Factorio: update API use (#3760)
--------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This commit is contained in:
parent
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@ -1,5 +1,6 @@
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"""Outputs a Factorio Mod to facilitate integration with Archipelago"""
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import dataclasses
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import json
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import os
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import shutil
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@ -88,6 +89,8 @@ class FactorioModFile(worlds.Files.APContainer):
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def generate_mod(world: "Factorio", output_directory: str):
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player = world.player
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multiworld = world.multiworld
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random = world.random
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global data_final_template, locale_template, control_template, data_template, settings_template
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with template_load_lock:
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if not data_final_template:
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@ -110,8 +113,6 @@ def generate_mod(world: "Factorio", output_directory: str):
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mod_name = f"AP-{multiworld.seed_name}-P{player}-{multiworld.get_file_safe_player_name(player)}"
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versioned_mod_name = mod_name + "_" + Utils.__version__
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random = multiworld.per_slot_randoms[player]
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def flop_random(low, high, base=None):
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"""Guarantees 50% below base and 50% above base, uniform distribution in each direction."""
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if base:
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@ -129,43 +130,43 @@ def generate_mod(world: "Factorio", output_directory: str):
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"base_tech_table": base_tech_table,
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"tech_to_progressive_lookup": tech_to_progressive_lookup,
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"mod_name": mod_name,
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"allowed_science_packs": multiworld.max_science_pack[player].get_allowed_packs(),
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"custom_technologies": multiworld.worlds[player].custom_technologies,
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"allowed_science_packs": world.options.max_science_pack.get_allowed_packs(),
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"custom_technologies": world.custom_technologies,
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"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites,
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"slot_name": multiworld.player_name[player], "seed_name": multiworld.seed_name,
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"slot_name": world.player_name, "seed_name": multiworld.seed_name,
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"slot_player": player,
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"starting_items": multiworld.starting_items[player], "recipes": recipes,
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"starting_items": world.options.starting_items, "recipes": recipes,
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"random": random, "flop_random": flop_random,
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"recipe_time_scale": recipe_time_scales.get(multiworld.recipe_time[player].value, None),
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"recipe_time_range": recipe_time_ranges.get(multiworld.recipe_time[player].value, None),
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"recipe_time_scale": recipe_time_scales.get(world.options.recipe_time.value, None),
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"recipe_time_range": recipe_time_ranges.get(world.options.recipe_time.value, None),
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"free_sample_blacklist": {item: 1 for item in free_sample_exclusions},
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"progressive_technology_table": {tech.name: tech.progressive for tech in
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progressive_technology_table.values()},
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"custom_recipes": world.custom_recipes,
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"max_science_pack": multiworld.max_science_pack[player].value,
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"max_science_pack": world.options.max_science_pack.value,
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"liquids": fluids,
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"goal": multiworld.goal[player].value,
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"energy_link": multiworld.energy_link[player].value,
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"goal": world.options.goal.value,
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"energy_link": world.options.energy_link.value,
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"useless_technologies": useless_technologies,
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"chunk_shuffle": multiworld.chunk_shuffle[player].value if hasattr(multiworld, "chunk_shuffle") else 0,
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"chunk_shuffle": 0,
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}
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for factorio_option in Options.factorio_options:
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for factorio_option, factorio_option_instance in dataclasses.asdict(world.options).items():
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if factorio_option in ["free_sample_blacklist", "free_sample_whitelist"]:
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continue
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template_data[factorio_option] = getattr(multiworld, factorio_option)[player].value
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template_data[factorio_option] = factorio_option_instance.value
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if getattr(multiworld, "silo")[player].value == Options.Silo.option_randomize_recipe:
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if world.options.silo == Options.Silo.option_randomize_recipe:
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template_data["free_sample_blacklist"]["rocket-silo"] = 1
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if getattr(multiworld, "satellite")[player].value == Options.Satellite.option_randomize_recipe:
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if world.options.satellite == Options.Satellite.option_randomize_recipe:
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template_data["free_sample_blacklist"]["satellite"] = 1
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template_data["free_sample_blacklist"].update({item: 1 for item in multiworld.free_sample_blacklist[player].value})
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template_data["free_sample_blacklist"].update({item: 0 for item in multiworld.free_sample_whitelist[player].value})
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template_data["free_sample_blacklist"].update({item: 1 for item in world.options.free_sample_blacklist.value})
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template_data["free_sample_blacklist"].update({item: 0 for item in world.options.free_sample_whitelist.value})
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zf_path = os.path.join(output_directory, versioned_mod_name + ".zip")
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mod = FactorioModFile(zf_path, player=player, player_name=multiworld.player_name[player])
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mod = FactorioModFile(zf_path, player=player, player_name=world.player_name)
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if world.zip_path:
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with zipfile.ZipFile(world.zip_path) as zf:
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@ -1,10 +1,13 @@
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from __future__ import annotations
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import typing
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from dataclasses import dataclass
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import datetime
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import typing
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from schema import Schema, Optional, And, Or
