Factorio: add Progressive Option
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@ -155,25 +155,24 @@ class MultiWorld():
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@functools.cached_property
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def player_ids(self):
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yield from range(1, self.players + 1)
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return tuple(range(1, self.players + 1))
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# Todo: make these automatic, or something like get_players_for_game(game_name)
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@functools.cached_property
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def alttp_player_ids(self):
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yield from (player for player in range(1, self.players + 1) if self.game[player] == "A Link to the Past")
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return tuple(player for player in range(1, self.players + 1) if self.game[player] == "A Link to the Past")
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@functools.cached_property
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def hk_player_ids(self):
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yield from (player for player in range(1, self.players + 1) if self.game[player] == "Hollow Knight")
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return tuple(player for player in range(1, self.players + 1) if self.game[player] == "Hollow Knight")
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@functools.cached_property
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def factorio_player_ids(self):
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yield from (player for player in range(1, self.players + 1) if self.game[player] == "Factorio")
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return tuple(player for player in range(1, self.players + 1) if self.game[player] == "Factorio")
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@functools.cached_property
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def minecraft_player_ids(self):
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yield from (player for player in range(1, self.players + 1) if self.game[player] == "Minecraft")
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return tuple(player for player in range(1, self.players + 1) if self.game[player] == "Minecraft")
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def get_name_string_for_object(self, obj) -> str:
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return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
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@ -1337,8 +1336,6 @@ class Spoiler(object):
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'shuffle': self.world.shuffle,
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'item_pool': self.world.difficulty,
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'item_functionality': self.world.item_functionality,
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'gt_crystals': self.world.crystals_needed_for_gt,
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'ganon_crystals': self.world.crystals_needed_for_ganon,
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'open_pyramid': self.world.open_pyramid,
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'accessibility': self.world.accessibility,
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'hints': self.world.hints,
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@ -1362,7 +1359,6 @@ class Spoiler(object):
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'triforce_pieces_available': self.world.triforce_pieces_available,
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'triforce_pieces_required': self.world.triforce_pieces_required,
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'shop_shuffle': self.world.shop_shuffle,
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'shop_item_slots': self.world.shop_item_slots,
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'shuffle_prizes': self.world.shuffle_prizes,
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'sprite_pool': self.world.sprite_pool,
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'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss,
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@ -1418,7 +1414,6 @@ class Spoiler(object):
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res = getattr(self.world, f_option)[player]
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outfile.write(f'{f_option+":":33}{bool_to_text(res) if type(res) == Options.Toggle else res.get_option_name()}\n')
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if player in self.world.alttp_player_ids:
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for team in range(self.world.teams):
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outfile.write('%s%s\n' % (
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@ -1447,8 +1442,6 @@ class Spoiler(object):
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outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
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if self.metadata['shuffle'][player] != "vanilla":
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outfile.write('Entrance Shuffle Seed %s\n' % self.metadata['er_seeds'][player])
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outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player])
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outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player])
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outfile.write('Pyramid hole pre-opened: %s\n' % (
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'Yes' if self.metadata['open_pyramid'][player] else 'No'))
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@ -1471,8 +1464,6 @@ class Spoiler(object):
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"f" in self.metadata["shop_shuffle"][player]))
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outfile.write('Custom Potion Shop: %s\n' %
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bool_to_text("w" in self.metadata["shop_shuffle"][player]))
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outfile.write('Shop Item Slots: %s\n' %
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self.metadata["shop_item_slots"][player])
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outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player])
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outfile.write(
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'Enemy shuffle: %s\n' % bool_to_text(self.metadata['enemy_shuffle'][player]))
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@ -219,25 +219,41 @@ end)
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commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
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if global.index_sync == nil then
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global.index_sync = {}
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end
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local tech
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local force = game.forces["player"]
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chunks = split(call.parameter, "\t")
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local tech_name = chunks[1]
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local index = chunks[2]
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local source = chunks[3] or "Archipelago"
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local tech = force.technologies[tech_name]
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if tech ~= nil then
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if global.index_sync == nil then
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global.index_sync = {}
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if progressive_technologies[tech_name] ~= nil then
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if global.index_sync[index] == nil then -- not yet received prog item
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global.index_sync[index] = tech_name
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local tech_stack = progressive_technologies[tech_name]
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for _, tech_name in ipairs(tech_stack) do
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tech = force.technologies[tech_name]
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if tech.researched ~= true then
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game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
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game.play_sound({path="utility/research_completed"})
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tech.researched = true
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return
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end
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end
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end
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if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then
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game.print("Warning: Desync Detected. Duplicate/Missing items may occur.")
