528 lines
26 KiB
Python
528 lines
26 KiB
Python
from __future__ import annotations
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import collections
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import logging
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import typing
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from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification
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from worlds.AutoWorld import World, WebWorld
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from worlds.LauncherComponents import Component, components, Type, launch_subprocess
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from worlds.generic import Rules
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from .Locations import location_pools, location_table
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from .Mod import generate_mod
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from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
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from .Shapes import get_shapes
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
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all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
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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, factorio_base_id, useless_technologies, \
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fluids, stacking_items, valid_ingredients, progressive_rows
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def launch_client():
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from .Client import launch
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launch_subprocess(launch, name="FactorioClient")
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components.append(Component("Factorio Client", "FactorioClient", func=launch_client, component_type=Type.CLIENT))
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class FactorioWeb(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Tutorial",
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"A guide to setting up the Archipelago Factorio software on your computer.",
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"English",
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"setup_en.md",
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"setup/en",
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["Berserker, Farrak Kilhn"]
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)]
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class FactorioItem(Item):
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game = "Factorio"
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all_items = tech_table.copy()
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all_items["Attack Trap"] = factorio_base_id - 1
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all_items["Evolution Trap"] = factorio_base_id - 2
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all_items["Teleport Trap"] = factorio_base_id - 3
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all_items["Grenade Trap"] = factorio_base_id - 4
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all_items["Cluster Grenade Trap"] = factorio_base_id - 5
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all_items["Artillery Trap"] = factorio_base_id - 6
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all_items["Atomic Rocket Trap"] = factorio_base_id - 7
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class Factorio(World):
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"""
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Factorio is a game about automation. You play as an engineer who has crash landed on the planet
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Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
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research new technologies, and become more efficient in your quest to build a rocket and return home.
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"""
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game = "Factorio"
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special_nodes = {"automation", "logistics", "rocket-silo"}
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custom_recipes: typing.Dict[str, Recipe]
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location_pool: typing.List[FactorioScienceLocation]
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advancement_technologies: typing.Set[str]
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web = FactorioWeb()
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item_name_to_id = all_items
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location_name_to_id = location_table
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item_name_groups = {
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"Progressive": set(progressive_tech_table.keys()),
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}
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data_version = 8
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required_client_version = (0, 4, 0)
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ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
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tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
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tech_mix: int = 0
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skip_silo: bool = False
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science_locations: typing.List[FactorioScienceLocation]
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def __init__(self, world, player: int):
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super(Factorio, self).__init__(world, player)
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self.advancement_technologies = set()
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self.custom_recipes = {}
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self.science_locations = []
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self.tech_tree_layout_prerequisites = {}
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generate_output = generate_mod
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def generate_early(self) -> None:
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# if max < min, then swap max and min
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if self.multiworld.max_tech_cost[self.player] < self.multiworld.min_tech_cost[self.player]:
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self.multiworld.min_tech_cost[self.player].value, self.multiworld.max_tech_cost[self.player].value = \
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self.multiworld.max_tech_cost[self.player].value, self.multiworld.min_tech_cost[self.player].value
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self.tech_mix = self.multiworld.tech_cost_mix[self.player]
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self.skip_silo = self.multiworld.silo[self.player].value == Silo.option_spawn
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def create_regions(self):
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player = self.player
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random = self.multiworld.random
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menu = Region("Menu", player, self.multiworld)
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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", player, self.multiworld)
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location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
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self.multiworld.evolution_traps[player] + \
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self.multiworld.attack_traps[player] + \
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self.multiworld.teleport_traps[player] + \
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self.multiworld.grenade_traps[player] + \
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self.multiworld.cluster_grenade_traps[player] + \
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self.multiworld.atomic_rocket_traps[player] + \
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self.multiworld.artillery_traps[player]
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location_pool = []
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for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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location_pool.extend(location_pools[pack])
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try:
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location_names = self.multiworld.random.sample(location_pool, location_count)
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except ValueError as e:
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# should be "ValueError: Sample larger than population or is negative"
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raise Exception("Too many traps for too few locations. Either decrease the trap count, "
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f"or increase the location count (higher max science pack). (Player {self.player})") from e
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self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
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for loc_name in location_names]
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distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
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min_cost = self.multiworld.min_tech_cost[self.player]
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max_cost = self.multiworld.max_tech_cost[self.player]
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if distribution == distribution.option_even:
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rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
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else:
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mode = {distribution.option_low: min_cost,
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distribution.option_middle: (min_cost+max_cost)//2,
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distribution.option_high: max_cost}[distribution.value]
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rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
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rand_values = sorted(rand_values)
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if self.multiworld.ramping_tech_costs[self.player]:
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def sorter(loc: FactorioScienceLocation):
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return loc.complexity, loc.rel_cost
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else:
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def sorter(loc: FactorioScienceLocation):
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return loc.rel_cost
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for i, location in enumerate(sorted(self.science_locations, key=sorter)):
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location.count = rand_values[i]
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del rand_values
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nauvis.locations.extend(self.science_locations)
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location = FactorioLocation(player, "Rocket Launch", None, nauvis)
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nauvis.locations.append(location)
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event = FactorioItem("Victory", ItemClassification.progression, None, player)
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location.place_locked_item(event)
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for ingredient in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
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nauvis.locations.append(location)
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event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
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location.place_locked_item(event)
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crash.connect(nauvis)
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self.multiworld.regions += [menu, nauvis]
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def create_items(self) -> None:
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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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traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket")
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for trap_name in traps:
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self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
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range(getattr(self.multiworld,
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f"{trap_name.lower().replace(' ', '_')}_traps")[player]))
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want_progressives = collections.defaultdict(lambda: self.multiworld.progressive[player].
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want_progressives(self.multiworld.random))
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cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
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special_index = {"automation": 0,
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"logistics": 1,
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"rocket-silo": -1}
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loc: FactorioScienceLocation
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if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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for loc in self.science_locations:
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loc.revealed = True
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if self.skip_silo:
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removed = useless_technologies | {"rocket-silo"}
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else:
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removed = useless_technologies
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for tech_name in base_tech_table:
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if tech_name not in removed:
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progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
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want_progressive = want_progressives[progressive_item_name]
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item_name = progressive_item_name if want_progressive else tech_name
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tech_item = self.create_item(item_name)
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index = special_index.get(tech_name, None)
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if index is None:
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self.multiworld.itempool.append(tech_item)
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else:
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loc = cost_sorted_locations[index]
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if index >= 0:
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# beginning techs - limit cost to 10
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# as automation is not achievable yet and hand-crafting for hours is not fun gameplay
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loc.count = min(loc.count, 10)
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loc.place_locked_item(tech_item)
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loc.revealed = True
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def set_rules(self):
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world = self.multiworld
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player = self.player
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shapes = get_shapes(self)
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for ingredient in self.multiworld.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.multiworld.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 location in self.science_locations:
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Rules.set_rule(location, lambda state, ingredients=location.ingredients:
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all(state.has(f"Automated {ingredient}", player) for ingredient in ingredients))
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prerequisites = shapes.get(location)
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if prerequisites:
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Rules.add_rule(location, lambda state, locations=
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prerequisites: all(state.can_reach(loc) for loc in locations))
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silo_recipe = None
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if self.multiworld.silo[self.player] == Silo.option_spawn:
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silo_recipe = self.custom_recipes["rocket-silo"] 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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satellite_recipe = None
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if self.multiworld.goal[self.player] == Goal.option_satellite:
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satellite_recipe = self.custom_recipes["satellite"] if "satellite" in self.custom_recipes \
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else next(iter(all_product_sources.get("satellite")))
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victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_recipe)
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if self.multiworld.silo[self.player] != Silo.option_spawn:
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victory_tech_names.add("rocket-silo")
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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 generate_basic(self):
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map_basic_settings = self.multiworld.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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# 32 bit uint
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map_basic_settings["seed"] = self.multiworld.per_slot_randoms[self.player].randint(0, 2 ** 32 - 1)
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start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
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for loc in self.science_locations:
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# show start_location_hints ingame
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if loc.name in start_location_hints:
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loc.revealed = True
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# make spoiler match mod info
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elif loc.revealed:
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start_location_hints.add(loc.name)
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def collect_item(self, state, item, remove=False):
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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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if remove:
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for item_name in reversed(prog_table):
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if state.has(item_name, item.player):
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return item_name
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else:
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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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return item_name
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return super(Factorio, self).collect_item(state, item, remove)
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option_definitions = factorio_options
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@classmethod
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def stage_write_spoiler(cls, world, spoiler_handle):
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factorio_players = world.get_game_players(cls.game)
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spoiler_handle.write('\n\nFactorio Recipes:\n')
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for player in factorio_players:
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name = world.get_player_name(player)
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for recipe in world.worlds[player].custom_recipes.values():
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spoiler_handle.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
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@staticmethod
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def get_category(category: str, liquids: int) -> str:
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categories = {1: "crafting-with-fluid",
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2: "chemistry"}
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return categories.get(liquids, category)
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def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2,
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ingredients_offset: int = 0) -> Recipe:
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new_ingredients = {}
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liquids_used = 0
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for _ in range(len(original.ingredients) + ingredients_offset):
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new_ingredient = pool.pop()
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if new_ingredient in fluids:
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while liquids_used == allow_liquids and new_ingredient in fluids:
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# liquids already at max for current recipe.
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# Return the liquid to the pool and get a new ingredient.
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pool.append(new_ingredient)
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new_ingredient = pool.pop(0)
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liquids_used += 1 if new_ingredient in fluids else 0
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new_ingredients[new_ingredient] = 1
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return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
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original.products, original.energy)
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def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1,
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allow_liquids: int = 2, ingredients_offset: int = 0) -> 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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# have to first sort for determinism, while filtering out non-stacking items
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pool: typing.List[str] = sorted(pool & valid_ingredients)
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# then sort with random data to shuffle
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self.multiworld.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) + ingredients_offset
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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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liquids_used = 0
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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 pool:
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ingredient = pool.pop()
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if liquids_used == allow_liquids and ingredient in fluids:
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continue # can't use this ingredient as we already have maximum liquid in our recipe.
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ingredient_raw = 0
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if ingredient in all_product_sources:
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ingredient_recipe = min(all_product_sources[ingredient], key=lambda recipe: recipe.rel_cost)
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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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else:
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# assume simple ore TODO: remove if tree when mining data is harvested from Factorio
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ingredient_energy = 2
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if not ingredient_raw:
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ingredient_raw = 1
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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 = 0.9 * 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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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.multiworld.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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if ingredient in fluids:
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liquids_used += 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 pool:
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ingredient = pool.pop()
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if liquids_used == allow_liquids and ingredient in fluids:
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continue # can't use this ingredient as we already have maximum liquid in our recipe.
