Factorio: content update
Energy Link: * Transfer and Storage increased by 10X * Cost of building increased by roughly 10X * This is a way to address their effect on performance, as users now need a tenth of them to get the same throughput, it also differentiates them from Accumulators 5 new Traps: * Teleport Trap * Grenade Trap * Cluster Grenade Trap * Artillery Trap * Atomic Rocket Trap When max science is lower than min science, the two are now swapped. Max Evolution Trap count was changed from 25 -> 10. New option: Ingredients Offset * When creating random recipes, use this many more or less ingredients in the new recipe.
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@ -136,6 +136,7 @@ def generate_mod(world: "Factorio", output_directory: str):
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"goal": multiworld.goal[player].value,
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"goal": multiworld.goal[player].value,
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"energy_link": multiworld.energy_link[player].value,
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"energy_link": multiworld.energy_link[player].value,
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"useless_technologies": useless_technologies,
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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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}
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}
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for factorio_option in Options.factorio_options:
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for factorio_option in Options.factorio_options:
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@ -1,5 +1,6 @@
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from __future__ import annotations
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from __future__ import annotations
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import typing
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import typing
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import datetime
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from Options import Choice, OptionDict, OptionSet, ItemDict, Option, DefaultOnToggle, Range, DeathLink, Toggle
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from Options import Choice, OptionDict, OptionSet, ItemDict, Option, DefaultOnToggle, Range, DeathLink, Toggle
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from schema import Schema, Optional, And, Or
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from schema import Schema, Optional, And, Or
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@ -197,6 +198,14 @@ class RecipeIngredients(Choice):
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option_science_pack = 1
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option_science_pack = 1
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class RecipeIngredientsOffset(Range):
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"""When randomizing ingredients, remove or add this many "slots" of items.
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For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2."""
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display_name = "Randomized Recipe Ingredients Offset"
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range_start = -1
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range_end = 5
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class FactorioStartItems(ItemDict):
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class FactorioStartItems(ItemDict):
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"""Mapping of Factorio internal item-name to amount granted on start."""
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"""Mapping of Factorio internal item-name to amount granted on start."""
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display_name = "Starting Items"
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display_name = "Starting Items"
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@ -223,9 +232,36 @@ class AttackTrapCount(TrapCount):
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display_name = "Attack Traps"
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display_name = "Attack Traps"
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class TeleportTrapCount(TrapCount):
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"""Trap items that when received trigger a random teleport."""
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display_name = "Teleport Traps"
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class GrenadeTrapCount(TrapCount):
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"""Trap items that when received trigger a grenade explosion on each player."""
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display_name = "Grenade Traps"
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class ClusterGrenadeTrapCount(TrapCount):
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"""Trap items that when received trigger a cluster grenade explosion on each player."""
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display_name = "Cluster Grenade Traps"
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class ArtilleryTrapCount(TrapCount):
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"""Trap items that when received trigger an artillery shell on each player."""
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display_name = "Artillery Traps"
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class AtomicRocketTrapCount(TrapCount):
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"""Trap items that when received trigger an atomic rocket explosion on each player.
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Warning: there is no warning. The launch is instantaneous."""
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display_name = "Atomic Rocket Traps"
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class EvolutionTrapCount(TrapCount):
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class EvolutionTrapCount(TrapCount):
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"""Trap items that when received increase the enemy evolution."""
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"""Trap items that when received increase the enemy evolution."""
