from __future__ import annotations import collections import logging import typing from BaseClasses import Region, Entrance, Location, Item, RegionType, Tutorial, ItemClassification from worlds.AutoWorld import World, WebWorld from .Mod import generate_mod from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal from .Shapes import get_shapes from .Technologies import base_tech_table, recipe_sources, base_technology_table, \ all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \ progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \ get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies, \ fluids, stacking_items, valid_ingredients, progressive_rows from .Locations import location_pools, location_table class FactorioWeb(WebWorld): tutorials = [Tutorial( "Multiworld Setup Tutorial", "A guide to setting up the Archipelago Factorio software on your computer.", "English", "setup_en.md", "setup/en", ["Berserker, Farrak Kilhn"] )] class FactorioItem(Item): game = "Factorio" all_items = tech_table.copy() all_items["Attack Trap"] = factorio_base_id - 1 all_items["Evolution Trap"] = factorio_base_id - 2 class Factorio(World): """ Factorio is a game about automation. You play as an engineer who has crash landed on the planet Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory, research new technologies, and become more efficient in your quest to build a rocket and return home. """ game: str = "Factorio" special_nodes = {"automation", "logistics", "rocket-silo"} custom_recipes: typing.Dict[str, Recipe] location_pool: typing.List[FactorioScienceLocation] advancement_technologies: typing.Set[str] web = FactorioWeb() item_name_to_id = all_items # TODO: remove base_tech_table ~ 0.3.7 location_name_to_id = {**base_tech_table, **location_table} item_name_groups = { "Progressive": set(progressive_tech_table.keys()), } data_version = 6 required_client_version = (0, 3, 6) ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs() tech_mix: int = 0 skip_silo: bool = False def __init__(self, world, player: int): super(Factorio, self).__init__(world, player) self.advancement_technologies = set() self.custom_recipes = {} self.locations = [] generate_output = generate_mod def generate_early(self) -> None: self.world.max_tech_cost[self.player] = max(self.world.max_tech_cost[self.player], self.world.min_tech_cost[self.player]) self.tech_mix = self.world.tech_cost_mix[self.player] self.skip_silo = self.world.silo[self.player].value == Silo.option_spawn def create_regions(self): player = self.player random = self.world.random menu = Region("Menu", RegionType.Generic, "Menu", player, self.world) crash = Entrance(player, "Crash Land", menu) menu.exits.append(crash) nauvis = Region("Nauvis", RegionType.Generic, "Nauvis", player, self.world) location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \ self.world.evolution_traps[player].value + self.world.attack_traps[player].value location_pool = [] for pack in self.world.max_science_pack[self.player].get_allowed_packs(): location_pool.extend(location_pools[pack]) location_names = self.world.random.sample(location_pool, location_count) self.locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis) for loc_name in location_names] rand_values = sorted(random.randint(self.world.min_tech_cost[self.player], self.world.max_tech_cost[self.player]) for _ in self.locations) for i, location in enumerate(sorted(self.locations, key=lambda loc: loc.rel_cost)): location.count = rand_values[i] del rand_values nauvis.locations.extend(self.locations) location = FactorioLocation(player, "Rocket Launch", None, nauvis) nauvis.locations.append(location) event = FactorioItem("Victory", ItemClassification.progression, None, player) location.place_locked_item(event) for ingredient in self.world.max_science_pack[self.player].get_allowed_packs(): location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis) nauvis.locations.append(location) event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player) location.place_locked_item(event) crash.connect(nauvis) self.world.regions += [menu, nauvis] def set_rules(self): world = self.world player = self.player self.custom_technologies = self.set_custom_technologies() self.set_custom_recipes() shapes = get_shapes(self) if world.logic[player] != 'nologic': from worlds.generic import Rules for ingredient in self.world.max_science_pack[self.player].get_allowed_packs(): location = world.get_location(f"Automate {ingredient}", player) if self.world.recipe_ingredients[self.player]: custom_recipe = self.custom_recipes[ingredient] location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \ (ingredient not in technology_table or state.has(ingredient, player)) and \ all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients for technology in required_technologies[sub_ingredient]) else: location.access_rule = lambda state, ingredient=ingredient: \ all(state.has(technology.name, player) for technology in required_technologies[ingredient]) for location in self.locations: Rules.set_rule(location, lambda state, ingredients=location.ingredients: all(state.has(f"Automated {ingredient}", player) for ingredient in ingredients)) prerequisites = shapes.get(location) if prerequisites: Rules.add_rule(location, lambda state, locations= prerequisites: all(state.can_reach(loc) for loc in locations)) silo_recipe = None if self.world.silo[self.player] == Silo.option_spawn: silo_recipe = self.custom_recipes["rocket-silo"] if "rocket-silo" in self.custom_recipes \ else next(iter(all_product_sources.get("rocket-silo"))) part_recipe = self.custom_recipes["rocket-part"] satellite_recipe = None if self.world.goal[self.player] == Goal.option_satellite: satellite_recipe = self.custom_recipes["satellite"] if "satellite" in self.custom_recipes \ else next(iter(all_product_sources.get("satellite"))) victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_recipe) world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player) for technology in victory_tech_names) world.completion_condition[player] = lambda state: state.has('Victory', player) def generate_basic(self): player = self.player want_progressives = collections.defaultdict(lambda: self.world.progressive[player]. want_progressives(self.world.random)) self.world.itempool.extend(self.create_item("Evolution Trap") for _ in range(self.world.evolution_traps[player].value)) self.world.itempool.extend(self.create_item("Attack Trap") for _ in range(self.world.attack_traps[player].value)) cost_sorted_locations = sorted(self.locations, key=lambda location: location.name) special_index = {"automation": 0, "logistics": 1, "rocket-silo": -1} loc: FactorioScienceLocation if self.skip_silo: removed = useless_technologies | {"rocket-silo"} else: removed = useless_technologies for tech_name in base_tech_table: if tech_name not in removed: progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name) want_progressive = want_progressives[progressive_item_name] item_name = progressive_item_name if want_progressive else tech_name tech_item = self.create_item(item_name) index = special_index.get(tech_name, None) if index is None: self.world.itempool.append(tech_item) else: loc = cost_sorted_locations[index] loc.place_locked_item(tech_item) loc.revealed = True map_basic_settings = self.world.world_gen[player].value["basic"] if map_basic_settings.get("seed", None) is None: # allow seed 0 map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint if self.world.tech_tree_information[player] == TechTreeInformation.option_full: # mark all locations as pre-hinted self.world.start_location_hints[self.player].value.update(base_tech_table) for loc in self.locations: loc.revealed = True def collect_item(self, state, item, remove=False): if item.advancement and item.name in progressive_technology_table: prog_table = progressive_technology_table[item.name].progressive if remove: for item_name in reversed(prog_table): if state.has(item_name, item.player): return item_name else: for item_name in prog_table: if not state.has(item_name, item.player): return item_name return super(Factorio, self).collect_item(state, item, remove) option_definitions = factorio_options @classmethod def stage_write_spoiler(cls, world, spoiler_handle): factorio_players = world.get_game_players(cls.game) spoiler_handle.write('\n\nFactorio Recipes:\n') for player in factorio_players: name = world.get_player_name(player) for recipe in world.worlds[player].custom_recipes.values(): spoiler_handle.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}") @staticmethod def get_category(category: str, liquids: int) -> str: categories = {1: "crafting-with-fluid", 2: "chemistry"} return categories.get(liquids, category) def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2) -> Recipe: new_ingredients = {} liquids_used = 0 for _ in original.ingredients: new_ingredient = pool.pop() if new_ingredient in fluids: while liquids_used == allow_liquids and new_ingredient in fluids: # liquids already at max for current recipe. # Return the liquid to the pool and get a new ingredient. pool.append(new_ingredient) new_ingredient = pool.pop(0) liquids_used += 1 if new_ingredient in fluids else 0 new_ingredients[new_ingredient] = 1 return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients, original.products, original.energy) def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1, allow_liquids: int = 2) -> Recipe: """Generate a recipe from pool with time and cost similar to original * factor""" new_ingredients = {} # have to first sort for determinism, while filtering out non-stacking items pool: typing.List[str] = sorted(pool & valid_ingredients) # then sort with random data to shuffle self.world.random.shuffle(pool) target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor) target_energy = original.total_energy * factor target_num_ingredients = len(original.ingredients) remaining_raw = target_raw remaining_energy = target_energy remaining_num_ingredients = target_num_ingredients fallback_pool = [] liquids_used = 0 # fill all but one slot with random ingredients, last with a good match while remaining_num_ingredients > 0 and pool: ingredient = pool.pop() if liquids_used == allow_liquids and ingredient in fluids: continue # can't use this ingredient as we already have maximum liquid in our recipe. ingredient_raw = 0 if ingredient in all_product_sources: ingredient_recipe = min(all_product_sources[ingredient], key=lambda recipe: recipe.rel_cost) ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items())) ingredient_energy = ingredient_recipe.total_energy else: # assume simple ore TODO: remove if tree when mining data is harvested from Factorio ingredient_energy = 2 if not ingredient_raw: ingredient_raw = 1 if remaining_num_ingredients == 1: max_raw = 1.1 * remaining_raw min_raw = 0.9 * remaining_raw max_energy = 1.1 * remaining_energy min_energy = 0.9 * remaining_energy else: max_raw = remaining_raw * 0.75 min_raw = (remaining_raw - max_raw) / remaining_num_ingredients max_energy = remaining_energy * 0.75 min_energy = (remaining_energy - max_energy) / remaining_num_ingredients min_num_raw = min_raw / ingredient_raw max_num_raw = max_raw / ingredient_raw min_num_energy = min_energy / ingredient_energy max_num_energy = max_energy / ingredient_energy min_num = int(max(1, min_num_raw, min_num_energy)) max_num = int(min(1000, max_num_raw, max_num_energy)) if min_num > max_num: fallback_pool.append(ingredient) continue # can't use that ingredient num = self.world.random.randint(min_num, max_num) new_ingredients[ingredient] = num remaining_raw -= num * ingredient_raw remaining_energy -= num * ingredient_energy remaining_num_ingredients -= 1 if ingredient in fluids: liquids_used += 1 # fill failed slots with whatever we got pool = fallback_pool while remaining_num_ingredients > 0 and pool: ingredient = pool.pop() if liquids_used == allow_liquids and ingredient in fluids: continue # can't use this ingredient as we already have maximum liquid in our recipe. ingredient_recipe = recipes.get(ingredient, None) if not ingredient_recipe and ingredient.endswith("-barrel"): ingredient_recipe = recipes.get(f"fill-{ingredient}", None) if not ingredient_recipe: logging.warning(f"missing recipe for {ingredient}") continue ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items())) ingredient_energy = ingredient_recipe.total_energy num_raw = remaining_raw / ingredient_raw / remaining_num_ingredients num_energy = remaining_energy / ingredient_energy / remaining_num_ingredients num = int(min(num_raw, num_energy)) if num < 1: continue new_ingredients[ingredient] = num remaining_raw -= num * ingredient_raw remaining_energy -= num * ingredient_energy remaining_num_ingredients -= 1 if ingredient in fluids: liquids_used += 1 if remaining_num_ingredients > 1: logging.warning("could not randomize recipe") return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients, original.products, original.energy) def set_custom_technologies(self): custom_technologies = {} allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs() for technology_name, technology in base_technology_table.items(): custom_technologies[technology_name] = technology.get_custom(self.world, allowed_packs, self.player) return custom_technologies def set_custom_recipes(self): original_rocket_part = recipes["rocket-part"] science_pack_pools = get_science_pack_pools() valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()] & valid_ingredients) self.world.random.shuffle(valid_pool) self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category, {valid_pool[x]: 10 for x in range(3)}, original_rocket_part.products, original_rocket_part.energy)} if self.world.recipe_ingredients[self.player]: valid_pool = [] for pack in self.world.max_science_pack[self.player].get_ordered_science_packs(): valid_pool += sorted(science_pack_pools[pack]) self.world.random.shuffle(valid_pool) if pack in recipes: # skips over space science pack new_recipe = self.make_quick_recipe(recipes[pack], valid_pool) self.custom_recipes[pack] = new_recipe if self.world.silo[self.player].value == Silo.option_randomize_recipe \ or self.world.satellite[self.player].value == Satellite.option_randomize_recipe: valid_pool = set() for pack in sorted(self.world.max_science_pack[self.player].get_allowed_packs()): valid_pool |= science_pack_pools[pack] if self.world.silo[self.player].value == Silo.option_randomize_recipe: new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool, factor=(self.world.max_science_pack[self.player].value + 1) / 7) self.custom_recipes["rocket-silo"] = new_recipe if self.world.satellite[self.player].value == Satellite.option_randomize_recipe: new_recipe = self.make_balanced_recipe(recipes["satellite"], valid_pool, factor=(self.world.max_science_pack[self.player].value + 1) / 7) self.custom_recipes["satellite"] = new_recipe bridge = "ap-energy-bridge" new_recipe = self.make_quick_recipe( Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1}, {bridge: 1}, 10), sorted(science_pack_pools[self.world.max_science_pack[self.player].get_ordered_science_packs()[0]])) for ingredient_name in new_recipe.ingredients: new_recipe.ingredients[ingredient_name] = self.world.random.randint(10, 100) self.custom_recipes[bridge] = new_recipe needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"} if self.world.silo[self.player] != Silo.option_spawn: needed_recipes |= {"rocket-silo"} if self.world.goal[self.player].value == Goal.option_satellite: needed_recipes |= {"satellite"} for recipe in needed_recipes: recipe = self.custom_recipes.get(recipe, recipes[recipe]) self.advancement_technologies |= {tech.name for tech in recipe.recursive_unlocking_technologies} # handle marking progressive techs as advancement prog_add = set() for tech in self.advancement_technologies: if tech in tech_to_progressive_lookup: prog_add.add(tech_to_progressive_lookup[tech]) self.advancement_technologies |= prog_add def create_item(self, name: str) -> FactorioItem: if name in tech_table: # is a Technology if name in self.advancement_technologies: classification = ItemClassification.progression else: classification = ItemClassification.filler return FactorioItem(name, classification, tech_table[name], self.player) item = FactorioItem(name, ItemClassification.trap if "Trap" in name else ItemClassification.filler, all_items[name], self.player) return item class FactorioLocation(Location): game: str = Factorio.game class FactorioScienceLocation(FactorioLocation): complexity: int revealed: bool = False # Factorio technology properties: ingredients: typing.Dict[str, int] count: int def __init__(self, player: int, name: str, address: int, parent: Region): super(FactorioScienceLocation, self).__init__(player, name, address, parent) # "AP-{Complexity}-{Cost}" self.complexity = int(self.name[3]) - 1 self.rel_cost = int(self.name[5:], 16) self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1} for complexity in range(self.complexity): if parent.world.tech_cost_mix[self.player] > parent.world.random.randint(0, 99): self.ingredients[Factorio.ordered_science_packs[complexity]] = 1 self.count = parent.world.random.randint(parent.world.min_tech_cost[self.player], parent.world.max_tech_cost[self.player]) @property def factorio_ingredients(self) -> typing.List[typing.Tuple[str, int]]: return [(name, count) for name, count in self.ingredients.items()]