367 lines
13 KiB
Python
367 lines
13 KiB
Python
from __future__ import annotations
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import typing
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from Options import Choice, OptionDict, OptionSet, ItemDict, Option, DefaultOnToggle, Range, DeathLink, Toggle
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from schema import Schema, Optional, And, Or
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# schema helpers
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FloatRange = lambda low, high: And(Or(int, float), lambda f: low <= f <= high)
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LuaBool = Or(bool, And(int, lambda n: n in (0, 1)))
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class MaxSciencePack(Choice):
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"""Maximum level of science pack required to complete the game."""
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display_name = "Maximum Required Science Pack"
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option_automation_science_pack = 0
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option_logistic_science_pack = 1
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option_military_science_pack = 2
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option_chemical_science_pack = 3
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option_production_science_pack = 4
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option_utility_science_pack = 5
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option_space_science_pack = 6
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default = 6
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def get_allowed_packs(self):
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return {option.replace("_", "-") for option, value in self.options.items() if value <= self.value} - \
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{"space-science-pack"} # with rocket launch being the goal, post-launch techs don't make sense
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@classmethod
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def get_ordered_science_packs(cls):
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return [option.replace("_", "-") for option, value in sorted(cls.options.items(), key=lambda pair: pair[1])]
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def get_max_pack(self):
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return self.get_ordered_science_packs()[self.value].replace("_", "-")
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class Goal(Choice):
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"""Goal required to complete the game."""
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display_name = "Goal"
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option_rocket = 0
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option_satellite = 1
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default = 0
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class TechCost(Choice):
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"""How expensive are the technologies."""
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display_name = "Technology Cost Scale"
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option_very_easy = 0
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option_easy = 1
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option_kind = 2
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option_normal = 3
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option_hard = 4
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option_very_hard = 5
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option_insane = 6
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default = 3
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class Silo(Choice):
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"""Ingredients to craft rocket silo or auto-place if set to spawn."""
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display_name = "Rocket Silo"
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option_vanilla = 0
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option_randomize_recipe = 1
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option_spawn = 2
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default = 0
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class Satellite(Choice):
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"""Ingredients to craft satellite."""
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display_name = "Satellite"
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option_vanilla = 0
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option_randomize_recipe = 1
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default = 0
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class FreeSamples(Choice):
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"""Get free items with your technologies."""
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display_name = "Free Samples"
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option_none = 0
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option_single_craft = 1
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option_half_stack = 2
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option_stack = 3
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default = 3
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class TechTreeLayout(Choice):
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"""Selects how the tech tree nodes are interwoven."""
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display_name = "Technology Tree Layout"
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option_single = 0
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option_small_diamonds = 1
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option_medium_diamonds = 2
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option_large_diamonds = 3
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option_small_pyramids = 4
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option_medium_pyramids = 5
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option_large_pyramids = 6
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option_small_funnels = 7
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option_medium_funnels = 8
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option_large_funnels = 9
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option_trees = 10
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option_choices = 11
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default = 0
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class TechTreeInformation(Choice):
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"""How much information should be displayed in the tech tree."""
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display_name = "Technology Tree Information"
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option_none = 0
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option_advancement = 1
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option_full = 2
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default = 2
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class RecipeTime(Choice):
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"""Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
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Fast: 0.25X - 1X
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Normal: 0.5X - 2X
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Slow: 1X - 4X
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Chaos: 0.25X - 4X
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New category: ignores vanilla recipe time and rolls new one
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New Fast: 0.25 - 2 seconds
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New Normal: 0.25 - 10 seconds
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New Slow: 5 - 10 seconds
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"""
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display_name = "Recipe Time"
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option_vanilla = 0
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option_fast = 1
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option_normal = 2
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option_slow = 4
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option_chaos = 5
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option_new_fast = 6
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option_new_normal = 7
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option_new_slow = 8
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class Progressive(Choice):
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"""Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation",
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which awards them in order."""
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display_name = "Progressive Technologies"
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option_off = 0
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option_grouped_random = 1
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option_on = 2
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alias_false = 0
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alias_true = 2
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default = 2
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def want_progressives(self, random):
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return random.choice([True, False]) if self.value == self.option_grouped_random else bool(self.value)
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class RecipeIngredients(Choice):
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"""Select if rocket, or rocket + science pack ingredients should be random."""
