Factorio: add Traps
This commit is contained in:
parent
16701249b4
commit
9408557f03
|
@ -16,9 +16,9 @@ from MultiServer import mark_raw
|
|||
|
||||
import Utils
|
||||
import random
|
||||
from NetUtils import RawJSONtoTextParser, NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
|
||||
from NetUtils import NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
|
||||
|
||||
from worlds.factorio.Technologies import lookup_id_to_name
|
||||
from worlds.factorio import Factorio
|
||||
|
||||
os.makedirs("logs", exist_ok=True)
|
||||
|
||||
|
@ -196,10 +196,10 @@ async def factorio_server_watcher(ctx: FactorioContext):
|
|||
transfer_item: NetworkItem = ctx.items_received[ctx.send_index]
|
||||
item_id = transfer_item.item
|
||||
player_name = ctx.player_names[transfer_item.player]
|
||||
if item_id not in lookup_id_to_name:
|
||||
logging.error(f"Cannot send unknown item ID: {item_id}")
|
||||
if item_id not in Factorio.item_id_to_name:
|
||||
factorio_server_logger.error(f"Cannot send unknown item ID: {item_id}")
|
||||
else:
|
||||
item_name = lookup_id_to_name[item_id]
|
||||
item_name = Factorio.item_id_to_name[item_id]
|
||||
factorio_server_logger.info(f"Sending {item_name} to Nauvis from {player_name}.")
|
||||
ctx.rcon_client.send_command(f'/ap-get-technology {item_name}\t{ctx.send_index}\t{player_name}')
|
||||
ctx.send_index += 1
|
||||
|
|
|
@ -117,6 +117,40 @@ Factorio:
|
|||
starting_items:
|
||||
burner-mining-drill: 19
|
||||
stone-furnace: 19
|
||||
# Note: Total amount of traps cannot exceed 4, if the sum of them is higher it will get automatically capped.
|
||||
evolution_traps:
|
||||
# Trap items that when received increase the enemy evolution.
|
||||
0: 1
|
||||
1: 0
|
||||
2: 0
|
||||
3: 0
|
||||
4: 0
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-middle: 0
|
||||
random-high: 0
|
||||
evolution_trap_increase:
|
||||
# If present, % increase of Evolution with each trap received.
|
||||
5: 0
|
||||
10: 1
|
||||
15: 0
|
||||
20: 0
|
||||
100: 0
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-middle: 0
|
||||
random-high: 0
|
||||
attack_traps:
|
||||
# Trap items that when received trigger an attack on your base.
|
||||
0: 1
|
||||
1: 0
|
||||
2: 0
|
||||
3: 0
|
||||
4: 0
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-middle: 0
|
||||
random-high: 0
|
||||
world_gen:
|
||||
# frequency, size, richness, terrain segmentation, starting area and water are all of https://wiki.factorio.com/Types/MapGenSize
|
||||
# inverse of water scale
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
from __future__ import annotations
|
||||
import typing
|
||||
|
||||
from Options import Choice, OptionDict, Option, DefaultOnToggle
|
||||
from Options import Choice, OptionDict, Option, DefaultOnToggle, Range
|
||||
from schema import Schema, Optional, And, Or
|
||||
|
||||
# schema helpers
|
||||
|
@ -125,6 +125,27 @@ class FactorioStartItems(OptionDict):
|
|||
default = {"burner-mining-drill": 19, "stone-furnace": 19}
|
||||
|
||||
|
||||
class TrapCount(Range):
|
||||
range_end = 4
|
||||
|
||||
|
||||
class AttackTrapCount(TrapCount):
|
||||
"""Trap items that when received trigger an attack on your base."""
|
||||
displayname = "Attack Traps"
|
||||
|
||||
|
||||
class EvolutionTrapCount(TrapCount):
|
||||
"""Trap items that when received increase the enemy evolution."""
|
||||
displayname = "Evolution Traps"
|
||||
|
||||
|
||||
class EvolutionTrapIncrease(Range):
|
||||
displayname = "Evolution Trap % Effect"
|
||||
range_start = 1
|
||||
default = 10
|
||||
range_end = 100
|
||||
|
||||
|
||||
class FactorioWorldGen(OptionDict):
|
||||
displayname = "World Generation"