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from Options import Choice, OptionDict, OptionSet, Option, DefaultOnToggle, Range, DeathLink, Toggle, \
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StartInventoryPool
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from schema import Schema, Optional, And, Or
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StartInventoryPool, PerGameCommonOptions
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# schema helpers
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FloatRange = lambda low, high: And(Or(int, float), lambda f: low <= f <= high)
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@ -422,50 +425,37 @@ class EnergyLink(Toggle):
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display_name = "EnergyLink"
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factorio_options: typing.Dict[str, type(Option)] = {
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"max_science_pack": MaxSciencePack,
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"goal": Goal,
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"tech_tree_layout": TechTreeLayout,
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"min_tech_cost": MinTechCost,
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"max_tech_cost": MaxTechCost,
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"tech_cost_distribution": TechCostDistribution,
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"tech_cost_mix": TechCostMix,
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"ramping_tech_costs": RampingTechCosts,
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"silo": Silo,
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"satellite": Satellite,
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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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"free_sample_blacklist": FactorioFreeSampleBlacklist,
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"free_sample_whitelist": FactorioFreeSampleWhitelist,
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"recipe_time": RecipeTime,
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"recipe_ingredients": RecipeIngredients,
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"recipe_ingredients_offset": RecipeIngredientsOffset,
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"imported_blueprints": ImportedBlueprint,
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"world_gen": FactorioWorldGen,
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"progressive": Progressive,
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"teleport_traps": TeleportTrapCount,
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"grenade_traps": GrenadeTrapCount,
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"cluster_grenade_traps": ClusterGrenadeTrapCount,
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"artillery_traps": ArtilleryTrapCount,
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"atomic_rocket_traps": AtomicRocketTrapCount,
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"attack_traps": AttackTrapCount,
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"evolution_traps": EvolutionTrapCount,
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"evolution_trap_increase": EvolutionTrapIncrease,
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"death_link": DeathLink,
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"energy_link": EnergyLink,
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"start_inventory_from_pool": StartInventoryPool,
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}
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# spoilers below. If you spoil it for yourself, please at least don't spoil it for anyone else.
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if datetime.datetime.today().month == 4:
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class ChunkShuffle(Toggle):
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"""Entrance Randomizer."""
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display_name = "Chunk Shuffle"
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if datetime.datetime.today().day > 1:
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ChunkShuffle.__doc__ += """
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2023 April Fool's option. Shuffles chunk border transitions."""
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factorio_options["chunk_shuffle"] = ChunkShuffle
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@dataclass
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class FactorioOptions(PerGameCommonOptions):
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max_science_pack: MaxSciencePack
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goal: Goal
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tech_tree_layout: TechTreeLayout
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min_tech_cost: MinTechCost
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max_tech_cost: MaxTechCost
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tech_cost_distribution: TechCostDistribution
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tech_cost_mix: TechCostMix
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ramping_tech_costs: RampingTechCosts
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silo: Silo
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satellite: Satellite
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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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free_sample_blacklist: FactorioFreeSampleBlacklist
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free_sample_whitelist: FactorioFreeSampleWhitelist
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recipe_time: RecipeTime
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recipe_ingredients: RecipeIngredients
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recipe_ingredients_offset: RecipeIngredientsOffset
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imported_blueprints: ImportedBlueprint
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world_gen: FactorioWorldGen
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progressive: Progressive
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teleport_traps: TeleportTrapCount
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grenade_traps: GrenadeTrapCount
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cluster_grenade_traps: ClusterGrenadeTrapCount
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artillery_traps: ArtilleryTrapCount
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atomic_rocket_traps: AtomicRocketTrapCount
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attack_traps: AttackTrapCount
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evolution_traps: EvolutionTrapCount
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evolution_trap_increase: EvolutionTrapIncrease
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death_link: DeathLink
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energy_link: EnergyLink
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start_inventory_from_pool: StartInventoryPool
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@ -19,12 +19,10 @@ def _sorter(location: "FactorioScienceLocation"):
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return location.complexity, location.rel_cost
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def get_shapes(factorio_world: "Factorio") -> Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]]:
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world = factorio_world.multiworld
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player = factorio_world.player
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def get_shapes(world: "Factorio") -> Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]]:
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prerequisites: Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]] = {}
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layout = world.tech_tree_layout[player].value
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locations: List["FactorioScienceLocation"] = sorted(factorio_world.science_locations, key=lambda loc: loc.name)
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layout = world.options.tech_tree_layout.value
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locations: List["FactorioScienceLocation"] = sorted(world.science_locations, key=lambda loc: loc.name)
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world.random.shuffle(locations)
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if layout == TechTreeLayout.option_single:
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@ -247,5 +245,5 @@ def get_shapes(factorio_world: "Factorio") -> Dict["FactorioScienceLocation", Se
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else:
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raise NotImplementedError(f"Layout {layout} is not implemented.")