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display_name = "Random Recipe Ingredients Level"
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option_rocket = 0
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option_science_pack = 1
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class FactorioStartItems(ItemDict):
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"""Mapping of Factorio internal item-name to amount granted on start."""
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display_name = "Starting Items"
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verify_item_name = False
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default = {"burner-mining-drill": 19, "stone-furnace": 19}
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class FactorioFreeSampleBlacklist(OptionSet):
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"""Set of items that should never be granted from Free Samples"""
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display_name = "Free Sample Blacklist"
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class FactorioFreeSampleWhitelist(OptionSet):
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"""Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned."""
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display_name = "Free Sample Whitelist"
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class TrapCount(Range):
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range_end = 4
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class AttackTrapCount(TrapCount):
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"""Trap items that when received trigger an attack on your base."""
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display_name = "Attack Traps"
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class EvolutionTrapCount(TrapCount):
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"""Trap items that when received increase the enemy evolution."""
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display_name = "Evolution Traps"
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class EvolutionTrapIncrease(Range):
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"""How much an Evolution Trap increases the enemy evolution.
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Increases scale down proportionally to the session's current evolution factor
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(40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)"""
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display_name = "Evolution Trap % Effect"
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range_start = 1
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default = 10
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range_end = 100
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class FactorioWorldGen(OptionDict):
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"""World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator,
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with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings"""
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display_name = "World Generation"
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# FIXME: do we want default be a rando-optimized default or in-game DS?
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value: typing.Dict[str, typing.Dict[str, typing.Any]]
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default = {
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"terrain_segmentation": 0.5,
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"water": 1.5,
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"autoplace_controls": {
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"coal": {"frequency": 1, "size": 3, "richness": 6},
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"copper-ore": {"frequency": 1, "size": 3, "richness": 6},
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"crude-oil": {"frequency": 1, "size": 3, "richness": 6},
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"enemy-base": {"frequency": 1, "size": 1, "richness": 1},
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"iron-ore": {"frequency": 1, "size": 3, "richness": 6},
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"stone": {"frequency": 1, "size": 3, "richness": 6},
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"trees": {"frequency": 1, "size": 1, "richness": 1},
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"uranium-ore": {"frequency": 1, "size": 3, "richness": 6}
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},
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"seed": None,
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"starting_area": 1,
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"peaceful_mode": False,
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"cliff_settings": {
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"name": "cliff",
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"cliff_elevation_0": 10,
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"cliff_elevation_interval": 40,
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"richness": 1
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},
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"property_expression_names": {
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"control-setting:moisture:bias": 0,
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"control-setting:moisture:frequency:multiplier": 1,
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"control-setting:aux:bias": 0,
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"control-setting:aux:frequency:multiplier": 1
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},
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"pollution": {
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"enabled": True,
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"diffusion_ratio": 0.02,
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"ageing": 1,
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"enemy_attack_pollution_consumption_modifier": 1,
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"min_pollution_to_damage_trees": 60,
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"pollution_restored_per_tree_damage": 10
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},
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"enemy_evolution": {
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"enabled": True,
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"time_factor": 40.0e-7,
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"destroy_factor": 200.0e-5,
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"pollution_factor": 9.0e-7
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},
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"enemy_expansion": {
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"enabled": True,
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"max_expansion_distance": 7,
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"settler_group_min_size": 5,
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"settler_group_max_size": 20,
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"min_expansion_cooldown": 14400,
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"max_expansion_cooldown": 216000
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}
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}
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schema = Schema({
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"basic": {
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Optional("terrain_segmentation"): FloatRange(0.166, 6),
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Optional("water"): FloatRange(0.166, 6),
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Optional("autoplace_controls"): {
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str: {
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"frequency": FloatRange(0, 6),
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"size": FloatRange(0, 6),
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"richness": FloatRange(0.166, 6)
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}
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},
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Optional("seed"): Or(None, And(int, lambda n: n >= 0)),
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Optional("width"): And(int, lambda n: n >= 0),