|
||||
# FIXME: do we want default be a rando-optimized default or in-game DS?
|
||||
|
@ -257,9 +278,11 @@ class FactorioWorldGen(OptionDict):
|
|||
else:
|
||||
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
|
||||
|
||||
|
||||
class ImportedBlueprint(DefaultOnToggle):
|
||||
displayname = "Blueprints"
|
||||
|
||||
|
||||
factorio_options: typing.Dict[str, type(Option)] = {
|
||||
"max_science_pack": MaxSciencePack,
|
||||
"tech_tree_layout": TechTreeLayout,
|
||||
|
@ -272,5 +295,8 @@ factorio_options: typing.Dict[str, type(Option)] = {
|
|||
"recipe_ingredients": RecipeIngredients,
|
||||
"imported_blueprints": ImportedBlueprint,
|
||||
"world_gen": FactorioWorldGen,
|
||||
"progressive": Progressive
|
||||
"progressive": Progressive,
|
||||
"evolution_traps": EvolutionTrapCount,
|
||||
"attack_traps": AttackTrapCount,
|
||||
"evolution_trap_increase": EvolutionTrapIncrease,
|
||||
}
|
||||
|
|
|
@ -8,11 +8,10 @@ import string
|
|||
|
||||
import Utils
|
||||
import logging
|
||||
import functools
|
||||
|
||||
from . import Options
|
||||
|
||||
factorio_id = 2 ** 17
|
||||
factorio_id = factorio_base_id = 2 ** 17
|
||||
source_folder = os.path.join(os.path.dirname(__file__), "data")
|
||||
|
||||
with open(os.path.join(source_folder, "techs.json")) as f:
|
||||
|
@ -38,11 +37,24 @@ class FactorioElement():
|
|||
|
||||
|
||||
class Technology(FactorioElement): # maybe make subclass of Location?
|
||||
def __init__(self, name: str, ingredients: Set[str], factorio_id: int, progressive: Tuple[str] = ()):
|
||||
has_modifier: bool
|
||||
factorio_id: int
|
||||
name: str
|
||||
ingredients: Set[str]
|
||||
progressive: Tuple[str]
|
||||
unlocks: Union[Set[str], bool] # bool case is for progressive technologies
|
||||
|
||||
def __init__(self, name: str, ingredients: Set[str], factorio_id: int, progressive: Tuple[str] = (),
|
||||
has_modifier: bool = False, unlocks: Union[Set[str], bool] = None):
|
||||
self.name = name
|
||||
self.factorio_id = factorio_id
|
||||
self.ingredients = ingredients
|
||||
self.progressive = progressive
|
||||
self.has_modifier = has_modifier
|
||||
if unlocks:
|
||||
self.unlocks = unlocks
|
||||
else:
|
||||
self.unlocks = set()
|
||||
|
||||
def build_rule(self, player: int):
|
||||
logging.debug(f"Building rules for {self.name}")
|
||||
|
@ -63,6 +75,9 @@ class Technology(FactorioElement): # maybe make subclass of Location?
|
|||
def get_custom(self, world, allowed_packs: Set[str], player: int) -> CustomTechnology:
|
||||
return CustomTechnology(self, world, allowed_packs, player)
|
||||
|
||||
def useful(self) -> bool:
|
||||
return self.has_modifier or self.unlocks
|
||||
|
||||
|
||||
class CustomTechnology(Technology):
|
||||
"""A particularly configured Technology for a world."""
|
||||
|
@ -122,7 +137,8 @@ class Recipe(FactorioElement):
|
|||
for ingredient, cost in self.ingredients.items():
|
||||
if ingredient in all_product_sources:
|
||||
for recipe in all_product_sources[ingredient]:
|
||||
ingredients.update({name: amount*cost/recipe.products[ingredient] for name, amount in recipe.base_cost.items()})
|
||||
ingredients.update({name: amount * cost / recipe.products[ingredient] for name, amount in
|
||||
recipe.base_cost.items()})
|
||||
else:
|
||||
ingredients[ingredient] += cost
|
||||
return ingredients
|
||||
|
@ -140,33 +156,34 @@ class Recipe(FactorioElement):
|
|||
break
|
||||
return total_energy
|
||||
|
||||
|
||||
class Machine(FactorioElement):
|
||||
def __init__(self, name, categories):
|
||||
self.name: str = name
|
||||
self.categories: set = categories
|
||||
|
||||
|
||||
recipe_sources: Dict[str, Set[str]] = {} # recipe_name -> technology source
|
||||
|
||||
# recipes and technologies can share names in Factorio
|
||||
for technology_name in sorted(raw):
|
||||
data = raw[technology_name]
|
||||
current_ingredients = set(data["ingredients"])
|
||||
technology = Technology(technology_name, current_ingredients, factorio_id)
|
||||
technology = Technology(technology_name, current_ingredients, factorio_id,
|
||||
has_modifier=data["has_modifier"], unlocks=set(data["unlocks"]))
|
||||
factorio_id += 1
|
||||
tech_table[technology_name] = technology.factorio_id
|
||||
technology_table[technology_name] = technology
|
||||
|
||||
recipe_sources: Dict[str, str] = {} # recipe_name -> technology source
|
||||
|
||||
for technology, data in raw.items():
|
||||
for recipe_name in data["unlocks"]:
|
||||
recipe_sources.setdefault(recipe_name, set()).add(technology)
|
||||