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end
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global.index_sync[index] = tech
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if tech.researched ~= true then
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game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
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game.play_sound({path="utility/research_completed"})
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tech.researched = true
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elseif force.technologies[tech_name] ~= nil then
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tech = force.technologies[tech_name]
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if tech ~= nil then
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if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then
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game.print("Warning: Desync Detected. Duplicate/Missing items may occur.")
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end
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global.index_sync[index] = tech
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if tech.researched ~= true then
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game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
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game.play_sound({path="utility/research_completed"})
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tech.researched = true
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end
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end
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else
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game.print("Unknown Technology " .. tech_name)
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@ -247,4 +263,7 @@ end)
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commands.add_command("ap-rcon-info", "Used by the Archipelago client to get information", function(call)
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rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME}))
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end)
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end)
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-- data
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progressive_technologies = {{ dict_to_lua(progressive_technology_table) }}
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@ -72,9 +72,11 @@ prep_copy(new_tree_copy, original_tech)
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{% if tech_cost_scale != 1 %}
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new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{ tech_cost_scale }}))
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{% endif %}
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{%- if item_name in tech_table and tech_tree_information == 2 or original_tech_name in static_nodes -%}
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{%- if (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in base_tech_table -%}
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{#- copy Factorio Technology Icon -#}
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copy_factorio_icon(new_tree_copy, "{{ item_name }}")
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{%- elif (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in progressive_technology_table -%}
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copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item_name][0] }}")
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{%- else -%}
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{#- use default AP icon if no Factorio graphics exist -#}
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{% if advancement or not tech_tree_information %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %}
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@ -5,10 +5,18 @@
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{% endfor -%}
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}
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{%- endmacro %}
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{% macro list_to_lua(list) -%}
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{
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{%- for key in list -%}
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{{ variable_to_lua(key) }}{% if not loop.last %},{% endif %}
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{% endfor -%}
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}
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{%- endmacro %}
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{%- macro variable_to_lua(value) %}
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{%- if value is mapping -%}{{ dict_to_lua(value) }}
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{%- elif value is boolean -%}{{ value | string | lower }}
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{%- elif value is string -%} "{{ value | safe }}"
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{%- elif value is string -%}"{{ value | safe }}"
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{%- elif value is iterable -%}{{ list_to_lua(value) }}
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{%- else -%} {{ value | safe }}
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{%- endif -%}
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{%- endmacro -%}
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@ -91,6 +91,9 @@ Factorio:
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single_craft: 0
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half_stack: 0
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stack: 0
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progressive:
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on: 1
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off: 0
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tech_tree_information:
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none: 0
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advancement: 0 # show which items are a logical advancement
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@ -32,7 +32,7 @@ assert len(lookup_any_location_name_to_id) == len(lookup_any_location_id_to_name
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network_data_package = {"lookup_any_location_id_to_name": lookup_any_location_id_to_name,
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"lookup_any_item_id_to_name": lookup_any_item_id_to_name,
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"version": 7}
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"version": 9}
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@enum.unique
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@ -11,7 +11,8 @@ import Utils
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import shutil
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from . import Options
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from BaseClasses import MultiWorld
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from .Technologies import tech_table, rocket_recipes, recipes, free_sample_blacklist
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from .Technologies import tech_table, rocket_recipes, recipes, free_sample_blacklist, progressive_technology_table, \
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base_tech_table, tech_to_progressive_lookup, progressive_tech_table
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template_env: Optional[jinja2.Environment] = None
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@ -70,6 +71,7 @@ def generate_mod(world: MultiWorld, player: int):
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6: 10}[world.tech_cost[player].value]
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template_data = {"locations": locations, "player_names": player_names, "tech_table": tech_table,
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"base_tech_table": base_tech_table, "tech_to_progressive_lookup": tech_to_progressive_lookup,
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"mod_name": mod_name, "allowed_science_packs": world.max_science_pack[player].get_allowed_packs(),
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"tech_cost_scale": tech_cost_scale, "custom_technologies": world.worlds[player].custom_technologies,
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"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player],
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@ -78,7 +80,9 @@ def generate_mod(world: MultiWorld, player: int):
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"starting_items": world.starting_items[player], "recipes": recipes,
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"random": world.slot_seeds[player], "static_nodes": world.worlds[player].static_nodes,
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"recipe_time_scale": recipe_time_scales[world.recipe_time[player].value],
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"free_sample_blacklist": {item : 1 for item in free_sample_blacklist}}
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"free_sample_blacklist": {item : 1 for item in free_sample_blacklist},
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"progressive_technology_table": {tech.name : tech.progressive for tech in
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progressive_technology_table.values()}}
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for factorio_option in Options.factorio_options:
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template_data[factorio_option] = getattr(world, factorio_option)[player].value
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@ -96,5 +96,6 @@ factorio_options: typing.Dict[str, type(Option)] = {
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"starting_items": FactorioStartItems,
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"recipe_time": RecipeTime,
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"imported_blueprints": DefaultOnToggle,
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"world_gen": FactorioWorldGen
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"world_gen": FactorioWorldGen,
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"progressive": DefaultOnToggle
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}
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@ -10,6 +10,7 @@ funnel_slice_sizes = {TechTreeLayout.option_small_funnels: 6,
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TechTreeLayout.option_medium_funnels: 10,
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TechTreeLayout.option_large_funnels: 15}
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def get_shapes(factorio_world) -> Dict[str, List[str]]:
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world = factorio_world.world
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player = factorio_world.player
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@ -1,8 +1,9 @@
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from __future__ import annotations
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# Factorio technologies are imported from a .json document in /data
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from typing import Dict, Set, FrozenSet
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from typing import Dict, Set, FrozenSet, Tuple
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import os
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import json
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import string
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import Utils
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import logging
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@ -36,10 +37,11 @@ class FactorioElement():
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class Technology(FactorioElement): # maybe make subclass of Location?