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display_name = "Evolution Traps"
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display_name = "Evolution Traps"
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range_end = 10
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class EvolutionTrapIncrease(Range):
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class EvolutionTrapIncrease(Range):
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@ -404,12 +440,31 @@ factorio_options: typing.Dict[str, type(Option)] = {
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"free_sample_whitelist": FactorioFreeSampleWhitelist,
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"free_sample_whitelist": FactorioFreeSampleWhitelist,
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"recipe_time": RecipeTime,
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"recipe_time": RecipeTime,
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"recipe_ingredients": RecipeIngredients,
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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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"imported_blueprints": ImportedBlueprint,
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"world_gen": FactorioWorldGen,
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"world_gen": FactorioWorldGen,
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"progressive": Progressive,
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"progressive": Progressive,
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"evolution_traps": EvolutionTrapCount,
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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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"attack_traps": AttackTrapCount,
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"evolution_traps": EvolutionTrapCount,
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"evolution_trap_increase": EvolutionTrapIncrease,
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"evolution_trap_increase": EvolutionTrapIncrease,
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"death_link": DeathLink,
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"death_link": DeathLink,
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"energy_link": EnergyLink
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"energy_link": EnergyLink,
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}
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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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@ -35,6 +35,11 @@ class FactorioItem(Item):
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all_items = tech_table.copy()
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all_items = tech_table.copy()
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all_items["Attack Trap"] = factorio_base_id - 1
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all_items["Attack Trap"] = factorio_base_id - 1
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all_items["Evolution Trap"] = factorio_base_id - 2
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all_items["Evolution Trap"] = factorio_base_id - 2
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all_items["Teleport Trap"] = factorio_base_id - 3
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all_items["Grenade Trap"] = factorio_base_id - 4
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all_items["Cluster Grenade Trap"] = factorio_base_id - 5
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all_items["Artillery Trap"] = factorio_base_id - 6
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all_items["Atomic Rocket Trap"] = factorio_base_id - 7
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class Factorio(World):
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class Factorio(World):
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@ -43,7 +48,7 @@ class Factorio(World):
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Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
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Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
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research new technologies, and become more efficient in your quest to build a rocket and return home.
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research new technologies, and become more efficient in your quest to build a rocket and return home.
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"""
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"""
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game: str = "Factorio"
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game = "Factorio"
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special_nodes = {"automation", "logistics", "rocket-silo"}
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special_nodes = {"automation", "logistics", "rocket-silo"}
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custom_recipes: typing.Dict[str, Recipe]
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custom_recipes: typing.Dict[str, Recipe]
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location_pool: typing.List[FactorioScienceLocation]
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location_pool: typing.List[FactorioScienceLocation]
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@ -52,12 +57,11 @@ class Factorio(World):
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web = FactorioWeb()
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web = FactorioWeb()
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item_name_to_id = all_items
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item_name_to_id = all_items
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# TODO: remove base_tech_table ~ 0.3.7
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location_name_to_id = location_table
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location_name_to_id = {**base_tech_table, **location_table}
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item_name_groups = {
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item_name_groups = {
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"Progressive": set(progressive_tech_table.keys()),
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"Progressive": set(progressive_tech_table.keys()),
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}
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}
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data_version = 6
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data_version = 7
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required_client_version = (0, 3, 6)
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required_client_version = (0, 3, 6)
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ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
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ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
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@ -73,8 +77,10 @@ class Factorio(World):
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generate_output = generate_mod
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generate_output = generate_mod
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def generate_early(self) -> None:
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def generate_early(self) -> None:
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self.multiworld.max_tech_cost[self.player] = max(self.multiworld.max_tech_cost[self.player],
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# if max < min, then swap max and min
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self.multiworld.min_tech_cost[self.player])
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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.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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self.skip_silo = self.multiworld.silo[self.player].value == Silo.option_spawn
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@ -87,14 +93,25 @@ class Factorio(World):
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nauvis = Region("Nauvis", player, self.multiworld)
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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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location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
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self.multiworld.evolution_traps[player].value + self.multiworld.attack_traps[player].value
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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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location_pool = []
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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.multiworld.max_science_pack[self.player].get_allowed_packs()):
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location_pool.extend(location_pools[pack])
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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 = self.multiworld.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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f"or increase the location count (higher max science pack). (Player {self.player})") from e
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self.locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
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self.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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for loc_name in location_names]
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distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
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distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
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crash.connect(nauvis)
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crash.connect(nauvis)
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self.multiworld.regions += [menu, nauvis]
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self.multiworld.regions += [menu, nauvis]
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def create_items(self) -> None:
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player = self.player
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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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def set_rules(self):
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def set_rules(self):
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world = self.multiworld
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world = self.multiworld
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player = self.player
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player = self.player
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player = self.player
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player = self.player
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want_progressives = collections.defaultdict(lambda: self.multiworld.progressive[player].