for recipe_name in technology.unlocks:
|
||||
recipe_sources.setdefault(recipe_name, set()).add(technology_name)
|
||||
|
||||
del (raw)
|
||||
|
||||
recipes = {}
|
||||
all_product_sources: Dict[str, Set[Recipe]] = {"character": set()}
|
||||
# add uranium mining to logic graph. TODO: add to automatic extractor for mod support
|
||||
raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining", "energy": 2}
|
||||
raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining",
|
||||
"energy": 2}
|
||||
|
||||
for recipe_name, recipe_data in raw_recipes.items():
|
||||
# example:
|
||||
|
@ -268,7 +285,6 @@ for category_name, machine_name in machine_per_category.items():
|
|||
required_technologies: Dict[str, FrozenSet[Technology]] = Utils.KeyedDefaultDict(lambda ingredient_name: frozenset(
|
||||
recursively_get_unlocking_technologies(ingredient_name, unlock_func=unlock)))
|
||||
|
||||
|
||||
advancement_technologies: Set[str] = set()
|
||||
for ingredient_name in all_ingredient_names:
|
||||
technologies = required_technologies[ingredient_name]
|
||||
|
@ -381,7 +397,6 @@ source_target_mapping: Dict[str, str] = {
|
|||
for source, target in source_target_mapping.items():
|
||||
progressive_rows[target] += progressive_rows[source]
|
||||
|
||||
|
||||
base_tech_table = tech_table.copy() # without progressive techs
|
||||
base_technology_table = technology_table.copy()
|
||||
|
||||
|
@ -393,7 +408,9 @@ for root in sorted_rows:
|
|||
assert all(tech in tech_table for tech in progressive)
|
||||
factorio_id += 1
|
||||
progressive_technology = Technology(root, technology_table[progressive_rows[root][0]].ingredients, factorio_id,
|
||||
progressive)
|
||||
progressive,
|
||||
has_modifier=any(technology_table[tech].has_modifier for tech in progressive),
|
||||
unlocks=any(technology_table[tech].unlocks for tech in progressive))
|
||||
progressive_tech_table[root] = progressive_technology.factorio_id
|
||||
progressive_technology_table[root] = progressive_technology
|
||||
if any(tech in advancement_technologies for tech in progressive):
|
||||
|
@ -412,6 +429,9 @@ technology_table.update(progressive_technology_table)
|
|||
common_tech_table: Dict[str, int] = {tech_name: tech_id for tech_name, tech_id in base_tech_table.items()
|
||||
if tech_name not in progressive_tech_table}
|
||||
|
||||
useless_technologies: Set[str] = {tech_name for tech_name in common_tech_table
|
||||
if not technology_table[tech_name].useful()}
|
||||
|
||||
lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()}
|
||||
|
||||
rel_cost = {
|
||||
|
@ -431,6 +451,7 @@ rel_cost = {
|
|||
blacklist: Set[str] = all_ingredient_names | {"rocket-part", "crude-oil", "water", "sulfuric-acid", "petroleum-gas",
|
||||
"light-oil", "heavy-oil", "lubricant", "steam"}
|
||||
|
||||
|
||||
@Utils.cache_argsless
|
||||
def get_science_pack_pools() -> Dict[str, Set[str]]:
|
||||
def get_estimated_difficulty(recipe: Recipe):
|
||||
|
@ -441,7 +462,6 @@ def get_science_pack_pools() -> Dict[str, Set[str]]:
|
|||
cost += rel_cost.get(ingredient_name, 1) * amount
|
||||
return cost
|
||||
|
||||
|
||||
science_pack_pools = {}
|
||||
already_taken = blacklist.copy()
|
||||
current_difficulty = 5
|
||||
|
|
|
@ -6,7 +6,7 @@ from BaseClasses import Region, Entrance, Location, Item
|
|||
from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
|
||||
all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \
|
||||
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
|
||||
get_science_pack_pools, Recipe, recipes, technology_table, tech_table
|
||||
get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies
|
||||
from .Shapes import get_shapes
|
||||
from .Mod import generate_mod
|
||||
from .Options import factorio_options, Silo
|
||||
|
@ -18,35 +18,48 @@ class FactorioItem(Item):
|
|||
game = "Factorio"
|
||||
|
||||
|
||||
all_items = tech_table.copy()
|
||||
all_items["Attack Trap"] = factorio_base_id - 1
|
||||
all_items["Evolution Trap"] = factorio_base_id - 2
|
||||
|
||||
|
||||
class Factorio(World):
|
||||
game: str = "Factorio"
|
||||
static_nodes = {"automation", "logistics", "rocket-silo"}
|
||||
custom_recipes = {}
|
||||
additional_advancement_technologies = set()
|
||||
|
||||
item_name_to_id = tech_table
|
||||
item_name_to_id = all_items
|
||||
location_name_to_id = base_tech_table
|
||||
|
||||
data_version = 3
|
||||
data_version = 4
|
||||
|
||||
def generate_basic(self):
|
||||
want_progressives = collections.defaultdict(lambda: self.world.progressive[self.player].
