from ..AutoWorld import World from BaseClasses import Region, Entrance, Location, Item 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, \ get_science_pack_pools, Recipe, recipes, technology_table, tech_table from .Shapes import get_shapes from .Mod import generate_mod from .Options import factorio_options class FactorioItem(Item): game = "Factorio" class Factorio(World): game: str = "Factorio" static_nodes = {"automation", "logistics", "rocket-silo"} custom_recipes = {} additional_advancement_technologies = set() item_name_to_id = tech_table location_name_to_id = base_tech_table def generate_basic(self): for tech_name in base_tech_table: if self.world.progressive: item_name = tech_to_progressive_lookup.get(tech_name, tech_name) else: item_name = item_name tech_item = self.create_item(item_name) if tech_name in self.static_nodes: self.world.get_location(tech_name, self.player).place_locked_item(tech_item) else: self.world.itempool.append(tech_item) map_basic_settings = self.world.world_gen[self.player].value["basic"] if map_basic_settings.get("seed", None) is None: # allow seed 0 map_basic_settings["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint 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) 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" 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]) for tech_name, technology in self.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)) victory_tech_names = get_rocket_requirements(self.custom_recipes["rocket-part"]) 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(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, 6), super(Factorio, self).get_required_client_version()) options = factorio_options 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)} self.additional_advancement_technologies = {tech.name for tech in self.custom_recipes["rocket-part"].recursive_unlocking_technologies} 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) self.additional_advancement_technologies |= {tech.name for tech in new_recipe.recursive_unlocking_technologies} self.custom_recipes[pack] = new_recipe # handle marking progressive techs as advancement prog_add = set() for tech in self.additional_advancement_technologies: if tech in tech_to_progressive_lookup: prog_add.add(tech_to_progressive_lookup[tech]) self.additional_advancement_technologies |= prog_add def create_item(self, name: str) -> Item: assert name in tech_table return FactorioItem(name, name in advancement_technologies or name in self.additional_advancement_technologies, tech_table[name], self.player)