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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(self.multiworld.random))
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self.multiworld.itempool.extend(self.create_item("Evolution Trap") for _ in
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range(self.multiworld.evolution_traps[player].value))
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self.multiworld.itempool.extend(self.create_item("Attack Trap") for _ in
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range(self.multiworld.attack_traps[player].value))
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cost_sorted_locations = sorted(self.locations, key=lambda location: location.name)
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cost_sorted_locations = sorted(self.locations, key=lambda location: location.name)
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special_index = {"automation": 0,
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special_index = {"automation": 0,
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2: "chemistry"}
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2: "chemistry"}
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return categories.get(liquids, category)
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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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def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2,
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ingredients_offset: int = 0) -> Recipe:
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new_ingredients = {}
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new_ingredients = {}
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liquids_used = 0
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liquids_used = 0
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for _ in original.ingredients:
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for _ in range(len(original.ingredients) + ingredients_offset):
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new_ingredient = pool.pop()
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new_ingredient = pool.pop()
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if new_ingredient in fluids:
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if new_ingredient in fluids:
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while liquids_used == allow_liquids and new_ingredient in fluids:
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while liquids_used == allow_liquids and new_ingredient in fluids:
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original.products, original.energy)
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original.products, original.energy)
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def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1,
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def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1,
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allow_liquids: int = 2) -> Recipe:
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allow_liquids: int = 2, ingredients_offset: int = 0) -> Recipe:
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"""Generate a recipe from pool with time and cost similar to original * factor"""
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"""Generate a recipe from pool with time and cost similar to original * factor"""
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new_ingredients = {}
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new_ingredients = {}
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# have to first sort for determinism, while filtering out non-stacking items
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# have to first sort for determinism, while filtering out non-stacking items
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self.multiworld.random.shuffle(pool)
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self.multiworld.random.shuffle(pool)
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target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
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target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
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target_energy = original.total_energy * factor
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target_energy = original.total_energy * factor
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target_num_ingredients = len(original.ingredients)
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target_num_ingredients = len(original.ingredients) + ingredients_offset
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remaining_raw = target_raw
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remaining_raw = target_raw
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remaining_energy = target_energy
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remaining_energy = target_energy
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remaining_num_ingredients = target_num_ingredients
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remaining_num_ingredients = target_num_ingredients
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return custom_technologies
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return custom_technologies
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def set_custom_recipes(self):
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def set_custom_recipes(self):
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ingredients_offset = self.multiworld.recipe_ingredients_offset[self.player]