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factorio_world.tech_tree_layout_prerequisites = prerequisites
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world.tech_tree_layout_prerequisites = prerequisites
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return prerequisites
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@ -13,12 +13,11 @@ import Utils
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from . import Options
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factorio_tech_id = factorio_base_id = 2 ** 17
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# Factorio technologies are imported from a .json document in /data
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source_folder = os.path.join(os.path.dirname(__file__), "data")
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pool = ThreadPoolExecutor(1)
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# Factorio technologies are imported from a .json document in /data
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def load_json_data(data_name: str) -> Union[List[str], Dict[str, Any]]:
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return orjson.loads(pkgutil.get_data(__name__, "data/" + data_name + ".json"))
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@ -99,7 +98,7 @@ class CustomTechnology(Technology):
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and ((ingredients & {"chemical-science-pack", "production-science-pack", "utility-science-pack"})
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or origin.name == "rocket-silo")
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self.player = player
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if origin.name not in world.worlds[player].special_nodes:
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if origin.name not in world.special_nodes:
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if military_allowed:
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ingredients.add("military-science-pack")
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ingredients = list(ingredients)
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@ -11,7 +11,7 @@ from worlds.LauncherComponents import Component, components, Type, launch_subpro
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from worlds.generic import Rules
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from .Locations import location_pools, location_table
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from .Mod import generate_mod
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from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
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from .Options import FactorioOptions, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
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from .Shapes import get_shapes
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
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all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
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@ -89,13 +89,15 @@ class Factorio(World):
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advancement_technologies: typing.Set[str]
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web = FactorioWeb()
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options_dataclass = FactorioOptions
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options: FactorioOptions
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item_name_to_id = all_items
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location_name_to_id = location_table
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item_name_groups = {
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"Progressive": set(progressive_tech_table.keys()),
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}
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required_client_version = (0, 4, 2)
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required_client_version = (0, 5, 0)
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ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
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tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
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@ -117,32 +119,32 @@ class Factorio(World):
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def generate_early(self) -> None:
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# if max < min, then swap max and min
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if self.multiworld.max_tech_cost[self.player] < self.multiworld.min_tech_cost[self.player]:
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self.multiworld.min_tech_cost[self.player].value, self.multiworld.max_tech_cost[self.player].value = \
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self.multiworld.max_tech_cost[self.player].value, self.multiworld.min_tech_cost[self.player].value
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self.tech_mix = self.multiworld.tech_cost_mix[self.player]
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self.skip_silo = self.multiworld.silo[self.player].value == Silo.option_spawn
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if self.options.max_tech_cost < self.options.min_tech_cost:
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self.options.min_tech_cost.value, self.options.max_tech_cost.value = \
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self.options.max_tech_cost.value, self.options.min_tech_cost.value
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self.tech_mix = self.options.tech_cost_mix.value
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self.skip_silo = self.options.silo.value == Silo.option_spawn
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def create_regions(self):
