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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Factorio: add option: random tech ingredients
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@@ -51,7 +51,7 @@ def generate_mod(world: MultiWorld, player: int, seedname: str):
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6: 10}[world.tech_cost[player].value]
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template_data = {"locations": locations, "player_names" : player_names, "tech_table": tech_table,
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"mod_name": mod_name, "allowed_science_packs": world.max_science_pack[player].get_allowed_packs(),
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"tech_cost_scale": tech_cost,
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"tech_cost_scale": tech_cost, "custom_data": world.custom_data[player],
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"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player]}
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for factorio_option in Options.factorio_options:
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template_data[factorio_option] = getattr(world, factorio_option)[player].value
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@@ -7,15 +7,16 @@ from worlds.factorio.Technologies import technology_table
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def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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prerequisites: Dict[str, Set[str]] = {}
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layout = world.tech_tree_layout[player].value
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custom_technologies = world.custom_data[player]["custom_technologies"]
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if layout == TechTreeLayout.option_small_diamonds:
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slice_size = 4
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names: List[str] = list(set(custom_technologies) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].ingredients))
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diamond_0, diamond_1, diamond_2, diamond_3 = slice
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# 0 |
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@@ -25,13 +26,13 @@ def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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prerequisites[diamond_2] = prerequisites[diamond_1] = {diamond_0}
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elif layout == TechTreeLayout.option_medium_diamonds:
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slice_size = 9
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names: List[str] = list(set(custom_technologies) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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tech_names = tech_names[slice_size:]
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slice.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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slice.sort(key=lambda tech_name: len(custom_technologies[tech_name].ingredients))
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# 0 |
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# 1 2 |
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@@ -53,10 +54,10 @@ def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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elif layout == TechTreeLayout.option_pyramid:
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slice_size = 1
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names: List[str] = list(set(custom_technologies) - world._static_nodes)
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tech_names.sort()
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world.random.shuffle(tech_names)
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tech_names.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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tech_names.sort(key=lambda tech_name: len(custom_technologies[tech_name].ingredients))
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previous_slice = []
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while len(tech_names) > slice_size:
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slice = tech_names[:slice_size]
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@@ -71,14 +72,14 @@ def get_shapes(world: MultiWorld, player: int) -> Dict[str, List[str]]:
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elif layout == TechTreeLayout.option_funnel:
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tech_names: List[str] = list(set(technology_table) - world._static_nodes)
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tech_names: List[str] = list(set(custom_technologies) - world._static_nodes)
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# find largest inverse pyramid
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# https://www.wolframalpha.com/input/?i=x+=+1/2+(n++++1)+(2++++n)+solve+for+n
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import math
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slice_size = int(0.5*(math.sqrt(8*len(tech_names)+1)-3))
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tech_names.sort()
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world.random.shuffle(tech_names)
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tech_names.sort(key=lambda tech_name: len(technology_table[tech_name].ingredients))
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tech_names.sort(key=lambda tech_name: len(custom_technologies[tech_name].ingredients))
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previous_slice = []
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while slice_size:
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slice = tech_names[:slice_size]
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@@ -13,31 +13,28 @@ with open(source_file) as f:
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with open(recipe_source_file) as f:
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raw_recipes = json.load(f)
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tech_table = {}
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technology_table:Dict[str, Technology] = {}
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technology_table: Dict[str, Technology] = {}
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always = lambda state: True
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class Technology(): # maybe make subclass of Location?