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Optional("height"): And(int, lambda n: n >= 0),
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Optional("starting_area"): FloatRange(0.166, 6),
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Optional("peaceful_mode"): LuaBool,
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Optional("cliff_settings"): {
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"name": str, "cliff_elevation_0": FloatRange(0, 99),
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"cliff_elevation_interval": FloatRange(0.066, 241), # 40/frequency
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"richness": FloatRange(0, 6)
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},
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Optional("property_expression_names"): Schema({
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Optional("control-setting:moisture:bias"): FloatRange(-0.5, 0.5),
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Optional("control-setting:moisture:frequency:multiplier"): FloatRange(0.166, 6),
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Optional("control-setting:aux:bias"): FloatRange(-0.5, 0.5),
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Optional("control-setting:aux:frequency:multiplier"): FloatRange(0.166, 6),
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Optional(str): object # allow overriding all properties
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}),
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},
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"advanced": {
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Optional("pollution"): {
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Optional("enabled"): LuaBool,
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Optional("diffusion_ratio"): FloatRange(0, 0.25),
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Optional("ageing"): FloatRange(0.1, 4),
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Optional("enemy_attack_pollution_consumption_modifier"): FloatRange(0.1, 4),
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Optional("min_pollution_to_damage_trees"): FloatRange(0, 9999),
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Optional("pollution_restored_per_tree_damage"): FloatRange(0, 9999)
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},
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Optional("enemy_evolution"): {
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Optional("enabled"): LuaBool,
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Optional("time_factor"): FloatRange(0, 1000e-7),
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Optional("destroy_factor"): FloatRange(0, 1000e-5),
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Optional("pollution_factor"): FloatRange(0, 1000e-7),
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},
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Optional("enemy_expansion"): {
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Optional("enabled"): LuaBool,
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Optional("max_expansion_distance"): FloatRange(2, 20),
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Optional("settler_group_min_size"): FloatRange(1, 20),
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Optional("settler_group_max_size"): FloatRange(1, 50),
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Optional("min_expansion_cooldown"): FloatRange(3600, 216000),
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Optional("max_expansion_cooldown"): FloatRange(18000, 648000)
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}
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}
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})
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def __init__(self, value: typing.Dict[str, typing.Any]):
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advanced = {"pollution", "enemy_evolution", "enemy_expansion"}
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self.value = {
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"basic": {key: value[key] for key in value.keys() - advanced},
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"advanced": {key: value[key] for key in value.keys() & advanced}
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}
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# verify min_values <= max_values
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def optional_min_lte_max(container, min_key, max_key):
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min_val = container.get(min_key, None)
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max_val = container.get(max_key, None)
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if min_val is not None and max_val is not None and min_val > max_val:
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raise ValueError(f"{min_key} can't be bigger than {max_key}")
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enemy_expansion = self.value["advanced"].get("enemy_expansion", {})
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optional_min_lte_max(enemy_expansion, "settler_group_min_size", "settler_group_max_size")
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optional_min_lte_max(enemy_expansion, "min_expansion_cooldown", "max_expansion_cooldown")
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@classmethod
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def from_any(cls, data: typing.Dict[str, typing.Any]) -> FactorioWorldGen:
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if type(data) == dict:
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return cls(data)
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else:
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raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
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class ImportedBlueprint(DefaultOnToggle):
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"""Allow or Disallow Blueprints from outside the current savegame."""
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display_name = "Blueprints"
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class EnergyLink(Toggle):
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"""Allow sending energy to other worlds. 25% of the energy is lost in the transfer."""
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display_name = "EnergyLink"
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factorio_options: typing.Dict[str, type(Option)] = {
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"max_science_pack": MaxSciencePack,
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"goal": Goal,
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"tech_tree_layout": TechTreeLayout,
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"tech_cost": TechCost,
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"silo": Silo,
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"satellite": Satellite,
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"free_samples": FreeSamples,
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"tech_tree_information": TechTreeInformation,
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"starting_items": FactorioStartItems,
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"free_sample_blacklist": FactorioFreeSampleBlacklist,
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"free_sample_whitelist": FactorioFreeSampleWhitelist,
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"recipe_time": RecipeTime,
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"recipe_ingredients": RecipeIngredients,
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"imported_blueprints": ImportedBlueprint,
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"world_gen": FactorioWorldGen,
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"progressive": Progressive,
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"evolution_traps": EvolutionTrapCount,
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"attack_traps": AttackTrapCount,
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"evolution_trap_increase": EvolutionTrapIncrease,
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"death_link": DeathLink,
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"energy_link": EnergyLink
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}
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