Core: rename world to multiworld (#931)
* rename references to `Multiworld` in core to `multiworld` instead of `world` * fix smz3 * fix oot * fix low hanging fruit * revert mysteriously broken spacing in world api.md * fix more randomly broken spacing * hate * that better be all of it * begrudgingly move over smw * ._. * missed some worlds * this is getting tedious now * Missed some self.world definitions Co-authored-by: espeon65536 <espeon65536@gmail.com> Co-authored-by: Zach Parks <zach@alliware.com>
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@@ -77,7 +77,7 @@ class FactorioModFile(worlds.Files.APContainer):
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def generate_mod(world: "Factorio", output_directory: str):
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player = world.player
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multiworld = world.world
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multiworld = world.multiworld
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global data_final_template, locale_template, control_template, data_template, settings_template
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with template_load_lock:
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if not data_final_template:
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@@ -20,7 +20,7 @@ def _sorter(location: "FactorioScienceLocation"):
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def get_shapes(factorio_world: "Factorio") -> Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]]:
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world = factorio_world.world
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world = factorio_world.multiworld
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player = factorio_world.player
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prerequisites: Dict["FactorioScienceLocation", Set["FactorioScienceLocation"]] = {}
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layout = world.tech_tree_layout[player].value
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@@ -73,32 +73,32 @@ class Factorio(World):
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generate_output = generate_mod
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def generate_early(self) -> None:
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self.world.max_tech_cost[self.player] = max(self.world.max_tech_cost[self.player],
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self.world.min_tech_cost[self.player])
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self.tech_mix = self.world.tech_cost_mix[self.player]
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self.skip_silo = self.world.silo[self.player].value == Silo.option_spawn
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self.multiworld.max_tech_cost[self.player] = max(self.multiworld.max_tech_cost[self.player],
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self.multiworld.min_tech_cost[self.player])
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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.world.random
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menu = Region("Menu", RegionType.Generic, "Menu", player, self.world)
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random = self.multiworld.random
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menu = Region("Menu", RegionType.Generic, "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", RegionType.Generic, "Nauvis", player, self.world)
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nauvis = Region("Nauvis", RegionType.Generic, "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.world.evolution_traps[player].value + self.world.attack_traps[player].value
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self.multiworld.evolution_traps[player].value + self.multiworld.attack_traps[player].value
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location_pool = []
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for pack in sorted(self.world.max_science_pack[self.player].get_allowed_packs()):
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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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location_names = self.world.random.sample(location_pool, location_count)
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location_names = self.multiworld.random.sample(location_pool, location_count)
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self.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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rand_values = sorted(random.randint(self.world.min_tech_cost[self.player],
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self.world.max_tech_cost[self.player]) for _ in self.locations)
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rand_values = sorted(random.randint(self.multiworld.min_tech_cost[self.player],
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self.multiworld.max_tech_cost[self.player]) for _ in self.locations)
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for i, location in enumerate(sorted(self.locations, key=lambda loc: loc.rel_cost)):
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location.count = rand_values[i]
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del rand_values
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@@ -108,27 +108,27 @@ class Factorio(World):
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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.world.max_science_pack[self.player].get_allowed_packs()):
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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.world.regions += [menu, nauvis]
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self.multiworld.regions += [menu, nauvis]
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def set_rules(self):
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world = self.world
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world = self.multiworld
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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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shapes = get_shapes(self)
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
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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.world.recipe_ingredients[self.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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@@ -148,12 +148,12 @@ class Factorio(World):
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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.world.silo[self.player] == Silo.option_spawn:
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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.world.goal[self.player] == Goal.option_satellite:
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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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@@ -165,12 +165,12 @@ class Factorio(World):
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def generate_basic(self):
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player = self.player
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want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
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want_progressives(self.world.random))
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self.world.itempool.extend(self.create_item("Evolution Trap") for _ in
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range(self.world.evolution_traps[player].value))
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self.world.itempool.extend(self.create_item("Attack Trap") for _ in
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range(self.world.attack_traps[player].value))
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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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self.multiworld.itempool.extend(self.create_item("Evolution Trap") for _ in
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range(self.multiworld.evolution_traps[player].value))
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self.multiworld.itempool.extend(self.create_item("Attack Trap") for _ in
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range(self.multiworld.attack_traps[player].value))
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cost_sorted_locations = sorted(self.locations, key=lambda location: location.name)
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special_index = {"automation": 0,
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@@ -189,19 +189,19 @@ class Factorio(World):
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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.world.itempool.append(tech_item)
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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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loc.place_locked_item(tech_item)
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loc.revealed = True
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map_basic_settings = self.world.world_gen[player].value["basic"]
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map_basic_settings = self.multiworld.world_gen[player].value["basic"]
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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map_basic_settings["seed"] = self.multiworld.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
