Factorio: Build logic for rocket launch, allow beatable only to work correctly

Convert Science requirements to Event of "automate <pack>"
This commit is contained in:
Fabian Dill 2021-05-22 10:06:21 +02:00
parent 14b430a168
commit 80b7e2e188
6 changed files with 78 additions and 45 deletions

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@ -1,10 +1,5 @@
{% macro dict_to_lua(dict) -%}
{
{% for key, value in dict.items() %}
["{{ key }}"] = {{ value | safe }}{% if not loop.last %},{% endif %}
{% endfor %}
}
{%- endmacro %}
{% from "macros.lua" import dict_to_lua %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require "lib"
require "util"

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@ -1,7 +1,8 @@
{% from "macros.lua" import dict_to_recipe %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require('lib')
data.raw["recipe"]["rocket-part"].ingredients = {{ rocket_recipe | safe }}
data.raw["recipe"]["rocket-part"].ingredients = {{ dict_to_recipe(rocket_recipe) }}
local technologies = data.raw["technology"]
local original_tech

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@ -0,0 +1,14 @@
{% macro dict_to_lua(dict) -%}
{
{%- for key, value in dict.items() -%}
["{{ key }}"] = {{ value | safe }}{% if not loop.last %},{% endif %}
{% endfor -%}
}
{%- endmacro %}
{% macro dict_to_recipe(dict) -%}
{
{%- for key, value in dict.items() -%}
{"{{ key }}", {{ value | safe }}}{% if not loop.last %},{% endif %}
{% endfor -%}
}
{%- endmacro %}

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@ -11,7 +11,9 @@ import Utils
import shutil
import Options
from BaseClasses import MultiWorld
from .Technologies import tech_table
from .Technologies import tech_table, rocket_recipes
template_env: Optional[jinja2.Environment] = None
template: Optional[jinja2.Template] = None
locale_template: Optional[jinja2.Template] = None
@ -28,32 +30,18 @@ base_info = {
"factorio_version": "1.1"
}
# TODO: clean this up, probably as a jinja macro; then add logic for the recipes in completion condition
rocket_recipes = {
Options.MaxSciencePack.option_space_science_pack:
'{{"rocket-control-unit", 10}, {"low-density-structure", 10}, {"rocket-fuel", 10}}',
Options.MaxSciencePack.option_utility_science_pack:
'{{"speed-module", 10}, {"steel-plate", 10}, {"solid-fuel", 10}}',
Options.MaxSciencePack.option_production_science_pack:
'{{"speed-module", 10}, {"steel-plate", 10}, {"solid-fuel", 10}}',
Options.MaxSciencePack.option_chemical_science_pack:
'{{"advanced-circuit", 10}, {"steel-plate", 10}, {"solid-fuel", 10}}',
Options.MaxSciencePack.option_military_science_pack:
'{{"defender-capsule", 10}, {"stone-wall", 10}, {"coal", 10}}',
Options.MaxSciencePack.option_logistic_science_pack:
'{{"electronic-circuit", 10}, {"stone-brick", 10}, {"coal", 10}}',
Options.MaxSciencePack.option_automation_science_pack:
'{{"copper-cable", 10}, {"iron-plate", 10}, {"wood", 10}}'
}
def generate_mod(world: MultiWorld, player: int):
global template, locale_template, control_template
with template_load_lock:
if not template:
mod_template_folder = Utils.local_path("data", "factorio", "mod_template")
template = jinja2.Template(open(os.path.join(mod_template_folder, "data-final-fixes.lua")).read())
locale_template = jinja2.Template(open(os.path.join(mod_template_folder, "locale", "en", "locale.cfg")).read())
control_template = jinja2.Template(open(os.path.join(mod_template_folder, "control.lua")).read())
template_env: Optional[jinja2.Environment] = \
jinja2.Environment(loader=jinja2.FileSystemLoader([mod_template_folder]))
template = template_env.get_template("data-final-fixes.lua")
locale_template = template_env.get_template(r"locale/en/locale.cfg")
control_template = template_env.get_template("control.lua")
# get data for templates
player_names = {x: world.player_names[x][0] for x in world.player_ids}
locations = []