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original_rocket_part = recipes["rocket-part"]
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original_rocket_part = recipes["rocket-part"]
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science_pack_pools = get_science_pack_pools()
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science_pack_pools = get_science_pack_pools()
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valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
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valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
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self.multiworld.random.shuffle(valid_pool)
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self.multiworld.random.shuffle(valid_pool)
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self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
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self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
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{valid_pool[x]: 10 for x in range(3)},
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{valid_pool[x]: 10 for x in range(3 + ingredients_offset)},
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original_rocket_part.products,
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original_rocket_part.products,
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original_rocket_part.energy)}
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original_rocket_part.energy)}
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valid_pool += sorted(science_pack_pools[pack])
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valid_pool += sorted(science_pack_pools[pack])
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self.multiworld.random.shuffle(valid_pool)
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self.multiworld.random.shuffle(valid_pool)
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if pack in recipes: # skips over space science pack
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if pack in recipes: # skips over space science pack
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new_recipe = self.make_quick_recipe(recipes[pack], valid_pool)
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new_recipe = self.make_quick_recipe(recipes[pack], valid_pool, ingredients_offset=
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ingredients_offset)
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self.custom_recipes[pack] = new_recipe
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self.custom_recipes[pack] = new_recipe
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
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@ -407,21 +431,27 @@ class Factorio(World):
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valid_pool |= science_pack_pools[pack]
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valid_pool |= science_pack_pools[pack]
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
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new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
|
new_recipe = self.make_balanced_recipe(
|
||||||
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7)
|
recipes["rocket-silo"], valid_pool,
|
||||||
|
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
||||||
|
ingredients_offset=ingredients_offset)
|
||||||
self.custom_recipes["rocket-silo"] = new_recipe
|
self.custom_recipes["rocket-silo"] = new_recipe
|
||||||
|
|
||||||
if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
||||||
new_recipe = self.make_balanced_recipe(recipes["satellite"], valid_pool,
|
new_recipe = self.make_balanced_recipe(
|
||||||
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7)
|
recipes["satellite"], valid_pool,
|
||||||
|
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
||||||
|
ingredients_offset=ingredients_offset)
|
||||||
self.custom_recipes["satellite"] = new_recipe
|
self.custom_recipes["satellite"] = new_recipe
|
||||||
bridge = "ap-energy-bridge"
|
bridge = "ap-energy-bridge"
|
||||||
new_recipe = self.make_quick_recipe(
|
new_recipe = self.make_quick_recipe(
|
||||||
Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1},
|
Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1,
|
||||||
|
"replace_4": 1, "replace_5": 1, "replace_6": 1},
|
||||||
{bridge: 1}, 10),
|
{bridge: 1}, 10),
|
||||||
sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]))
|
sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]),
|
||||||
|
ingredients_offset=ingredients_offset)
|
||||||
for ingredient_name in new_recipe.ingredients:
|
for ingredient_name in new_recipe.ingredients:
|
||||||
new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(10, 100)
|
new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(50, 500)
|
||||||
self.custom_recipes[bridge] = new_recipe
|
self.custom_recipes[bridge] = new_recipe
|
||||||
|
|
||||||
needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
|
needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
|
||||||
|
@ -452,7 +482,7 @@ class Factorio(World):
|
||||||
tech_table[name], self.player)
|
tech_table[name], self.player)
|
||||||
|
|
||||||
item = FactorioItem(name,
|
item = FactorioItem(name,
|
||||||
ItemClassification.trap if "Trap" in name else ItemClassification.filler,
|
ItemClassification.trap if name.endswith("Trap") else ItemClassification.filler,
|
||||||
all_items[name], self.player)
|
all_items[name], self.player)
|
||||||
return item
|
return item
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,8 @@
|
||||||
|
|
||||||
The MIT License (MIT)
|
The MIT License (MIT)
|
||||||
|
|
||||||
Copyright (c) 2021 Berserker55 and Dewiniaid
|
Copyright (c) 2023 Berserker55
|
||||||
|
