
table.insert(new_tree_copy.prerequisites, "ap-{{ tech_table[prerequisite] }}-")
|
||||
{%- if location in tech_tree_layout_prerequisites %}
|
||||
{%- for prerequisite in tech_tree_layout_prerequisites[location] %}
|
||||
table.insert(new_tree_copy.prerequisites, "ap-{{ prerequisite.address }}-")
|
||||
{% endfor %}
|
||||
{% endif -%}
|
||||
{#- add new Technology to game #}
|
||||
data:extend{new_tree_copy}
|
||||
{% endfor %}
|
||||
{#- Recipe Rando #}
|
||||
{% if recipe_time_scale %}
|
||||
{%- for recipe_name, recipe in recipes.items() %}
|
||||
{%- if recipe.category not in ("basic-solid", "basic-fluid") %}
|
||||
|
|
|
@ -5,22 +5,22 @@ archipelago=Archipelago
|
|||
archipelago=World preset created by the Archipelago Randomizer. World may or may not contain actual archipelagos.
|
||||
|
||||
[technology-name]
|
||||
{% for original_tech_name, item_name, receiving_player, advancement in locations %}
|
||||
{%- if tech_tree_information == 2 or original_tech_name in static_nodes %}
|
||||
ap-{{ tech_table[original_tech_name] }}-={{ player_names[receiving_player] }}'s {{ item_name }}
|
||||
{% for location, item in locations %}
|
||||
{%- if location.revealed %}
|
||||
ap-{{ location.address }}-={{ player_names[item.player] }}'s {{ item.name }} ({{ location.name }})
|
||||
{%- else %}
|
||||
ap-{{ tech_table[original_tech_name] }}-=An Archipelago Sendable
|
||||
ap-{{ location.address }}-= {{location.name}}
|
||||
{%- endif -%}
|
||||
{% endfor %}
|
||||
|
||||
[technology-description]
|
||||
{% for original_tech_name, item_name, receiving_player, advancement in locations %}
|
||||
{%- if tech_tree_information == 2 or original_tech_name in static_nodes %}
|
||||
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends {{ item_name }} to {{ player_names[receiving_player] }}{% if advancement %}, which is considered a logical advancement{% endif %}.
|
||||
{%- elif tech_tree_information == 1 and advancement %}
|
||||
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends something to someone, which is considered a logical advancement. For purposes of hints, this location is called "{{ original_tech_name }}".
|
||||
{% for location, item in locations %}
|
||||
{%- if location.revealed %}
|
||||
ap-{{ location.address }}-=Researching this technology sends {{ item.name }} to {{ player_names[item.player] }}{% if item.advancement %}, which is considered a logical advancement{% elif item.useful %}, which is considered useful{% elif item.trap %}, which is considered fun{% endif %}.
|
||||
{%- elif tech_tree_information == 1 and item.advancement %}
|
||||
ap-{{ location.address }}-=Researching this technology sends something to someone, which is considered a logical advancement.
|
||||
{%- else %}
|
||||
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends something to someone. For purposes of hints, this location is called "{{ original_tech_name }}".
|
||||
ap-{{ location.address }}-=Researching this technology sends something to someone.
|
||||
{%- endif -%}
|
||||
{% endfor %}
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
["{{ key }}"] = {{ variable_to_lua(value) }}{% if not loop.last %},{% endif %}
|
||||
{% endfor -%}
|
||||
}
|
||||
{%- endmacro %}
|
||||
{% endmacro %}
|
||||
{% macro list_to_lua(list) -%}
|
||||
{
|
||||
{%- for key in list -%}
|
||||
|
|
Loading…
Reference in New Issue