255 lines
13 KiB
Python
255 lines
13 KiB
Python
from ..AutoWorld import World
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from BaseClasses import Region, Entrance, Location, Item
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
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all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \
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progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
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get_science_pack_pools, Recipe, recipes, technology_table, tech_table
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from .Shapes import get_shapes
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from .Mod import generate_mod
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from .Options import factorio_options
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import logging
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class FactorioItem(Item):
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game = "Factorio"
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class Factorio(World):
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game: str = "Factorio"
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static_nodes = {"automation", "logistics", "rocket-silo"}
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custom_recipes = {}
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additional_advancement_technologies = set()
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item_name_to_id = tech_table
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location_name_to_id = base_tech_table
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def generate_basic(self):
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for tech_name in base_tech_table:
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if self.world.progressive:
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item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
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else:
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item_name = item_name
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tech_item = self.create_item(item_name)
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if tech_name in self.static_nodes:
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self.world.get_location(tech_name, self.player).place_locked_item(tech_item)
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else:
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self.world.itempool.append(tech_item)
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map_basic_settings = self.world.world_gen[self.player].value["basic"]
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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map_basic_settings["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
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generate_output = generate_mod
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def create_regions(self):
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player = self.player
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menu = Region("Menu", None, "Menu", player, self.world)
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crash = Entrance(player, "Crash Land", menu)
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menu.exits.append(crash)
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nauvis = Region("Nauvis", None, "Nauvis", player, self.world)
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for tech_name, tech_id in base_tech_table.items():
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tech = Location(player, tech_name, tech_id, nauvis)
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nauvis.locations.append(tech)
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tech.game = "Factorio"
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location = Location(player, "Rocket Launch", None, nauvis)
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nauvis.locations.append(location)
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location.game = "Factorio"
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event = Item("Victory", True, None, player)
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event.game = "Factorio"
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self.world.push_item(location, event, False)
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location.event = location.locked = True
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for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
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location = Location(player, f"Automate {ingredient}", None, nauvis)
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location.game = "Factorio"
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nauvis.locations.append(location)
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event = Item(f"Automated {ingredient}", True, None, player)
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self.world.push_item(location, event, False)
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location.event = location.locked = True
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crash.connect(nauvis)
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self.world.regions += [menu, nauvis]
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def set_rules(self):
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world = self.world
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player = self.player
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self.custom_technologies = self.set_custom_technologies()
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self.set_custom_recipes()
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shapes = get_shapes(self)
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
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location = world.get_location(f"Automate {ingredient}", player)
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if self.world.recipe_ingredients[self.player]:
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custom_recipe = self.custom_recipes[ingredient]
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location.access_rule = lambda state, ingredient=ingredient, custom_recipe = custom_recipe: \
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(ingredient not in technology_table or state.has(ingredient, player)) and \
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all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
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for technology in required_technologies[sub_ingredient])
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else:
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location.access_rule = lambda state, ingredient=ingredient: \
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all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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for tech_name, technology in self.custom_technologies.items():
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location = world.get_location(tech_name, player)
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Rules.set_rule(location, technology.build_rule(player))
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prequisites = shapes.get(tech_name)
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if prequisites:
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locations = {world.get_location(requisite, player) for requisite in prequisites}
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Rules.add_rule(location, lambda state,
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locations=locations: all(state.can_reach(loc) for loc in locations))
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silo_recipe = self.custom_recipes["rocket-silo"] \
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if "rocket-silo" in self.custom_recipes \
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else next(iter(all_product_sources.get("rocket-silo")))
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part_recipe = self.custom_recipes["rocket-part"]
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victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe)
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world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
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for technology in
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victory_tech_names)
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world.completion_condition[player] = lambda state: state.has('Victory', player)
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def collect(self, state, item) -> bool:
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if item.advancement and item.name in progressive_technology_table:
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prog_table = progressive_technology_table[item.name].progressive
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for item_name in prog_table:
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if not state.has(item_name, item.player):
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state.prog_items[item_name, item.player] += 1
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return True
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return super(Factorio, self).collect(state, item)
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def get_required_client_version(self) -> tuple:
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return max((0, 1, 6), super(Factorio, self).get_required_client_version())
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options = factorio_options
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def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1) -> Recipe:
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"""Generate a recipe from pool with time and cost similar to original * factor"""
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new_ingredients = {}
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self.world.random.shuffle(pool)
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target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
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target_energy = original.total_energy * factor