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player = self.player
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random = self.multiworld.random
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random = self.random
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nauvis = Region("Nauvis", player, self.multiworld)
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location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
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self.multiworld.evolution_traps[player] + \
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self.multiworld.attack_traps[player] + \
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self.multiworld.teleport_traps[player] + \
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self.multiworld.grenade_traps[player] + \
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self.multiworld.cluster_grenade_traps[player] + \
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self.multiworld.atomic_rocket_traps[player] + \
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self.multiworld.artillery_traps[player]
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self.options.evolution_traps + \
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self.options.attack_traps + \
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self.options.teleport_traps + \
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self.options.grenade_traps + \
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self.options.cluster_grenade_traps + \
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self.options.atomic_rocket_traps + \
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self.options.artillery_traps
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location_pool = []
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for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
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location_pool.extend(location_pools[pack])
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try:
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location_names = self.multiworld.random.sample(location_pool, location_count)
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location_names = random.sample(location_pool, location_count)
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except ValueError as e:
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# should be "ValueError: Sample larger than population or is negative"
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raise Exception("Too many traps for too few locations. Either decrease the trap count, "
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@ -150,9 +152,9 @@ class Factorio(World):
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self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
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for loc_name in location_names]
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distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
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min_cost = self.multiworld.min_tech_cost[self.player]
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max_cost = self.multiworld.max_tech_cost[self.player]
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distribution: TechCostDistribution = self.options.tech_cost_distribution
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min_cost = self.options.min_tech_cost.value
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max_cost = self.options.max_tech_cost.value
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if distribution == distribution.option_even:
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rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
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else:
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@ -161,7 +163,7 @@ class Factorio(World):
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distribution.option_high: max_cost}[distribution.value]
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rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
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rand_values = sorted(rand_values)
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if self.multiworld.ramping_tech_costs[self.player]:
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if self.options.ramping_tech_costs:
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def sorter(loc: FactorioScienceLocation):
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return loc.complexity, loc.rel_cost
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else:
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@ -176,7 +178,7 @@ class Factorio(World):
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event = FactorioItem("Victory", ItemClassification.progression, None, player)
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location.place_locked_item(event)
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for ingredient in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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for ingredient in sorted(self.options.max_science_pack.get_allowed_packs()):
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location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
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nauvis.locations.append(location)
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event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
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@ -185,24 +187,23 @@ class Factorio(World):
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self.multiworld.regions.append(nauvis)
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def create_items(self) -> None:
