Archipelago/worlds/factorio/__init__.py

528 lines
26 KiB
Python

from __future__ import annotations
import collections
import logging
import typing
from BaseClasses import Region, Entrance, Location, Item, Tutorial, ItemClassification
from worlds.AutoWorld import World, WebWorld
from worlds.LauncherComponents import Component, components, Type, launch_subprocess
from worlds.generic import Rules
from .Locations import location_pools, location_table
from .Mod import generate_mod
from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
from .Shapes import get_shapes
from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
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, \
fluids, stacking_items, valid_ingredients, progressive_rows
def launch_client():
from .Client import launch
launch_subprocess(launch, name="FactorioClient")
components.append(Component("Factorio Client", "FactorioClient", func=launch_client, component_type=Type.CLIENT))
class FactorioWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Tutorial",
"A guide to setting up the Archipelago Factorio software on your computer.",
"English",
"setup_en.md",
"setup/en",
["Berserker, Farrak Kilhn"]
)]
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
all_items["Teleport Trap"] = factorio_base_id - 3
all_items["Grenade Trap"] = factorio_base_id - 4
all_items["Cluster Grenade Trap"] = factorio_base_id - 5
all_items["Artillery Trap"] = factorio_base_id - 6
all_items["Atomic Rocket Trap"] = factorio_base_id - 7
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 = "Factorio"
special_nodes = {"automation", "logistics", "rocket-silo"}
custom_recipes: typing.Dict[str, Recipe]
location_pool: typing.List[FactorioScienceLocation]
advancement_technologies: typing.Set[str]
web = FactorioWeb()
item_name_to_id = all_items
location_name_to_id = location_table
item_name_groups = {
"Progressive": set(progressive_tech_table.keys()),
}
data_version = 8
required_client_version = (0, 4, 0)
ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
tech_mix: int = 0
skip_silo: bool = False
science_locations: typing.List[FactorioScienceLocation]
def __init__(self, world, player: int):
super(Factorio, self).__init__(world, player)
self.advancement_technologies = set()
self.custom_recipes = {}
self.science_locations = []
self.tech_tree_layout_prerequisites = {}
generate_output = generate_mod
def generate_early(self) -> None:
# if max < min, then swap max and min
if self.multiworld.max_tech_cost[self.player] < self.multiworld.min_tech_cost[self.player]:
self.multiworld.min_tech_cost[self.player].value, self.multiworld.max_tech_cost[self.player].value = \
self.multiworld.max_tech_cost[self.player].value, self.multiworld.min_tech_cost[self.player].value
self.tech_mix = self.multiworld.tech_cost_mix[self.player]
self.skip_silo = self.multiworld.silo[self.player].value == Silo.option_spawn
def create_regions(self):
player = self.player
random = self.multiworld.random
menu = Region("Menu", player, self.multiworld)
crash = Entrance(player, "Crash Land", menu)
menu.exits.append(crash)
nauvis = Region("Nauvis", player, self.multiworld)
location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
self.multiworld.evolution_traps[player] + \
self.multiworld.attack_traps[player] + \
self.multiworld.teleport_traps[player] + \
self.multiworld.grenade_traps[player] + \
self.multiworld.cluster_grenade_traps[player] + \
self.multiworld.atomic_rocket_traps[player] + \
self.multiworld.artillery_traps[player]
location_pool = []
for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
location_pool.extend(location_pools[pack])
try:
location_names = self.multiworld.random.sample(location_pool, location_count)
except ValueError as e:
# should be "ValueError: Sample larger than population or is negative"
raise Exception("Too many traps for too few locations. Either decrease the trap count, "
f"or increase the location count (higher max science pack). (Player {self.player})") from e
self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
for loc_name in location_names]
distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
min_cost = self.multiworld.min_tech_cost[self.player]
max_cost = self.multiworld.max_tech_cost[self.player]
if distribution == distribution.option_even:
rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
else:
mode = {distribution.option_low: min_cost,
distribution.option_middle: (min_cost+max_cost)//2,
distribution.option_high: max_cost}[distribution.value]
rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
rand_values = sorted(rand_values)
if self.multiworld.ramping_tech_costs[self.player]:
def sorter(loc: FactorioScienceLocation):
return loc.complexity, loc.rel_cost
else:
def sorter(loc: FactorioScienceLocation):
return loc.rel_cost
for i, location in enumerate(sorted(self.science_locations, key=sorter)):
location.count = rand_values[i]
del rand_values
nauvis.locations.extend(self.science_locations)
location = FactorioLocation(player, "Rocket Launch", None, nauvis)
nauvis.locations.append(location)
event = FactorioItem("Victory", ItemClassification.progression, None, player)
location.place_locked_item(event)
for ingredient in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
nauvis.locations.append(location)
event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
location.place_locked_item(event)
crash.connect(nauvis)
self.multiworld.regions += [menu, nauvis]
def create_items(self) -> None:
player = self.player
self.custom_technologies = self.set_custom_technologies()
self.set_custom_recipes()
traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket")
for trap_name in traps:
self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
range(getattr(self.multiworld,
f"{trap_name.lower().replace(' ', '_')}_traps")[player]))
want_progressives = collections.defaultdict(lambda: self.multiworld.progressive[player].
