Factorio: more cleanup of code. Makes it easier to add a max liquids allowed option.
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@ -184,6 +184,27 @@ class Factorio(World):
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for recipe in world.worlds[player].custom_recipes.values():
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spoiler_handle.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
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@staticmethod
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def get_category(category: str, liquids: int) -> str:
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categories = {1: "crafting-with-fluid",
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2: "chemistry"}
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return categories.get(liquids, category)
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def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2) -> Recipe:
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new_ingredients = {}
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liquids_used = 0
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for _ in original.ingredients:
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new_ingredient = pool.pop()
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if new_ingredient in liquids:
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while liquids_used == allow_liquids and new_ingredient in liquids:
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# liquids already at max for current recipe. Return the liquid to the pool, shuffle, and get a new ingredient.
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pool.append(new_ingredient)
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self.world.random.shuffle(pool)
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new_ingredient = pool.pop()
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liquids_used += 1
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new_ingredients[new_ingredient] = 1
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return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients, original.products, original.energy)
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def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1, allow_liquids: int = 2) -> \
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Recipe:
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"""Generate a recipe from pool with time and cost similar to original * factor"""
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@ -197,7 +218,6 @@ class Factorio(World):
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remaining_num_ingredients = target_num_ingredients
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fallback_pool = []
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liquids_used = 0
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category = original.category
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# fill all but one slot with random ingredients, last with a good match
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while remaining_num_ingredients > 0 and pool:
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@ -237,10 +257,6 @@ class Factorio(World):
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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if ingredient in liquids:
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if liquids_used == 0:
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category = "crafting-with-fluid"
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elif liquids_used == 1:
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category = "chemistry"
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liquids_used += 1
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# fill failed slots with whatever we got
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@ -269,16 +285,12 @@ class Factorio(World):
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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if ingredient in liquids:
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if liquids_used == 0:
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category = "crafting-with-fluid"
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elif liquids_used == 1:
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category = "chemistry"
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liquids_used += 1
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if remaining_num_ingredients > 1:
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logging.warning("could not randomize recipe")
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return Recipe(original.name, category, new_ingredients, original.products, original.energy)
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return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients, original.products, original.energy)
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def set_custom_technologies(self):
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custom_technologies = {}
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@ -305,24 +317,7 @@ class Factorio(World):
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valid_pool += sorted(science_pack_pools[pack])
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self.world.random.shuffle(valid_pool)
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if pack in recipes: # skips over space science pack
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original = recipes[pack]
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new_ingredients = {}
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liquids_used = 0
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category = original.category
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for _ in original.ingredients:
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new_ingredient = valid_pool.pop()
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if new_ingredient in liquids:
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while liquids_used == 2 and new_ingredient in liquids:
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valid_pool.append(new_ingredient)
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self.world.random.shuffle(valid_pool)
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new_ingredient = valid_pool.pop()
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if liquids_used == 0:
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category = "crafting-with-fluid"
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elif liquids_used == 1:
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category = "chemistry"
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liquids_used += 1
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new_ingredients[new_ingredient] = 1
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new_recipe = Recipe(pack, category, new_ingredients, original.products, original.energy)
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new_recipe = self.make_quick_recipe(recipes[pack], valid_pool)
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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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