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player = self.player
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self.custom_technologies = self.set_custom_technologies()
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self.set_custom_recipes()
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traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket")
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for trap_name in traps:
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self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
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range(getattr(self.multiworld,
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f"{trap_name.lower().replace(' ', '_')}_traps")[player]))
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range(getattr(self.options,
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f"{trap_name.lower().replace(' ', '_')}_traps")))
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want_progressives = collections.defaultdict(lambda: self.multiworld.progressive[player].
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want_progressives(self.multiworld.random))
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want_progressives = collections.defaultdict(lambda: self.options.progressive.
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want_progressives(self.random))
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cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
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special_index = {"automation": 0,
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"logistics": 1,
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"rocket-silo": -1}
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loc: FactorioScienceLocation
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if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
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if self.options.tech_tree_information == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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for loc in self.science_locations:
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loc.revealed = True
|
||||
|
@ -229,14 +230,13 @@ class Factorio(World):
|
|||
loc.revealed = True
|
||||
|
||||
def set_rules(self):
|
||||
world = self.multiworld
|
||||
player = self.player
|
||||
shapes = get_shapes(self)
|
||||
|
||||
for ingredient in self.multiworld.max_science_pack[self.player].get_allowed_packs():
|
||||
location = world.get_location(f"Automate {ingredient}", player)
|
||||
for ingredient in self.options.max_science_pack.get_allowed_packs():
|
||||
location = self.get_location(f"Automate {ingredient}")
|
||||
|
||||
if self.multiworld.recipe_ingredients[self.player]:
|
||||
if self.options.recipe_ingredients:
|
||||
custom_recipe = self.custom_recipes[ingredient]
|
||||
|
||||
location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \
|
||||
|
@ -257,30 +257,30 @@ class Factorio(World):
|
|||
prerequisites: all(state.can_reach(loc) for loc in locations))
|
||||
|
||||
silo_recipe = None
|
||||
if self.multiworld.silo[self.player] == Silo.option_spawn:
|
||||
if self.options.silo == Silo.option_spawn:
|
||||
silo_recipe = self.custom_recipes["rocket-silo"] if "rocket-silo" in self.custom_recipes \
|
||||
else next(iter(all_product_sources.get("rocket-silo")))
|
||||
part_recipe = self.custom_recipes["rocket-part"]
|
||||
satellite_recipe = None
|
||||
if self.multiworld.goal[self.player] == Goal.option_satellite:
|
||||
if self.options.goal == Goal.option_satellite:
|
||||
satellite_recipe = self.custom_recipes["satellite"] if "satellite" in self.custom_recipes \
|
||||
else next(iter(all_product_sources.get("satellite")))
|
||||
victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_recipe)
|
||||
if self.multiworld.silo[self.player] != Silo.option_spawn:
|
||||
if self.options.silo != Silo.option_spawn:
|
||||
victory_tech_names.add("rocket-silo")
|
||||
world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
|
||||
for technology in
|
||||
victory_tech_names)
|
||||
self.get_location("Rocket Launch").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)
|
||||
self.multiworld.completion_condition[player] = lambda state: state.has('Victory', player)
|
||||
|
||||
def generate_basic(self):
|
||||
map_basic_settings = self.multiworld.world_gen[self.player].value["basic"]
|
||||
map_basic_settings = self.options.world_gen.value["basic"]
|
||||
if map_basic_settings.get("seed", None) is None: # allow seed 0
|
||||
# 32 bit uint
|
||||
map_basic_settings["seed"] = self.multiworld.per_slot_randoms[self.player].randint(0, 2 ** 32 - 1)
|
||||
map_basic_settings["seed"] = self.random.randint(0, 2 ** 32 - 1)
|
||||
|
||||
start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
|
||||
start_location_hints: typing.Set[str] = self.options.start_location_hints.value
|
||||
|
||||
for loc in self.science_locations:
|
||||
# show start_location_hints ingame
|
||||
|
@ -304,8 +304,6 @@ class Factorio(World):
|
|||
|
||||
return super(Factorio, self).collect_item(state, item, remove)
|
||||
|
||||
option_definitions = factorio_options
|
||||
|
||||
@classmethod
|
||||
def stage_write_spoiler(cls, world, spoiler_handle):
|
||||
factorio_players = world.get_game_players(cls.game)
|
||||
|
@ -345,7 +343,7 @@ class Factorio(World):
|
|||
# have to first sort for determinism, while filtering out non-stacking items
|
||||
pool: typing.List[str] = sorted(pool & valid_ingredients)
|
||||
# then sort with random data to shuffle
|
||||
self.multiworld.random.shuffle(pool)
|
||||
self.random.shuffle(pool)
|
||||
target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
|
||||
target_energy = original.total_energy * factor
|
||||