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def __init__(self, name, ingredients, factorio_id):
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def __init__(self, name: str, ingredients: Set[str], factorio_id: int, progressive: Tuple[str] = ()):
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self.name = name
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self.factorio_id = factorio_id
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self.ingredients = ingredients
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self.progressive = progressive
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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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@ -104,7 +106,6 @@ class Machine(FactorioElement):
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# recipes and technologies can share names in Factorio
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for technology_name in sorted(raw):
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data = raw[technology_name]
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factorio_id += 1
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current_ingredients = set(data["ingredients"])
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technology = Technology(technology_name, current_ingredients, factorio_id)
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factorio_id += 1
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@ -118,7 +119,7 @@ for technology, data in raw.items():
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recipe_sources.setdefault(recipe_name, set()).add(technology)
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del (raw)
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lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()}
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recipes = {}
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all_product_sources: Dict[str, Set[Recipe]] = {"character": set()}
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for recipe_name, recipe_data in raw_recipes.items():
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@ -255,3 +256,92 @@ rocket_recipes = {
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Options.MaxSciencePack.option_automation_science_pack:
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{"copper-cable": 10, "iron-plate": 10, "wood": 10}
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}
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# progressive technologies
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# auto-progressive
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progressive_rows = {}
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progressive_incs = set()
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for tech_name in tech_table:
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if tech_name.endswith("-1"):
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progressive_rows[tech_name] = []
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elif tech_name[-2] == "-" and tech_name[-1] in string.digits:
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progressive_incs.add(tech_name)
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for root, progressive in progressive_rows.items():
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seeking = root[:-1]+str(int(root[-1])+1)
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while seeking in progressive_incs:
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progressive.append(seeking)
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progressive_incs.remove(seeking)
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seeking = seeking[:-1]+str(int(seeking[-1])+1)
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# make root entry the progressive name
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for old_name in set(progressive_rows):
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prog_name = "progressive-" + old_name.rsplit("-", 1)[0]
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progressive_rows[prog_name] = tuple([old_name] + progressive_rows[old_name])
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del(progressive_rows[old_name])
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# no -1 start
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base_starts = set()
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for remnant in progressive_incs:
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if remnant[-1] == "2":
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base_starts.add(remnant[:-2])
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for root in base_starts:
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seeking = root+"-2"
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progressive = [root]
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while seeking in progressive_incs:
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progressive.append(seeking)
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seeking = seeking[:-1]+str(int(seeking[-1])+1)
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progressive_rows["progressive-"+root] = tuple(progressive)
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# science packs
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progressive_rows["progressive-science-pack"] = tuple(sorted(required_technologies,
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key=lambda name: len(required_technologies[name]))[1:] +
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["space-science-pack"])
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# manual progressive
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progressive_rows["progressive-processing"] = ("steel-processing",
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"oil-processing", "sulfur-processing", "advanced-oil-processing",
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"uranium-processing", "nuclear-fuel-reprocessing")
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progressive_rows["progressive-rocketry"] = ("rocketry", "explosive-rocketry", "atomic-bomb")
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progressive_rows["progressive-vehicle"] = ("automobilism", "tank", "spidertron")
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progressive_rows["progressive-train-network"] = ("railway", "fluid-wagon", "automated-rail-transportation", "rail-signals")
