Archipelago/worlds/factorio/__init__.py

370 lines
19 KiB
Python

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, \
liquids
from .Shapes import get_shapes
from .Mod import generate_mod
from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal
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
item_name_groups = {
"Progressive": set(progressive_tech_table.values()),
}
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] == Silo.option_spawn:
silo_recipe = 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"]
satellite_recipe = None
if self.world.goal[self.player] == Goal.option_satellite:
satellite_recipe = self.custom_recipes["satellite"] if "satellite" in self.custom_recipes \
else next(iter(all_product_sources.get("satellite")))
victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_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, 2, 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}")
@staticmethod
def get_category(category: str, liquids: int) -> str:
categories = {1: "crafting-with-fluid",
2: "chemistry"}
return categories.get(liquids, category)
def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2) -> Recipe:
new_ingredients = {}
liquids_used = 0
for _ in original.ingredients:
new_ingredient = pool.pop()
if new_ingredient in liquids:
while liquids_used == allow_liquids and new_ingredient in liquids:
# liquids already at max for current recipe. Return the liquid to the pool, shuffle, and get a new ingredient.
pool.append(new_ingredient)
self.world.random.shuffle(pool)
new_ingredient = pool.pop()
liquids_used += 1
new_ingredients[new_ingredient] = 1
return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
original.products, original.energy)
def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1, allow_liquids: int = 2) -> \
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 = []
liquids_used = 0
# fill all but one slot with random ingredients, last with a good match
while remaining_num_ingredients > 0 and pool:
ingredient = pool.pop()
if liquids_used == allow_liquids and ingredient in liquids:
continue # can't use this ingredient as we already have maximum liquid in our recipe.
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
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 = 0.9 * 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
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
if ingredient in liquids:
liquids_used += 1
# fill failed slots with whatever we got
pool = fallback_pool
while remaining_num_ingredients > 0 and pool:
ingredient = pool.pop()
if liquids_used == allow_liquids and ingredient in liquids:
continue # can't use this ingredient as we already have maximum liquid in our recipe.
ingredient_recipe = recipes.get(ingredient, None)
if not ingredient_recipe and ingredient.endswith("-barrel"):
ingredient_recipe = recipes.get(f"fill-{ingredient}", None)
if not ingredient_recipe:
logging.warning(f"missing recipe for {ingredient}")
continue
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 ingredient in liquids:
liquids_used += 1
if remaining_num_ingredients > 1:
logging.warning("could not randomize recipe")
return Recipe(original.name, self.get_category(original.category, liquids_used), 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)
while any([valid_pool[x] in liquids for x in range(3)]):
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
new_recipe = self.make_quick_recipe(recipes[pack], valid_pool)
self.custom_recipes[pack] = new_recipe
if self.world.silo[self.player].value == Silo.option_randomize_recipe \
or self.world.satellite[self.player].value == Satellite.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])
if self.world.silo[self.player].value == Silo.option_randomize_recipe:
new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool.copy(),
factor=(self.world.max_science_pack[self.player].value + 1) / 7)
self.custom_recipes["rocket-silo"] = new_recipe
if self.world.satellite[self.player].value == Satellite.option_randomize_recipe:
new_recipe = self.make_balanced_recipe(recipes["satellite"], valid_pool,
factor=(self.world.max_science_pack[self.player].value + 1) / 7)
self.custom_recipes["satellite"] = new_recipe
needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
if self.world.silo[self.player] != Silo.option_spawn:
needed_recipes |= {"rocket-silo"}
if self.world.goal[self.player].value == Goal.option_satellite:
needed_recipes |= {"satellite"}
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