Copyright (c) 2021 Dewiniaid
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
|
|
@ -1,32 +1,3 @@
|
||||||
function filter_ingredients(ingredients, ingredient_filter)
|
|
||||||
local new_ingredient_list = {}
|
|
||||||
for _, ingredient_table in pairs(ingredients) do
|
|
||||||
if ingredient_filter[ingredient_table[1]] then -- name of ingredient_table
|
|
||||||
table.insert(new_ingredient_list, ingredient_table)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return new_ingredient_list
|
|
||||||
end
|
|
||||||
|
|
||||||
function add_ingredients(ingredients, added_ingredients)
|
|
||||||
local new_ingredient_list = table.deepcopy(ingredients)
|
|
||||||
for new_ingredient, count in pairs(added_ingredients) do
|
|
||||||
local found = false
|
|
||||||
for _, old_ingredient in pairs(ingredients) do
|
|
||||||
if old_ingredient[1] == new_ingredient then
|
|
||||||
found = true
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if not found then
|
|
||||||
table.insert(new_ingredient_list, {new_ingredient, count})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return new_ingredient_list
|
|
||||||
end
|
|
||||||
|
|
||||||
function get_any_stack_size(name)
|
function get_any_stack_size(name)
|
||||||
local item = game.item_prototypes[name]
|
local item = game.item_prototypes[name]
|
||||||
if item ~= nil then
|
if item ~= nil then
|
||||||
|
@ -51,3 +22,18 @@ function split(s, sep)
|
||||||
|
|
||||||
return fields
|
return fields
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function random_offset_position(position, offset)
|
||||||
|
return {x=position.x+math.random(-offset, offset), y=position.y+math.random(-1024, 1024)}
|
||||||
|
end
|
||||||
|
|
||||||
|
function fire_entity_at_players(entity_name, speed)
|
||||||
|
for _, player in ipairs(game.forces["player"].players) do
|
||||||
|
current_character = player.character
|
||||||
|
if current_character ~= nil then
|
||||||
|
current_character.surface.create_entity{name=entity_name,
|
||||||
|
position=random_offset_position(current_character.position, 128),
|
||||||
|
target=current_character, speed=speed}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
|
@ -11,7 +11,7 @@ TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
|
||||||
MAX_SCIENCE_PACK = {{ max_science_pack }}
|
MAX_SCIENCE_PACK = {{ max_science_pack }}
|
||||||
GOAL = {{ goal }}
|
GOAL = {{ goal }}
|
||||||
ARCHIPELAGO_DEATH_LINK_SETTING = "archipelago-death-link-{{ slot_player }}-{{ seed_name }}"
|
ARCHIPELAGO_DEATH_LINK_SETTING = "archipelago-death-link-{{ slot_player }}-{{ seed_name }}"
|
||||||
ENERGY_INCREMENT = {{ energy_link * 1000000 }}
|
ENERGY_INCREMENT = {{ energy_link * 10000000 }}
|
||||||
ENERGY_LINK_EFFICIENCY = 0.75
|
ENERGY_LINK_EFFICIENCY = 0.75
|
||||||
|
|
||||||
if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
|
if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
|
||||||
|
@ -22,6 +22,119 @@ end
|
||||||
|
|
||||||
CURRENTLY_DEATH_LOCK = 0
|
CURRENTLY_DEATH_LOCK = 0
|
||||||
|
|
||||||
|
{% if chunk_shuffle %}
|
||||||
|
LAST_POSITIONS = {}
|
||||||
|
GENERATOR = nil
|
||||||
|
NORTH = 1
|
||||||
|
EAST = 2
|
||||||
|
SOUTH = 3
|
||||||
|
WEST = 4
|
||||||
|
ER_COLOR = {1, 1, 1, 0.2}
|
||||||
|
ER_SEED = {{ random.randint(4294967295, 2*4294967295)}}
|
||||||
|
CURRENTLY_MOVING = false
|
||||||
|
ER_FRAMES = {}
|
||||||
|
CHUNK_OFFSET = {
|
||||||
|
[NORTH] = {0, 1},
|
||||||
|
[EAST] = {1, 0},
|
||||||
|
[SOUTH] = {0, -1},
|
||||||
|
[WEST] = {-1, 0}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
function on_player_changed_position(event)
|
||||||
|
if CURRENTLY_MOVING == true then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local player_id = event.player_index
|
||||||
|
local player = game.get_player(player_id)
|
||||||
|
local character = player.character -- can be nil, such as spectators
|
||||||
|
|
||||||
|
if character == nil then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local last_position = LAST_POSITIONS[player_id]
|
||||||
|
if last_position == nil then
|
||||||
|
LAST_POSITIONS[player_id] = character.position
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
last_x_chunk = math.floor(last_position.x / 32)
|
||||||
|
current_x_chunk = math.floor(character.position.x / 32)
|
||||||
|
last_y_chunk = math.floor(last_position.y / 32)
|
||||||
|
current_y_chunk = math.floor(character.position.y / 32)
|
||||||
|
if (ER_FRAMES[player_id] ~= nil and rendering.is_valid(ER_FRAMES[player_id])) then
|
||||||
|
rendering.destroy(ER_FRAMES[player_id])
|
||||||
|
end
|
||||||
|
ER_FRAMES[player_id] = rendering.draw_rectangle{
|
||||||
|
color=ER_COLOR, width=1, filled=false, left_top = {current_x_chunk*32, current_y_chunk*32},
|
||||||
|
right_bottom={current_x_chunk*32+32, current_y_chunk*32+32}, players={player}, time_to_live=60,
|
||||||
|
draw_on_ground= true, only_in_alt_mode = true, surface=character.surface}
|
||||||
|
if current_x_chunk == last_x_chunk and current_y_chunk == last_y_chunk then -- nothing needs doing
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if ((last_position.x - character.position.x) ^ 2 + (last_position.y - character.position.y) ^ 2) > 4000 then
|
||||||
|
-- distance too high, death or other teleport took place
|
||||||
|
LAST_POSITIONS[player_id] = character.position
|
||||||
|
return
|
||||||
|
end
|
||||||
|
-- we'll need a deterministic random state
|
||||||
|
if GENERATOR == nil or not GENERATOR.valid then
|
||||||
|
GENERATOR = game.create_random_generator()
|
||||||
|
end
|
||||||
|
|
||||||
|
-- sufficiently random pattern
|
||||||
|
GENERATOR.re_seed((ER_SEED + (last_x_chunk * 1730000000) + (last_y_chunk * 97000)) % 4294967295)
|
||||||
|
-- we now need all 4 exit directions deterministically shuffled to the 4 outgoing directions.