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@ -3,8 +3,11 @@ from __future__ import annotations
from typing import Dict, Set, FrozenSet
import os
import json
import Options
import Utils
import logging
import functools
factorio_id = 2 ** 17
source_folder = Utils.local_path("data", "factorio")
@ -39,19 +42,9 @@ class Technology(FactorioElement): # maybe make subclass of Location?
def build_rule(self, player: int):
logging.debug(f"Building rules for {self.name}")
ingredient_rules = []
technologies = self.get_prior_technologies() # technologies that unlock the recipes
if technologies:
logging.debug(f"Required Technologies: {technologies}")
ingredient_rules.append(
lambda state, technologies=technologies: all(state.has(technology.name, player)
for technology in technologies))
if ingredient_rules:
ingredient_rules = frozenset(ingredient_rules)
return lambda state: all(rule(state) for rule in ingredient_rules)
return always
return lambda state, technologies=technologies: all(state.has(f"Automated {ingredient}", player)
for ingredient in self.ingredients)
def get_prior_technologies(self) -> Set[Technology]:
"""Get Technologies that have to precede this one to resolve tree connections."""
@ -229,3 +222,28 @@ for ingredient_name in all_ingredient_names:
advancement_technologies: Set[str] = set()
for technologies in required_technologies.values():
advancement_technologies |= {technology.name for technology in technologies}
@functools.lru_cache(10)
def get_rocket_requirements(ingredients: Set[str]) -> Set[str]:
techs = set()
for ingredient in ingredients:
techs |= recursively_get_unlocking_technologies(ingredient)
return {tech.name for tech in techs}
rocket_recipes = {
Options.MaxSciencePack.option_space_science_pack:
{"rocket-control-unit": 10, "low-density-structure": 10, "rocket-fuel": 10},
Options.MaxSciencePack.option_utility_science_pack:
{"speed-module": 10, "steel-plate": 10, "solid-fuel": 10},
Options.MaxSciencePack.option_production_science_pack:
{"speed-module": 10, "steel-plate": 10, "solid-fuel": 10},
Options.MaxSciencePack.option_chemical_science_pack:
{"advanced-circuit": 10, "steel-plate": 10, "solid-fuel": 10},
Options.MaxSciencePack.option_military_science_pack:
{"defender-capsule": 10, "stone-wall": 10, "coal": 10},
Options.MaxSciencePack.option_logistic_science_pack:
{"electronic-circuit": 10, "stone-brick": 10, "coal": 10},
Options.MaxSciencePack.option_automation_science_pack:
{"copper-cable": 10, "iron-plate": 10, "wood": 10}
}

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@ -1,12 +1,15 @@
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies
from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, \
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes
from .Shapes import get_shapes
def gen_factorio(world: MultiWorld, player: int):
static_nodes = world._static_nodes = {"automation", "logistics"} # turn dynamic/option?
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
for tech_name, tech_id in tech_table.items():
tech_item = Item(tech_name, tech_name in advancement_technologies, tech_id, player)
tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
tech_id, player)
tech_item.game = "Factorio"
if tech_name in static_nodes:
loc = world.get_location(tech_name, player)
@ -25,6 +28,7 @@ def factorio_create_regions(world: MultiWorld, player: int):
menu.exits.append(crash)
nauvis = Region("Nauvis", None, "Nauvis", player)
nauvis.world = menu.world = world
for tech_name, tech_id in tech_table.items():
tech = Location(player, tech_name, tech_id, nauvis)
nauvis.locations.append(tech)
@ -34,9 +38,16 @@ def factorio_create_regions(world: MultiWorld, player: int):
event = Item("Victory", True, None, player)
world.push_item(location, event, False)
location.event = location.locked = True
for ingredient in all_ingredient_names:
location = Location(player, f"Automate {ingredient}", None, nauvis)
nauvis.locations.append(location)
event = Item(f"Automated {ingredient}", True, None, player)
world.push_item(location, event, False)
location.event = location.locked = True
crash.connect(nauvis)
world.regions += [menu, nauvis]
def set_custom_technologies(world: MultiWorld, player: int):
custom_technologies = {}
world_custom = getattr(world, "_custom_technologies", {})
@ -47,11 +58,15 @@ def set_custom_technologies(world: MultiWorld, player: int):
custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
return custom_technologies
def set_rules(world: MultiWorld, player: int, custom_technologies):
shapes = get_shapes(world, player)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for ingredient in all_ingredient_names:
location = world.get_location(f"Automate {ingredient}", player)
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
for tech_name, technology in custom_technologies.items():
location = world.get_location(tech_name, player)
Rules.set_rule(location, technology.build_rule(player))
@ -61,7 +76,9 @@ def set_rules(world: MultiWorld, player: int, custom_technologies):
Rules.add_rule(location, lambda state,
locations=locations: all(state.can_reach(loc) for loc in locations))
# get all science pack technologies (but not the ability to craft them)
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
for technology in advancement_technologies)
for technology in
victory_tech_names)
world.completion_condition[player] = lambda state: state.has('Victory', player)