Factorio: always build dynamic advancement flag
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			@ -59,8 +59,8 @@ class Technology(FactorioElement):  # maybe make subclass of Location?
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    def build_rule(self, player: int):
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        logging.debug(f"Building rules for {self.name}")
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        return lambda state, technologies=technologies: all(state.has(f"Automated {ingredient}", player)
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                                                            for ingredient in self.ingredients)
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        return lambda state: all(state.has(f"Automated {ingredient}", player)
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                                 for ingredient in self.ingredients)
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    def get_prior_technologies(self) -> Set[Technology]:
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        """Get Technologies that have to precede this one to resolve tree connections."""
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			@ -300,12 +300,6 @@ for category_name, machine_name in machine_per_category.items():
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required_technologies: Dict[str, FrozenSet[Technology]] = Utils.KeyedDefaultDict(lambda ingredient_name: frozenset(
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    recursively_get_unlocking_technologies(ingredient_name, unlock_func=unlock)))
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advancement_technologies: Set[str] = set()
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for ingredient_name in all_ingredient_names:
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    technologies = required_technologies[ingredient_name]
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    advancement_technologies |= {technology.name for technology in technologies}
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def get_rocket_requirements(silo_recipe: Recipe, part_recipe: Recipe) -> Set[str]:
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    techs = set()
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    if silo_recipe:
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			@ -335,8 +329,6 @@ rocket_recipes = {
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        {"copper-cable": 10, "iron-plate": 10, "wood": 10}
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}
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advancement_technologies |= {tech.name for tech in required_technologies["rocket-silo"]}
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# progressive technologies
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# auto-progressive
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progressive_rows: Dict[str, Union[List[str], Tuple[str, ...]]] = {}
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			@ -430,8 +422,6 @@ for root in sorted_rows:
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                                        unlocks=any(technology_table[tech].unlocks for tech in progressive))
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    progressive_tech_table[root] = progressive_technology.factorio_id
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    progressive_technology_table[root] = progressive_technology
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    if any(tech in advancement_technologies for tech in progressive):
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        advancement_technologies.add(root)
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tech_to_progressive_lookup: Dict[str, str] = {}
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for technology in progressive_technology_table.values():
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			@ -1,9 +1,10 @@
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import collections
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import typing
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from ..AutoWorld import World
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from BaseClasses import Region, Entrance, Location, Item
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
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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, rocket_recipes, \
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    progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
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    get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies
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			@ -32,7 +33,7 @@ class Factorio(World):
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    game: str = "Factorio"
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    static_nodes = {"automation", "logistics", "rocket-silo"}
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    custom_recipes = {}
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    additional_advancement_technologies: set
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    advancement_technologies: typing.Set[str]
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    item_name_to_id = all_items
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    location_name_to_id = base_tech_table
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			@ -41,7 +42,7 @@ class Factorio(World):
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    def __init__(self, world, player: int):
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        super(Factorio, self).__init__(world, player)
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        self.additional_advancement_technologies = set()
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        self.advancement_technologies = set()
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    def generate_basic(self):
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        player = self.player
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			@ -268,8 +269,6 @@ class Factorio(World):
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                                                     {valid_pool[x]: 10 for x in range(3)},
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                                                     original_rocket_part.products,
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                                                     original_rocket_part.energy)}
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        self.additional_advancement_technologies = {tech.name for tech in
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                                                    self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
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        if self.world.recipe_ingredients[self.player]:
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            valid_pool = []
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			@ -282,8 +281,6 @@ class Factorio(World):
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                    for _ in original.ingredients:
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                        new_ingredients[valid_pool.pop()] = 1
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                    new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy)
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                    self.additional_advancement_technologies |= {tech.name for tech in
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                                                                 new_recipe.recursive_unlocking_technologies}
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                    self.custom_recipes[pack] = new_recipe
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        if self.world.silo[self.player].value == Silo.option_randomize_recipe:
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			@ -292,21 +289,24 @@ class Factorio(World):
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                valid_pool += sorted(science_pack_pools[pack])
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            new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
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                                                   factor=(self.world.max_science_pack[self.player].value + 1) / 7)
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            self.additional_advancement_technologies |= {tech.name for tech in
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                                                         new_recipe.recursive_unlocking_technologies}
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            self.custom_recipes["rocket-silo"] = new_recipe
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        needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-silo", "rocket-part"}
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        for recipe in needed_recipes:
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            recipe = self.custom_recipes.get(recipe, recipes[recipe])
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            self.advancement_technologies |= {tech.name for tech in recipe.recursive_unlocking_technologies}
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        # handle marking progressive techs as advancement
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        prog_add = set()
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        for tech in self.additional_advancement_technologies:
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        for tech in self.advancement_technologies:
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            if tech in tech_to_progressive_lookup:
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                prog_add.add(tech_to_progressive_lookup[tech])
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        self.additional_advancement_technologies |= prog_add
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        self.advancement_technologies |= prog_add
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    def create_item(self, name: str) -> Item:
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        if name in tech_table:
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            return FactorioItem(name, name in advancement_technologies or
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                                name in self.additional_advancement_technologies,
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            return FactorioItem(name, name in self.advancement_technologies,
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                                tech_table[name], self.player)
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        item = FactorioItem(name, False, all_items[name], self.player)
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