want_progressives(self.multiworld.random))
cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
special_index = {"automation": 0,
"logistics": 1,
"rocket-silo": -1}
loc: FactorioScienceLocation
if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
# mark all locations as pre-hinted
for loc in self.science_locations:
loc.revealed = True
if self.skip_silo:
removed = useless_technologies | {"rocket-silo"}
else:
removed = useless_technologies
for tech_name in base_tech_table:
if tech_name not in removed:
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)
index = special_index.get(tech_name, None)
if index is None:
self.multiworld.itempool.append(tech_item)
else:
loc = cost_sorted_locations[index]
if index >= 0:
# beginning techs - limit cost to 10
# as automation is not achievable yet and hand-crafting for hours is not fun gameplay
loc.count = min(loc.count, 10)
loc.place_locked_item(tech_item)
loc.revealed = True
def set_rules(self):
world = self.multiworld
player = self.player
shapes = get_shapes(self)
for ingredient in self.multiworld.max_science_pack[self.player].get_allowed_packs():
location = world.get_location(f"Automate {ingredient}", player)
if self.multiworld.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])
for location in self.science_locations:
Rules.set_rule(location, lambda state, ingredients=location.ingredients:
all(state.has(f"Automated {ingredient}", player) for ingredient in ingredients))
prerequisites = shapes.get(location)
if prerequisites:
Rules.add_rule(location, lambda state, locations=
prerequisites: all(state.can_reach(loc) for loc in locations))
silo_recipe = None
if self.multiworld.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.multiworld.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)
if self.multiworld.silo[self.player] != Silo.option_spawn:
victory_tech_names.add("rocket-silo")
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 generate_basic(self):
map_basic_settings = self.multiworld.world_gen[self.player].value["basic"]
if map_basic_settings.get("seed", None) is None: # allow seed 0
# 32 bit uint
map_basic_settings["seed"] = self.multiworld.per_slot_randoms[self.player].randint(0, 2 ** 32 - 1)
start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
for loc in self.science_locations:
# show start_location_hints ingame
if loc.name in start_location_hints:
loc.revealed = True
# make spoiler match mod info
elif loc.revealed:
start_location_hints.add(loc.name)
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)
option_definitions = 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,
ingredients_offset: int = 0) -> Recipe:
new_ingredients = {}
liquids_used = 0
for _ in range(len(original.ingredients) + ingredients_offset):
new_ingredient = pool.pop()
if new_ingredient in fluids:
while liquids_used == allow_liquids and new_ingredient in fluids:
# liquids already at max for current recipe.
# Return the liquid to the pool and get a new ingredient.
pool.append(new_ingredient)
new_ingredient = pool.pop(0)
liquids_used += 1 if new_ingredient in fluids else 0
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: typing.Set[str], factor: float = 1,
allow_liquids: int = 2, ingredients_offset: int = 0) -> Recipe:
"""Generate a recipe from pool with time and cost similar to original * factor"""
new_ingredients = {}
# have to first sort for determinism, while filtering out non-stacking items
pool: typing.List[str] = sorted(pool & valid_ingredients)
# then sort with random data to shuffle
self.multiworld.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) + ingredients_offset
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 fluids:
continue # can't use this ingredient as we already have maximum liquid in our recipe.
ingredient_raw = 0
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_energy = 2
if not ingredient_raw:
ingredient_raw = 1
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.multiworld.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 fluids:
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 fluids:
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 fluids:
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.multiworld.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.multiworld, allowed_packs, self.player)
return custom_technologies
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()]