target_num_ingredients = len(original.ingredients) + ingredients_offset
|
||||
|
@ -389,7 +387,7 @@ class Factorio(World):
|
|||
if min_num > max_num:
|
||||
fallback_pool.append(ingredient)
|
||||
continue # can't use that ingredient
|
||||
num = self.multiworld.random.randint(min_num, max_num)
|
||||
num = self.random.randint(min_num, max_num)
|
||||
new_ingredients[ingredient] = num
|
||||
remaining_raw -= num * ingredient_raw
|
||||
remaining_energy -= num * ingredient_energy
|
||||
|
@ -433,66 +431,66 @@ class Factorio(World):
|
|||
|
||||
def set_custom_technologies(self):
|
||||
custom_technologies = {}
|
||||
allowed_packs = self.multiworld.max_science_pack[self.player].get_allowed_packs()
|
||||
allowed_packs = self.options.max_science_pack.get_allowed_packs()
|
||||
for technology_name, technology in base_technology_table.items():
|
||||
custom_technologies[technology_name] = technology.get_custom(self.multiworld, allowed_packs, self.player)
|
||||
custom_technologies[technology_name] = technology.get_custom(self, allowed_packs, self.player)
|
||||
return custom_technologies
|
||||
|
||||
def set_custom_recipes(self):
|
||||
ingredients_offset = self.multiworld.recipe_ingredients_offset[self.player]
|
||||
ingredients_offset = self.options.recipe_ingredients_offset
|
||||
original_rocket_part = recipes["rocket-part"]
|
||||
science_pack_pools = get_science_pack_pools()
|
||||
valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
|
||||
self.multiworld.random.shuffle(valid_pool)
|
||||
valid_pool = sorted(science_pack_pools[self.options.max_science_pack.get_max_pack()] & valid_ingredients)
|
||||
self.random.shuffle(valid_pool)
|
||||
self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
|
||||
{valid_pool[x]: 10 for x in range(3 + ingredients_offset)},
|
||||
original_rocket_part.products,
|
||||
original_rocket_part.energy)}
|
||||
|
||||
if self.multiworld.recipe_ingredients[self.player]:
|
||||
if self.options.recipe_ingredients:
|
||||
valid_pool = []
|
||||
for pack in self.multiworld.max_science_pack[self.player].get_ordered_science_packs():
|
||||
for pack in self.options.max_science_pack.get_ordered_science_packs():
|
||||
valid_pool += sorted(science_pack_pools[pack])
|
||||
self.multiworld.random.shuffle(valid_pool)
|
||||
self.random.shuffle(valid_pool)
|
||||
if pack in recipes: # skips over space science pack
|
||||
new_recipe = self.make_quick_recipe(recipes[pack], valid_pool, ingredients_offset=
|
||||
ingredients_offset)
|
||||
ingredients_offset.value)
|
||||
self.custom_recipes[pack] = new_recipe
|
||||
|
||||
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
|
||||
or self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
||||
if self.options.silo.value == Silo.option_randomize_recipe \
|
||||
or self.options.satellite.value == Satellite.option_randomize_recipe:
|
||||
valid_pool = set()
|
||||
for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
|
||||
for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
|
||||
valid_pool |= science_pack_pools[pack]
|
||||
|
||||
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
|
||||
if self.options.silo.value == Silo.option_randomize_recipe:
|
||||
new_recipe = self.make_balanced_recipe(
|
||||
recipes["rocket-silo"], valid_pool,
|
||||
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
||||
ingredients_offset=ingredients_offset)
|
||||
factor=(self.options.max_science_pack.value + 1) / 7,
|
||||
ingredients_offset=ingredients_offset.value)
|
||||
self.custom_recipes["rocket-silo"] = new_recipe
|
||||
|
||||
if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
||||
if self.options.satellite.value == Satellite.option_randomize_recipe:
|
||||
new_recipe = self.make_balanced_recipe(
|
||||
recipes["satellite"], valid_pool,
|
||||
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
||||
ingredients_offset=ingredients_offset)
|
||||
factor=(self.options.max_science_pack.value + 1) / 7,
|
||||
ingredients_offset=ingredients_offset.value)
|
||||
self.custom_recipes["satellite"] = new_recipe
|
||||
bridge = "ap-energy-bridge"
|
||||
new_recipe = self.make_quick_recipe(
|
||||
Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1,
|
||||
"replace_4": 1, "replace_5": 1, "replace_6": 1},
|
||||
{bridge: 1}, 10),
|
||||
sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]),
|
||||
ingredients_offset=ingredients_offset)
|
||||
sorted(science_pack_pools[self.options.max_science_pack.get_ordered_science_packs()[0]]),
|
||||
ingredients_offset=ingredients_offset.value)
|
||||
for ingredient_name in new_recipe.ingredients:
|
||||
new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(50, 500)
|
||||
new_recipe.ingredients[ingredient_name] = self.random.randint(50, 500)
|
||||
self.custom_recipes[bridge] = new_recipe
|
||||
|
||||
needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
|
||||
if self.multiworld.silo[self.player] != Silo.option_spawn:
|
||||
needed_recipes = self.options.max_science_pack.get_allowed_packs() | {"rocket-part"}
|
||||
if self.options.silo != Silo.option_spawn:
|
||||
needed_recipes |= {"rocket-silo"}
|
||||
if self.multiworld.goal[self.player].value == Goal.option_satellite:
|
||||
if self.options.goal.value == Goal.option_satellite:
|
||||
needed_recipes |= {"satellite"}
|
||||
|
||||
for recipe in needed_recipes:
|
||||
|
@ -542,7 +540,8 @@ class FactorioScienceLocation(FactorioLocation):
|
|||
|
||||
self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
|
||||
for complexity in range(self.complexity):
|
||||
if parent.multiworld.tech_cost_mix[self.player] > parent.multiworld.random.randint(0, 99):
|
||||
if (parent.multiworld.worlds[self.player].options.tech_cost_mix >
|
||||
parent.multiworld.worlds[self.player].random.randint(0, 99)):
|
||||
self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
|
||||
|
||||
@property
|
||||
|
|
Loading…
Reference in New Issue