Factorio: update API use (#3760)
--------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This commit is contained in:
@@ -11,7 +11,7 @@ from worlds.LauncherComponents import Component, components, Type, launch_subpro
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from worlds.generic import Rules
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from .Locations import location_pools, location_table
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from .Mod import generate_mod
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from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
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from .Options import FactorioOptions, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal, TechCostDistribution
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from .Shapes import get_shapes
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
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all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, \
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@@ -89,13 +89,15 @@ class Factorio(World):
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advancement_technologies: typing.Set[str]
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web = FactorioWeb()
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options_dataclass = FactorioOptions
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options: FactorioOptions
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item_name_to_id = all_items
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location_name_to_id = location_table
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item_name_groups = {
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"Progressive": set(progressive_tech_table.keys()),
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}
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required_client_version = (0, 4, 2)
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required_client_version = (0, 5, 0)
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ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
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tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
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@@ -117,32 +119,32 @@ class Factorio(World):
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def generate_early(self) -> None:
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# if max < min, then swap max and min
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if self.multiworld.max_tech_cost[self.player] < self.multiworld.min_tech_cost[self.player]:
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self.multiworld.min_tech_cost[self.player].value, self.multiworld.max_tech_cost[self.player].value = \
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self.multiworld.max_tech_cost[self.player].value, self.multiworld.min_tech_cost[self.player].value
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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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if self.options.max_tech_cost < self.options.min_tech_cost:
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self.options.min_tech_cost.value, self.options.max_tech_cost.value = \
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self.options.max_tech_cost.value, self.options.min_tech_cost.value
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self.tech_mix = self.options.tech_cost_mix.value
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self.skip_silo = self.options.silo.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.multiworld.random
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random = self.random
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nauvis = Region("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.multiworld.evolution_traps[player] + \
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self.multiworld.attack_traps[player] + \
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self.multiworld.teleport_traps[player] + \
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self.multiworld.grenade_traps[player] + \
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self.multiworld.cluster_grenade_traps[player] + \
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self.multiworld.atomic_rocket_traps[player] + \
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self.multiworld.artillery_traps[player]
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self.options.evolution_traps + \
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self.options.attack_traps + \
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self.options.teleport_traps + \
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self.options.grenade_traps + \
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self.options.cluster_grenade_traps + \
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self.options.atomic_rocket_traps + \
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self.options.artillery_traps
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location_pool = []
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for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
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location_pool.extend(location_pools[pack])
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try:
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location_names = self.multiworld.random.sample(location_pool, location_count)
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location_names = random.sample(location_pool, location_count)
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except ValueError as e:
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# should be "ValueError: Sample larger than population or is negative"
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raise Exception("Too many traps for too few locations. Either decrease the trap count, "
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@@ -150,9 +152,9 @@ class Factorio(World):
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self.science_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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distribution: TechCostDistribution = self.multiworld.tech_cost_distribution[self.player]
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min_cost = self.multiworld.min_tech_cost[self.player]
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max_cost = self.multiworld.max_tech_cost[self.player]
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distribution: TechCostDistribution = self.options.tech_cost_distribution
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min_cost = self.options.min_tech_cost.value
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max_cost = self.options.max_tech_cost.value
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if distribution == distribution.option_even:
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rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
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else:
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@@ -161,7 +163,7 @@ class Factorio(World):
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distribution.option_high: max_cost}[distribution.value]
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rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
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rand_values = sorted(rand_values)
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if self.multiworld.ramping_tech_costs[self.player]:
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if self.options.ramping_tech_costs:
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def sorter(loc: FactorioScienceLocation):
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return loc.complexity, loc.rel_cost
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else:
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@@ -176,7 +178,7 @@ 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.multiworld.max_science_pack[self.player].get_allowed_packs()):
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for ingredient in sorted(self.options.max_science_pack.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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@@ -185,24 +187,23 @@ class Factorio(World):
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self.multiworld.regions.append(nauvis)
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def create_items(self) -> None:
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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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traps = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery", "Atomic Rocket")
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for trap_name in traps:
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self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
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range(getattr(self.multiworld,
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f"{trap_name.lower().replace(' ', '_')}_traps")[player]))
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range(getattr(self.options,
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f"{trap_name.lower().replace(' ', '_')}_traps")))
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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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want_progressives = collections.defaultdict(lambda: self.options.progressive.