|
||||||
|
local exit_table = {
|
||||||
|
[1] = 1,
|
||||||
|
[2] = 2,
|
||||||
|
[3] = 3,
|
||||||
|
[4] = 4
|
||||||
|
}
|
||||||
|
exit_table = fisher_yates_shuffle(exit_table)
|
||||||
|
if current_x_chunk > last_x_chunk then -- going right/east
|
||||||
|
outbound_direction = EAST
|
||||||
|
elseif current_x_chunk < last_x_chunk then -- going left/west
|
||||||
|
outbound_direction = WEST
|
||||||
|
end
|
||||||
|
|
||||||
|
if current_y_chunk > last_y_chunk then -- going down/south
|
||||||
|
outbound_direction = SOUTH
|
||||||
|
elseif current_y_chunk < last_y_chunk then -- going up/north
|
||||||
|
outbound_direction = NORTH
|
||||||
|
end
|
||||||
|
local target_direction = exit_table[outbound_direction]
|
||||||
|
|
||||||
|
local target_position = {(CHUNK_OFFSET[target_direction][1] + last_x_chunk) * 32 + 16,
|
||||||
|
(CHUNK_OFFSET[target_direction][2] + last_y_chunk) * 32 + 16}
|
||||||
|
target_position = character.surface.find_non_colliding_position(character.prototype.name,
|
||||||
|
target_position, 32, 0.5)
|
||||||
|
if target_position ~= nil then
|
||||||
|
rendering.draw_circle{color = ER_COLOR, radius = 1, filled = true,
|
||||||
|
target = {character.position.x, character.position.y}, surface = character.surface,
|
||||||
|
time_to_live = 300, draw_on_ground = true}
|
||||||
|
rendering.draw_line{color = ER_COLOR, width = 3, gap_length = 0.5, dash_length = 0.5,
|
||||||
|
from = {character.position.x, character.position.y}, to = target_position,
|
||||||
|
surface = character.surface,
|
||||||
|
time_to_live = 300, draw_on_ground = true}
|
||||||
|
CURRENTLY_MOVING = true -- prevent recursive event
|
||||||
|
character.teleport(target_position)
|
||||||
|
CURRENTLY_MOVING = false
|
||||||
|
end
|
||||||
|
LAST_POSITIONS[player_id] = character.position
|
||||||
|
end
|
||||||
|
|
||||||
|
function fisher_yates_shuffle(tbl)
|
||||||
|
for i = #tbl, 2, -1 do
|
||||||
|
local j = GENERATOR(i)
|
||||||
|
tbl[i], tbl[j] = tbl[j], tbl[i]
|
||||||
|
end
|
||||||
|
return tbl
|
||||||
|
end
|
||||||
|
|
||||||
|
script.on_event(defines.events.on_player_changed_position, on_player_changed_position)
|
||||||
|
{% endif %}
|
||||||
|
|
||||||
function on_check_energy_link(event)
|
function on_check_energy_link(event)
|
||||||
--- assuming 1 MJ increment and 5MJ battery:
|
--- assuming 1 MJ increment and 5MJ battery:
|
||||||
--- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing
|
--- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing
|
||||||
|
@ -510,6 +623,37 @@ commands.add_command("ap-print", "Used by the Archipelago client to print messag
|
||||||
game.print(call.parameter)
|
game.print(call.parameter)
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
TRAP_TABLE = {
|
||||||
|
["Attack Trap"] = function ()
|
||||||
|
game.surfaces["nauvis"].build_enemy_base(game.forces["player"].get_spawn_position(game.get_surface(1)), 25)
|
||||||
|
end,
|
||||||
|
["Evolution Trap"] = function ()
|
||||||
|
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + (TRAP_EVO_FACTOR * (1 - game.forces["enemy"].evolution_factor))
|
||||||
|
game.print({"", "New evolution factor:", game.forces["enemy"].evolution_factor})
|
||||||
|
end,
|
||||||
|
["Teleport Trap"] = function ()
|
||||||
|
for _, player in ipairs(game.forces["player"].players) do