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progressive_rows["progressive-engine"] = ("engine", "electric-engine")
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progressive_rows["progressive-armor"] = ("heavy-armor", "modular-armor", "power-armor", "power-armor-mk2")
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progressive_rows["progressive-personal-battery"] = ("battery-equipment", "battery-mk2-equipment")
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progressive_rows["progressive-energy-shield"] = ("energy-shield-equipment", "energy-shield-mk2-equipment")
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progressive_rows["progressive-wall"] = ("stone-wall", "gate")
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progressive_rows["progressive-follower"] = ("defender", "distractor", "destroyer")
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progressive_rows["progressive-inserter"] = ("fast-inserter", "stack-inserter")
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base_tech_table = tech_table.copy() # without progressive techs
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base_technology_table = technology_table.copy()
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progressive_tech_table: Dict[str, int] = {}
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progressive_technology_table: Dict[str, Technology] = {}
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for root in sorted(progressive_rows):
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progressive = progressive_rows[root]
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assert all(tech in tech_table for tech in progressive)
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factorio_id += 1
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progressive_technology = Technology(root, technology_table[progressive_rows[root][0]].ingredients, factorio_id,
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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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for progressive in technology.progressive:
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tech_to_progressive_lookup[progressive] = technology.name
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tech_table.update(progressive_tech_table)
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technology_table.update(progressive_technology_table)
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# techs that are never progressive
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common_tech_table: Dict[str, int] = {tech_name: tech_id for tech_name, tech_id in base_tech_table.items()
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if tech_name not in progressive_tech_table}
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lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()}
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@ -1,8 +1,9 @@
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from ..AutoWorld import World
|
||||
|
||||
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
|
||||
from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, \
|
||||
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes
|
||||
from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
|
||||
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes, \
|
||||
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table
|
||||
from .Shapes import get_shapes
|
||||
from .Mod import generate_mod
|
||||
from .Options import factorio_options
|
||||
|
@ -15,8 +16,16 @@ class Factorio(World):
|
|||
victory_tech_names = get_rocket_requirements(
|
||||
frozenset(rocket_recipes[self.world.max_science_pack[self.player].value]))
|
||||
|
||||
for tech_name, tech_id in tech_table.items():
|
||||
tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
|
||||
|
||||
|
||||
for tech_name, tech_id in base_tech_table.items():
|
||||
if self.world.progressive and tech_name in tech_to_progressive_lookup:
|
||||
item_name = tech_to_progressive_lookup[tech_name]
|
||||
tech_id = progressive_tech_table[item_name]
|
||||
else:
|
||||
item_name = tech_name
|
||||
|
||||
tech_item = Item(item_name, item_name in advancement_technologies or item_name in victory_tech_names,
|
||||
tech_id, self.player)
|
||||
tech_item.game = "Factorio"
|
||||
if tech_name in self.static_nodes:
|
||||
|
@ -25,7 +34,7 @@ class Factorio(World):
|
|||
self.world.itempool.append(tech_item)
|
||||
world_gen = self.world.world_gen[self.player].value
|
||||
if world_gen.get("seed", None) is None: # allow seed 0
|
||||
world_gen["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
|
||||
world_gen["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
|
||||
|
||||
def generate_output(self):
|
||||
generate_mod(self.world, self.player)
|
||||
|
@ -38,7 +47,7 @@ class Factorio(World):
|
|||
nauvis = Region("Nauvis", None, "Nauvis", player)
|
||||
nauvis.world = menu.world = self.world
|
||||
|
||||
for tech_name, tech_id in tech_table.items():
|
||||
for tech_name, tech_id in base_tech_table.items():
|
||||
tech = Location(player, tech_name, tech_id, nauvis)
|
||||
nauvis.locations.append(tech)
|
||||
tech.game = "Factorio"
|
||||
|
@ -83,6 +92,15 @@ class Factorio(World):
|
|||
|
||||
world.completion_condition[player] = lambda state: state.has('Victory', player)
|
||||
|
||||
def collect(self, state, item) -> bool:
|
||||
if item.advancement and item.name in progressive_technology_table:
|
||||
prog_table = progressive_technology_table[item.name].progressive
|
||||
for item_name in prog_table:
|
||||
if not state.has(item_name, item.player):
|
||||
state.prog_items[item_name, item.player] += 1
|
||||
return True
|
||||
return super(Factorio, self).collect(state, item)
|
||||
|
||||
def get_required_client_version(self) -> tuple:
|
||||
return max((0, 1, 4), super(Factorio, self).get_required_client_version())
|
||||
|
||||
|
@ -91,6 +109,6 @@ class Factorio(World):
|
|||
def set_custom_technologies(world: MultiWorld, player: int):
|
||||
custom_technologies = {}
|
||||
allowed_packs = world.max_science_pack[player].get_allowed_packs()
|
||||
for technology_name, technology in technology_table.items():
|
||||
for technology_name, technology in base_technology_table.items():
|
||||
custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
|
||||
return custom_technologies
|
||||
|
|
Loading…
Reference in New Issue