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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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self.world.start_location_hints[self.player].value.update(base_tech_table)
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self.multiworld.start_location_hints[self.player].value.update(base_tech_table)
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for loc in self.locations:
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loc.revealed = True
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@@ -259,7 +259,7 @@ class Factorio(World):
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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.world.random.shuffle(pool)
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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)
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@@ -303,7 +303,7 @@ class Factorio(World):
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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.world.random.randint(min_num, max_num)
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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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@@ -347,58 +347,58 @@ class Factorio(World):
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def set_custom_technologies(self):
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custom_technologies = {}
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allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
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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.world, allowed_packs, self.player)
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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):
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original_rocket_part = recipes["rocket-part"]
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science_pack_pools = get_science_pack_pools()
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valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
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self.world.random.shuffle(valid_pool)
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valid_pool = sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_max_pack()] & valid_ingredients)
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self.multiworld.random.shuffle(valid_pool)
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self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
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{valid_pool[x]: 10 for x in range(3)},
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original_rocket_part.products,
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original_rocket_part.energy)}
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if self.world.recipe_ingredients[self.player]:
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if self.multiworld.recipe_ingredients[self.player]:
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valid_pool = []
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for pack in self.world.max_science_pack[self.player].get_ordered_science_packs():
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for pack in self.multiworld.max_science_pack[self.player].get_ordered_science_packs():
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valid_pool += sorted(science_pack_pools[pack])
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self.world.random.shuffle(valid_pool)
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self.multiworld.random.shuffle(valid_pool)
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if pack in recipes: # skips over space science pack
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new_recipe = self.make_quick_recipe(recipes[pack], valid_pool)
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self.custom_recipes[pack] = new_recipe
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if self.world.silo[self.player].value == Silo.option_randomize_recipe \
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or self.world.satellite[self.player].value == Satellite.option_randomize_recipe:
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe \
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or self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
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valid_pool = set()
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for pack in sorted(self.world.max_science_pack[self.player].get_allowed_packs()):
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for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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valid_pool |= science_pack_pools[pack]
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if self.world.silo[self.player].value == Silo.option_randomize_recipe:
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
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new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
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factor=(self.world.max_science_pack[self.player].value + 1) / 7)
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factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7)
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self.custom_recipes["rocket-silo"] = new_recipe
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if self.world.satellite[self.player].value == Satellite.option_randomize_recipe:
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if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
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new_recipe = self.make_balanced_recipe(recipes["satellite"], valid_pool,
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factor=(self.world.max_science_pack[self.player].value + 1) / 7)
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factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7)
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self.custom_recipes["satellite"] = new_recipe
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bridge = "ap-energy-bridge"
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new_recipe = self.make_quick_recipe(
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Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1},
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{bridge: 1}, 10),
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sorted(science_pack_pools[self.world.max_science_pack[self.player].get_ordered_science_packs()[0]]))
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sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]))
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for ingredient_name in new_recipe.ingredients:
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new_recipe.ingredients[ingredient_name] = self.world.random.randint(10, 100)
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new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(10, 100)
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self.custom_recipes[bridge] = new_recipe
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needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
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if self.world.silo[self.player] != Silo.option_spawn:
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needed_recipes = self.multiworld.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
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if self.multiworld.silo[self.player] != Silo.option_spawn:
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needed_recipes |= {"rocket-silo"}
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if self.world.goal[self.player].value == Goal.option_satellite:
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if self.multiworld.goal[self.player].value == Goal.option_satellite:
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needed_recipes |= {"satellite"}
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for recipe in needed_recipes:
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@@ -448,10 +448,10 @@ class FactorioScienceLocation(FactorioLocation):
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self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
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for complexity in range(self.complexity):
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if parent.world.tech_cost_mix[self.player] > parent.world.random.randint(0, 99):
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if parent.multiworld.tech_cost_mix[self.player] > parent.multiworld.random.randint(0, 99):
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self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
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self.count = parent.world.random.randint(parent.world.min_tech_cost[self.player],
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parent.world.max_tech_cost[self.player])
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self.count = parent.multiworld.random.randint(parent.multiworld.min_tech_cost[self.player],
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parent.multiworld.max_tech_cost[self.player])
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@property
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def factorio_ingredients(self) -> typing.List[typing.Tuple[str, int]]:
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