|
||||||
|
current_character = player.character
|
||||||
|
if current_character ~= nil then
|
||||||
|
current_character.teleport(current_character.surface.find_non_colliding_position(
|
||||||
|
current_character.prototype.name, random_offset_position(current_character.position, 1024), 0, 1))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end,
|
||||||
|
["Grenade Trap"] = function ()
|
||||||
|
fire_entity_at_players("grenade", 0.1)
|
||||||
|
end,
|
||||||
|
["Cluster Grenade Trap"] = function ()
|
||||||
|
fire_entity_at_players("cluster-grenade", 0.1)
|
||||||
|
end,
|
||||||
|
["Artillery Trap"] = function ()
|
||||||
|
fire_entity_at_players("artillery-projectile", 1)
|
||||||
|
end,
|
||||||
|
["Atomic Rocket Trap"] = function ()
|
||||||
|
fire_entity_at_players("atomic-rocket", 0.1)
|
||||||
|
end,
|
||||||
|
}
|
||||||
|
|
||||||
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
|
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
|
||||||
if global.index_sync == nil then
|
if global.index_sync == nil then
|
||||||
global.index_sync = {}
|
global.index_sync = {}
|
||||||
|
@ -552,18 +696,11 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
|
||||||
tech.researched = true
|
tech.researched = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
elseif item_name == "Attack Trap" then
|
elseif TRAP_TABLE[item_name] ~= nil 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
|
if global.index_sync[index] == nil then -- not yet received trap
|
||||||
global.index_sync[index] = item_name
|
global.index_sync[index] = item_name
|
||||||
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + (TRAP_EVO_FACTOR * (1 - game.forces["enemy"].evolution_factor))
|
game.print({"", "Received ", item_name, " from ", source})
|
||||||
game.print({"", "Received Evolution Trap from ", source, ". New factor:", game.forces["enemy"].evolution_factor})
|
TRAP_TABLE[item_name]()
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
game.print("Unknown Item " .. item_name)
|
game.print("Unknown Item " .. item_name)
|
||||||
|
|
|
@ -14,9 +14,9 @@ local energy_bridge = table.deepcopy(data.raw["accumulator"]["accumulator"])
|
||||||
energy_bridge.name = "ap-energy-bridge"
|
energy_bridge.name = "ap-energy-bridge"
|
||||||
energy_bridge.minable.result = "ap-energy-bridge"
|
energy_bridge.minable.result = "ap-energy-bridge"
|
||||||
energy_bridge.localised_name = "Archipelago EnergyLink Bridge"
|
energy_bridge.localised_name = "Archipelago EnergyLink Bridge"
|
||||||
energy_bridge.energy_source.buffer_capacity = "5MJ"
|
energy_bridge.energy_source.buffer_capacity = "50MJ"
|
||||||
energy_bridge.energy_source.input_flow_limit = "1MW"
|
energy_bridge.energy_source.input_flow_limit = "10MW"
|
||||||
energy_bridge.energy_source.output_flow_limit = "1MW"
|
energy_bridge.energy_source.output_flow_limit = "10MW"
|
||||||
tint_icon(energy_bridge, energy_bridge_tint())
|
tint_icon(energy_bridge, energy_bridge_tint())
|
||||||
energy_bridge.picture.layers[1].tint = energy_bridge_tint()
|
energy_bridge.picture.layers[1].tint = energy_bridge_tint()
|
||||||
energy_bridge.picture.layers[1].hr_version.tint = energy_bridge_tint()
|
energy_bridge.picture.layers[1].hr_version.tint = energy_bridge_tint()
|
||||||
|
|
Loading…
Reference in New Issue