Archipelago/worlds/factorio/__init__.py

60 lines
2.5 KiB
Python

import logging
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from .Technologies import tech_table, requirements, ingredients, all_ingredients, recipe_sources, all_ingredients_recipe
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"
for ingredient in all_ingredients_recipe: # register science packs as events
ingredient_location = Location(player, ingredient, 0, nauvis)
ingredient_location.item = Item(ingredient, True, 0, player)
ingredient_location.event = ingredient_location.locked = True
menu.locations.append(ingredient_location)
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 in tech_table:
# vanilla layout, to be implemented
# rules = requirements.get(tech_name, set()) | ingredients.get(tech_name, set())
# loose nodes
rules = ingredients.get(tech_name, set())
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))
for recipe, technology in recipe_sources.items():
Rules.set_rule(world.get_location(recipe, player), lambda state, tech=technology: state.has(tech, player))
world.completion_condition[player] = lambda state: all(state.has(ingredient, player)
for ingredient in all_ingredients_recipe)