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target_num_ingredients = len(original.ingredients)
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remaining_raw = target_raw
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remaining_energy = target_energy
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remaining_num_ingredients = target_num_ingredients
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fallback_pool = []
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# fill all but one slot with random ingredients, last with a good match
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while remaining_num_ingredients > 0 and len(pool) > 0:
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if remaining_num_ingredients == 1:
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max_raw = 1.1 * remaining_raw
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min_raw = 0.9 * remaining_raw
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max_energy = 1.1 * remaining_energy
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min_energy = 1.1 * remaining_energy
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else:
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max_raw = remaining_raw * 0.75
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min_raw = (remaining_raw - max_raw) / remaining_num_ingredients
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max_energy = remaining_energy * 0.75
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min_energy = (remaining_energy - max_energy) / remaining_num_ingredients
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ingredient = pool.pop()
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if ingredient not in recipes:
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logging.warning(f"missing recipe for {ingredient}")
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continue
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ingredient_recipe = recipes[ingredient]
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ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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ingredient_energy = ingredient_recipe.total_energy
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min_num_raw = min_raw/ingredient_raw
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max_num_raw = max_raw/ingredient_raw
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min_num_energy = min_energy/ingredient_energy
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max_num_energy = max_energy/ingredient_energy
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min_num = int(max(1, min_num_raw, min_num_energy))
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max_num = int(min(1000, max_num_raw, max_num_energy))
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if min_num > max_num:
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fallback_pool.append(ingredient)
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continue # can't use that ingredient
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num = self.world.random.randint(min_num,max_num)
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new_ingredients[ingredient] = num
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remaining_raw -= num * ingredient_raw
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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# fill failed slots with whatever we got
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pool = fallback_pool
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while remaining_num_ingredients > 0 and len(pool) > 0:
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ingredient = pool.pop()
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if ingredient not in recipes:
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logging.warning(f"missing recipe for {ingredient}")
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continue
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ingredient_recipe = recipes[ingredient]
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ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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ingredient_energy = ingredient_recipe.total_energy
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num_raw = remaining_raw/ingredient_raw/remaining_num_ingredients
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num_energy = remaining_energy/ingredient_energy/remaining_num_ingredients
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num = int(min(num_raw, num_energy))
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if num < 1: continue
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new_ingredients[ingredient] = num
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remaining_raw -= num * ingredient_raw
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remaining_energy -= num * ingredient_energy
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remaining_num_ingredients -= 1
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if remaining_num_ingredients > 1:
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logging.warning("could not randomize recipe")
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return Recipe(original.name, original.category, new_ingredients, original.products, original.energy)
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def set_custom_technologies(self):
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custom_technologies = {}
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allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
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for technology_name, technology in base_technology_table.items():
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custom_technologies[technology_name] = technology.get_custom(self.world, allowed_packs, self.player)
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return custom_technologies
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def set_custom_recipes(self):
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original_rocket_part = recipes["rocket-part"]
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science_pack_pools = get_science_pack_pools()
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valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()])
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self.world.random.shuffle(valid_pool)
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self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
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{valid_pool[x] : 10 for x in range(3)},
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original_rocket_part.products,
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original_rocket_part.energy)}
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self.additional_advancement_technologies = {tech.name for tech in
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self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
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if self.world.recipe_ingredients[self.player]:
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valid_pool = []
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for pack in self.world.max_science_pack[self.player].get_ordered_science_packs():
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valid_pool += sorted(science_pack_pools[pack])
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self.world.random.shuffle(valid_pool)
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if pack in recipes: # skips over space science pack
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original = recipes[pack]
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new_ingredients = {}
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for _ in original.ingredients:
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new_ingredients[valid_pool.pop()] = 1
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new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy)
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self.additional_advancement_technologies |= {tech.name for tech in
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new_recipe.recursive_unlocking_technologies}
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self.custom_recipes[pack] = new_recipe
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if self.world.silo[self.player]:
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valid_pool = []
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for pack in self.world.max_science_pack[self.player].get_allowed_packs():
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valid_pool += sorted(science_pack_pools[pack])
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new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
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factor = (self.world.max_science_pack[self.player].value+1)/7)
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self.additional_advancement_technologies |= {tech.name for tech in
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new_recipe.recursive_unlocking_technologies}
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self.custom_recipes["rocket-silo"] = new_recipe
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# handle marking progressive techs as advancement
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prog_add = set()
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for tech in self.additional_advancement_technologies:
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if tech in tech_to_progressive_lookup:
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prog_add.add(tech_to_progressive_lookup[tech])
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self.additional_advancement_technologies |= prog_add
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def create_item(self, name: str) -> Item:
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assert name in tech_table
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return FactorioItem(name, name in advancement_technologies or
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name in self.additional_advancement_technologies,
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tech_table[name], self.player)
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