from BaseClasses import Region, Entrance, Location, MultiWorld, Item from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies from .Shapes import get_shapes def gen_factorio(world: MultiWorld, player: int): static_nodes = world._static_nodes = {"automation", "logistics"} # turn dynamic/option? for tech_name, tech_id in tech_table.items(): tech_item = Item(tech_name, tech_name in advancement_technologies, tech_id, player) tech_item.game = "Factorio" if tech_name in static_nodes: loc = world.get_location(tech_name, player) loc.item = tech_item loc.locked = True loc.event = tech_item.advancement else: world.itempool.append(tech_item) world.custom_data[player]["custom_technologies"] = custom_technologies = set_custom_technologies(world, player) set_rules(world, player, custom_technologies) def factorio_create_regions(world: MultiWorld, player: int): menu = Region("Menu", None, "Menu", player) crash = Entrance(player, "Crash Land", menu) menu.exits.append(crash) nauvis = Region("Nauvis", None, "Nauvis", player) nauvis.world = menu.world = world for tech_name, tech_id in tech_table.items(): tech = Location(player, tech_name, tech_id, nauvis) nauvis.locations.append(tech) tech.game = "Factorio" location = Location(player, "Rocket Launch", None, nauvis) nauvis.locations.append(location) event = Item("Victory", True, None, player) world.push_item(location, event, False) location.event = location.locked = True crash.connect(nauvis) world.regions += [menu, nauvis] def set_custom_technologies(world: MultiWorld, player: int): custom_technologies = {} world_custom = getattr(world, "_custom_technologies", {}) world_custom[player] = custom_technologies world._custom_technologies = world_custom allowed_packs = world.max_science_pack[player].get_allowed_packs() for technology_name, technology in technology_table.items(): custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player) return custom_technologies def set_rules(world: MultiWorld, player: int, custom_technologies): shapes = get_shapes(world, player) if world.logic[player] != 'nologic': from worlds.generic import Rules for tech_name, technology in custom_technologies.items(): location = world.get_location(tech_name, player) Rules.set_rule(location, technology.build_rule(player)) prequisites = shapes.get(tech_name) if prequisites: locations = {world.get_location(requisite, player) for requisite in prequisites} Rules.add_rule(location, lambda state, locations=locations: all(state.can_reach(loc) for loc in locations)) # get all science pack technologies (but not the ability to craft them) world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player) for technology in advancement_technologies) world.completion_condition[player] = lambda state: state.has('Victory', 1)