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def __init__(self, name, ingredients):
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def __init__(self, name, ingredients, factorio_id):
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self.name = name
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global factorio_id
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self.factorio_id = factorio_id
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factorio_id += 1
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self.ingredients = ingredients
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def build_rule(self, allowed_packs, player: int):
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def build_rule(self, player: int):
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logging.debug(f"Building rules for {self.name}")
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ingredient_rules = []
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for ingredient in self.ingredients:
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if ingredient in allowed_packs:
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logging.debug(f"Building rules for ingredient {ingredient}")
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technologies = required_technologies[ingredient] # technologies that unlock the recipes
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if technologies:
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logging.debug(f"Required Technologies: {technologies}")
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ingredient_rules.append(
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lambda state, technologies=technologies: all(state.has(technology.name, player)
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for technology in technologies))
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logging.debug(f"Building rules for ingredient {ingredient}")
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technologies = required_technologies[ingredient] # technologies that unlock the recipes
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if technologies:
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logging.debug(f"Required Technologies: {technologies}")
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ingredient_rules.append(
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lambda state, technologies=technologies: all(state.has(technology.name, player)
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for technology in technologies))
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if ingredient_rules:
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ingredient_rules = frozenset(ingredient_rules)
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return lambda state: all(rule(state) for rule in ingredient_rules)
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@@ -58,6 +55,23 @@ class Technology(): # maybe make subclass of Location?
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def __repr__(self):
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return f"{self.__class__.__name__}({self.name})"
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def get_custom(self, world, allowed_packs: Set[str], player: int) -> CustomTechnology:
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return CustomTechnology(self, world, allowed_packs, player)
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class CustomTechnology(Technology):
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"""A particularly configured Technology for a world."""
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def __init__(self, origin: Technology, world, allowed_packs: Set[str], player: int):
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ingredients = origin.ingredients & allowed_packs
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self.player = player
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if world.random_tech_ingredients[player]:
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ingredients = list(ingredients)
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ingredients.sort() # deterministic sample
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ingredients = world.random.sample(ingredients, world.random.randint(1, len(ingredients)))
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super(CustomTechnology, self).__init__(origin.name, ingredients, origin.factorio_id)
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class Recipe():
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def __init__(self, name, category, ingredients, products):
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@@ -80,7 +94,8 @@ for technology_name in sorted(raw):
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data = raw[technology_name]
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factorio_id += 1
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current_ingredients = set(data["ingredients"])
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technology = Technology(technology_name, current_ingredients)
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technology = Technology(technology_name, current_ingredients, factorio_id)
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factorio_id += 1
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tech_table[technology_name] = technology.factorio_id
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technology_table[technology_name] = technology
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@@ -15,7 +15,8 @@ def gen_factorio(world: MultiWorld, player: int):
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loc.event = tech_item.advancement
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else:
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world.itempool.append(tech_item)
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set_rules(world, player)
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world.custom_data[player]["custom_technologies"] = custom_technologies = set_custom_technologies(world, player)
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set_rules(world, player, custom_technologies)
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def factorio_create_regions(world: MultiWorld, player: int):
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@@ -31,22 +32,30 @@ def factorio_create_regions(world: MultiWorld, player: int):
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crash.connect(nauvis)
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world.regions += [menu, nauvis]
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def set_custom_technologies(world: MultiWorld, player: int):
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custom_technologies = {}
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world_custom = getattr(world, "_custom_technologies", {})
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world_custom[player] = custom_technologies
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world._custom_technologies = world_custom
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allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for technology_name, technology in technology_table.items():
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custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
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return custom_technologies
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def set_rules(world: MultiWorld, player: int):
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def set_rules(world: MultiWorld, player: int, custom_technologies):
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shapes = get_shapes(world, player)
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if world.logic[player] != 'nologic':
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from worlds.generic import Rules
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allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for tech_name, technology in technology_table.items():
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# loose nodes
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for tech_name, technology in custom_technologies.items():
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location = world.get_location(tech_name, player)
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Rules.set_rule(location, technology.build_rule(allowed_packs, player))
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Rules.set_rule(location, technology.build_rule(player))
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prequisites = shapes.get(tech_name)
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if prequisites:
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locations = {world.get_location(requisite, player) for requisite in prequisites}
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Rules.add_rule(location, lambda state,
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locations=locations: all(state.can_reach(loc) for loc in locations))
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# get all technologies
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# get all science pack technologies (but not the ability to craft them)
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world.completion_condition[player] = lambda state: all(state.has(technology, player)
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for technology in advancement_technologies)
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