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 .Shapes import get_shapes from .Mod import generate_mod from .Options import factorio_options class Factorio(World): game: str = "Factorio" static_nodes = {"automation", "logistics", "rocket-silo"} def generate_basic(self): 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, tech_id, self.player) tech_item.game = "Factorio" 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) 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 def generate_output(self): generate_mod(self.world, self.player) def create_regions(self): player = self.player 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 = self.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) 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) 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 = set_custom_technologies(self.world, self.player) 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) 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)) # get all science pack technologies (but not the ability to craft them) victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value])) 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 get_required_client_version(self) -> tuple: return max((0, 1, 4), super(Factorio, self).get_required_client_version()) options = factorio_options 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(): custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player) return custom_technologies