Archipelago/worlds/factorio/__init__.py

50 lines
1.8 KiB
Python

import logging
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from .Technologies import tech_table, requirements, recipe_sources, technology_table
static_nodes = {"automation", "logistics"}
def gen_factorio(world: MultiWorld, player: int):
for tech_name, tech_id in tech_table.items():
tech_item = Item(tech_name, True, tech_id, player)
tech_item.game = "Factorio"
if tech_name in static_nodes:
loc = world.get_location(tech_name, player)
loc.item = tech_item
loc.locked = loc.event = True
else:
world.itempool.append(tech_item)
set_rules(world, player)
def factorio_create_regions(world: MultiWorld, player: int):
menu = Region("Menu", None, "Menu", player)
crash = Entrance(player, "Crash Land", menu)
menu.exits.append(crash)
nauvis = Region("Nauvis", None, "Nauvis", player)
nauvis.world = menu.world = world
for tech_name, tech_id in tech_table.items():
tech = Location(player, tech_name, tech_id, nauvis)
nauvis.locations.append(tech)
tech.game = "Factorio"
crash.connect(nauvis)
world.regions += [menu, nauvis]
def set_rules(world: MultiWorld, player: int):
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for tech_name, technology in technology_table.items():
# loose nodes
rules = technology.get_required_technologies()
if rules:
location = world.get_location(tech_name, player)
Rules.set_rule(location, lambda state, rules=rules: all(state.has(rule, player) for rule in rules))
# get all technologies
world.completion_condition[player] = lambda state: all(state.has(technology, player)
for technology in tech_table)