|
||||
player = self.player
|
||||
want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
|
||||
want_progressives(self.world.random))
|
||||
skip_silo = self.world.silo[self.player].value == Silo.option_spawn
|
||||
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 skip_silo and tech_name == "rocket-silo":
|
||||
continue
|
||||
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, self.player).place_locked_item(tech_item)
|
||||
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[self.player].value["basic"]
|
||||
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[self.player].randint(0, 2**32-1) # 32 bit uint
|
||||
map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
|
||||
|
||||
generate_output = generate_mod
|
||||
|
||||
|
@ -263,7 +276,9 @@ class Factorio(World):
|
|||
self.additional_advancement_technologies |= prog_add
|
||||
|
||||
def create_item(self, name: str) -> Item:
|
||||
assert name in tech_table
|
||||
if name in tech_table:
|
||||
return FactorioItem(name, name in advancement_technologies or
|
||||
name in self.additional_advancement_technologies,
|
||||
tech_table[name], self.player)
|
||||
elif name in all_items:
|
||||
return FactorioItem(name, False, all_items[name], self.player)
|
||||
|
|
|
@ -7,6 +7,7 @@ FREE_SAMPLES = {{ free_samples }}
|
|||
SLOT_NAME = "{{ slot_name }}"
|
||||
SEED_NAME = "{{ seed_name }}"
|
||||
FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }}
|
||||
TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
|
||||
|
||||
{% if not imported_blueprints -%}
|
||||
function set_permissions()
|
||||
|
@ -369,15 +370,15 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
|
|||
local tech
|
||||
local force = game.forces["player"]
|
||||
chunks = split(call.parameter, "\t")
|
||||
local tech_name = chunks[1]
|
||||
local item_name = chunks[1]
|
||||
local index = chunks[2]
|
||||
local source = chunks[3] or "Archipelago"
|
||||
if progressive_technologies[tech_name] ~= nil then
|
||||
if progressive_technologies[item_name] ~= nil then
|
||||
if global.index_sync[index] == nil then -- not yet received prog item
|
||||
global.index_sync[index] = tech_name
|
||||
local tech_stack = progressive_technologies[tech_name]
|
||||
for _, tech_name in ipairs(tech_stack) do
|
||||
tech = force.technologies[tech_name]
|
||||
global.index_sync[index] = item_name
|
||||
local tech_stack = progressive_technologies[item_name]
|
||||
for _, item_name in ipairs(tech_stack) do
|
||||
tech = force.technologies[item_name]
|
||||
if tech.researched ~= true then
|
||||
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
|
||||
game.play_sound({path="utility/research_completed"})
|
||||
|
@ -386,8 +387,8 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
|
|||
end
|
||||
end
|
||||
end
|
||||
elseif force.technologies[tech_name] ~= nil then
|
||||
tech = force.technologies[tech_name]
|
||||
elseif force.technologies[item_name] ~= nil then
|
||||
tech = force.technologies[item_name]
|
||||
if tech ~= nil then
|
||||
if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then
|
||||
game.print("Warning: Desync Detected. Duplicate/Missing items may occur.")
|
||||
|
@ -399,8 +400,21 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
|
|||
tech.researched = true
|
||||
end
|
||||
end
|
||||
elseif item_name == "Attack Trap" then
|
||||
if global.index_sync[index] == nil then -- not yet received trap
|
||||
game.print({"", "Received Attack Trap from ", source})
|
||||
global.index_sync[index] = item_name
|
||||
local spawn_position = force.get_spawn_position(game.get_surface(1))
|
||||
game.surfaces["nauvis"].build_enemy_base(spawn_position, 25)
|
||||
end
|
||||
elseif item_name == "Evolution Trap" then
|
||||
if global.index_sync[index] == nil then -- not yet received trap
|
||||
global.index_sync[index] = item_name
|
||||
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + TRAP_EVO_FACTOR
|
||||
game.print({"", "Received Evolution Trap from ", source, ". New factor:", game.forces["enemy"].evolution_factor})
|
||||
end
|
||||
else
|
||||
game.print("Unknown Technology " .. tech_name)
|
||||
game.print("Unknown Item " .. item_name)
|
||||
end
|
||||
end)
|
||||
|
||||
|
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue