import collections import typing from ..AutoWorld import World from BaseClasses import Region, Entrance, Location, Item from .Technologies import base_tech_table, recipe_sources, base_technology_table, \ all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \ 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 from .Shapes import get_shapes from .Mod import generate_mod from .Options import factorio_options, Silo, TechTreeInformation import logging 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" static_nodes = {"automation", "logistics", "rocket-silo"} custom_recipes = {} advancement_technologies: typing.Set[str] item_name_to_id = all_items location_name_to_id = base_tech_table data_version = 5 def __init__(self, world, player: int): super(Factorio, self).__init__(world, player) self.advancement_technologies = set() def generate_basic(self): player = self.player want_progressives = collections.defaultdict(lambda: self.world.progressive[player]. want_progressives(self.world.random)) skip_silo = self.world.silo[player].value == Silo.option_spawn evolution_traps_wanted = self.world.evolution_traps[player].value attack_traps_wanted = self.world.attack_traps[player].value traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted self.world.random.shuffle(traps_wanted) for tech_name in base_tech_table: if traps_wanted and tech_name in useless_technologies: self.world.itempool.append(self.create_item(traps_wanted.pop())) elif skip_silo and tech_name == "rocket-silo": pass else: 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) if tech_name in self.static_nodes: self.world.get_location(tech_name, player).place_locked_item(tech_item) else: self.world.itempool.append(tech_item) 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 self.sending_visible = self.world.tech_tree_information[player] == TechTreeInformation.option_full generate_output = generate_mod def create_regions(self): player = self.player menu = Region("Menu", None, "Menu", player, self.world) crash = Entrance(player, "Crash Land", menu) menu.exits.append(crash) nauvis = Region("Nauvis", None, "Nauvis", player, self.world) skip_silo = self.world.silo[self.player].value == Silo.option_spawn for tech_name, tech_id in base_tech_table.items(): if skip_silo and tech_name == "rocket-silo": continue 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) location.game = "Factorio" event = Item("Victory", True, None, player) event.game = "Factorio" self.world.push_item(location, event, False) location.event = location.locked = True for ingredient in self.world.max_science_pack[self.player].get_allowed_packs(): location = Location(player, f"Automate {ingredient}", None, nauvis) location.game = "Factorio" nauvis.locations.append(location) event = Item(f"Automated {ingredient}", True, None, player) self.world.push_item(location, event, False) location.event = location.locked = True 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]) skip_silo = self.world.silo[self.player].value == Silo.option_spawn for tech_name, technology in self.custom_technologies.items(): if skip_silo and tech_name == "rocket-silo": continue 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)) silo_recipe = None if self.world.silo[self.player].value == Silo.option_spawn \ else 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"] victory_tech_names = get_rocket_requirements(silo_recipe, part_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 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) def get_required_client_version(self) -> tuple: return max((0, 1, 6), super(Factorio, self).get_required_client_version()) options = 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}") def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1) -> Recipe: """Generate a recipe from pool with time and cost similar to original * factor""" new_ingredients = {} 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 = [] # fill all but one slot with random ingredients, last with a good match while remaining_num_ingredients > 0 and pool: 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 = 1.1 * 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 ingredient = pool.pop() 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_raw = 1 ingredient_energy = 2 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 # fill failed slots with whatever we got pool = fallback_pool while remaining_num_ingredients > 0 and pool: ingredient = pool.pop() if ingredient not in recipes: logging.warning(f"missing recipe for {ingredient}") continue ingredient_recipe = recipes[ingredient] 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 remaining_num_ingredients > 1: logging.warning("could not randomize recipe") return Recipe(original.name, original.category, 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()]) 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 original = recipes[pack] new_ingredients = {} for _ in original.ingredients: new_ingredients[valid_pool.pop()] = 1 new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy) self.custom_recipes[pack] = new_recipe if self.world.silo[self.player].value == Silo.option_randomize_recipe: valid_pool = [] for pack in sorted(self.world.max_science_pack[self.player].get_allowed_packs()): valid_pool += sorted(science_pack_pools[pack]) 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 needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-silo", "rocket-part"} 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) -> Item: if name in tech_table: return FactorioItem(name, name in self.advancement_technologies, tech_table[name], self.player) item = FactorioItem(name, False, all_items[name], self.player) if "Trap" in name: item.trap = True return item