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ingredient_recipe = recipes.get(ingredient, None)
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if not ingredient_recipe and ingredient.endswith("-barrel"):
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ingredient_recipe = recipes.get(f"fill-{ingredient}", None)
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if not ingredient_recipe:
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logging.warning(f"missing recipe for {ingredient}")
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continue
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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:
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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 ingredient in fluids:
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liquids_used += 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, self.get_category(original.category, liquids_used), new_ingredients,
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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.multiworld.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.multiworld, allowed_packs, self.player)
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return custom_technologies
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def set_custom_recipes(self):
|
|
ingredients_offset = self.multiworld.recipe_ingredients_offset[self.player]
|
|
original_rocket_part = recipes["rocket-part"]
|
|
science_pack_pools = get_science_pack_pools()
|
|
valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
|
|
self.multiworld.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 + ingredients_offset)},
|
|
original_rocket_part.products,
|
|
original_rocket_part.energy)}
|
|
|
|
if self.multiworld.recipe_ingredients[self.player]:
|
|
valid_pool = []
|
|
for pack in self.multiworld.max_science_pack[self.player].get_ordered_science_packs():
|
|
valid_pool += sorted(science_pack_pools[pack])
|
|
self.multiworld.random.shuffle(valid_pool)
|
|
if pack in recipes: # skips over space science pack
|
|
new_recipe = self.make_quick_recipe(recipes[pack], valid_pool, ingredients_offset=
|
|
ingredients_offset)
|
|
self.custom_recipes[pack] = new_recipe
|
|
|
|
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
|
|
or self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
|
valid_pool = set()
|
|
for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
|
|
valid_pool |= science_pack_pools[pack]
|
|
|
|
if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
|
|
new_recipe = self.make_balanced_recipe(
|
|
recipes["rocket-silo"], valid_pool,
|
|
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
|
ingredients_offset=ingredients_offset)
|
|
self.custom_recipes["rocket-silo"] = new_recipe
|
|
|
|
if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
|
|
new_recipe = self.make_balanced_recipe(
|
|
recipes["satellite"], valid_pool,
|
|
factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
|
|
ingredients_offset=ingredients_offset)
|
|
self.custom_recipes["satellite"] = new_recipe
|
|
bridge = "ap-energy-bridge"
|
|
new_recipe = self.make_quick_recipe(
|
|
Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1,
|
|
"replace_4": 1, "replace_5": 1, "replace_6": 1},
|
|
{bridge: 1}, 10),
|
|
sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]),
|
|
ingredients_offset=ingredients_offset)
|
|
for ingredient_name in new_recipe.ingredients:
|
|
new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(50, 500)
|
|
self.custom_recipes[bridge] = new_recipe
|
|
|
|
needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
|
|
if self.multiworld.silo[self.player] != Silo.option_spawn:
|
|
needed_recipes |= {"rocket-silo"}
|
|
if self.multiworld.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) -> FactorioItem:
|
|
if name in tech_table: # is a Technology
|
|
if name in self.advancement_technologies:
|
|
classification = ItemClassification.progression
|
|
else:
|
|
classification = ItemClassification.filler
|
|
return FactorioItem(name,
|
|
classification,
|
|
tech_table[name], self.player)
|
|
|
|
item = FactorioItem(name,
|
|
ItemClassification.trap if name.endswith("Trap") else ItemClassification.filler,
|
|
all_items[name], self.player)
|
|
return item
|
|
|
|
|
|
class FactorioLocation(Location):
|
|
game: str = Factorio.game
|
|
|
|
|
|
class FactorioScienceLocation(FactorioLocation):
|
|
complexity: int
|
|
revealed: bool = False
|
|
|
|
# Factorio technology properties:
|
|
ingredients: typing.Dict[str, int]
|
|
count: int = 0
|
|
|
|
def __init__(self, player: int, name: str, address: int, parent: Region):
|
|
super(FactorioScienceLocation, self).__init__(player, name, address, parent)
|
|
# "AP-{Complexity}-{Cost}"
|
|
self.complexity = int(self.name[3]) - 1
|
|
self.rel_cost = int(self.name[5:], 16)
|
|
|
|
self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
|
|
for complexity in range(self.complexity):
|
|
if parent.multiworld.tech_cost_mix[self.player] > parent.multiworld.random.randint(0, 99):
|
|
self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
|
|
|
|
@property
|
|
def factorio_ingredients(self) -> typing.List[typing.Tuple[str, int]]:
|
|
return [(name, count) for name, count in self.ingredients.items()]
|