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want_progressives(self.random))
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cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
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special_index = {"automation": 0,
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"logistics": 1,
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"rocket-silo": -1}
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loc: FactorioScienceLocation
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if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
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if self.options.tech_tree_information == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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for loc in self.science_locations:
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loc.revealed = True
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@@ -229,14 +230,13 @@ class Factorio(World):
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loc.revealed = True
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def set_rules(self):
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world = self.multiworld
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player = self.player
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shapes = get_shapes(self)
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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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for ingredient in self.options.max_science_pack.get_allowed_packs():
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location = self.get_location(f"Automate {ingredient}")
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if self.multiworld.recipe_ingredients[self.player]:
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if self.options.recipe_ingredients:
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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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@@ -257,30 +257,30 @@ 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.multiworld.silo[self.player] == Silo.option_spawn:
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if self.options.silo == 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.multiworld.goal[self.player] == Goal.option_satellite:
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if self.options.goal == 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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if self.multiworld.silo[self.player] != Silo.option_spawn:
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if self.options.silo != Silo.option_spawn:
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victory_tech_names.add("rocket-silo")
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world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
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for technology in
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victory_tech_names)
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self.get_location("Rocket Launch").access_rule = lambda state: all(state.has(technology, player)
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for technology in
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victory_tech_names)
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world.completion_condition[player] = lambda state: state.has('Victory', player)
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self.multiworld.completion_condition[player] = lambda state: state.has('Victory', player)
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def generate_basic(self):
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map_basic_settings = self.multiworld.world_gen[self.player].value["basic"]
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map_basic_settings = self.options.world_gen.value["basic"]
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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# 32 bit uint
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map_basic_settings["seed"] = self.multiworld.per_slot_randoms[self.player].randint(0, 2 ** 32 - 1)
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map_basic_settings["seed"] = self.random.randint(0, 2 ** 32 - 1)
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start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
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start_location_hints: typing.Set[str] = self.options.start_location_hints.value
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for loc in self.science_locations:
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# show start_location_hints ingame
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@@ -304,8 +304,6 @@ class Factorio(World):
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return super(Factorio, self).collect_item(state, item, remove)
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option_definitions = factorio_options
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@classmethod
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def stage_write_spoiler(cls, world, spoiler_handle):
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factorio_players = world.get_game_players(cls.game)
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@@ -345,7 +343,7 @@ 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.multiworld.random.shuffle(pool)
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self.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) + ingredients_offset
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@@ -389,7 +387,7 @@ 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.multiworld.random.randint(min_num, max_num)
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num = self.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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@@ -433,66 +431,66 @@ 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.multiworld.max_science_pack[self.player].get_allowed_packs()
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allowed_packs = self.options.max_science_pack.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.multiworld, allowed_packs, self.player)
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custom_technologies[technology_name] = technology.get_custom(self, allowed_packs, self.player)
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return custom_technologies
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def set_custom_recipes(self):
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ingredients_offset = self.multiworld.recipe_ingredients_offset[self.player]
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ingredients_offset = self.options.recipe_ingredients_offset
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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.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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valid_pool = sorted(science_pack_pools[self.options.max_science_pack.get_max_pack()] & valid_ingredients)
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self.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 + ingredients_offset)},
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original_rocket_part.products,
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original_rocket_part.energy)}
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if self.multiworld.recipe_ingredients[self.player]:
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if self.options.recipe_ingredients:
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valid_pool = []
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for pack in self.multiworld.max_science_pack[self.player].get_ordered_science_packs():
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for pack in self.options.max_science_pack.get_ordered_science_packs():
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valid_pool += sorted(science_pack_pools[pack])
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self.multiworld.random.shuffle(valid_pool)
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self.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, ingredients_offset=
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ingredients_offset)
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ingredients_offset.value)
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self.custom_recipes[pack] = new_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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if self.options.silo.value == Silo.option_randomize_recipe \
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or self.options.satellite.value == Satellite.option_randomize_recipe:
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valid_pool = set()
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for pack in sorted(self.multiworld.max_science_pack[self.player].get_allowed_packs()):
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for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
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valid_pool |= science_pack_pools[pack]
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if self.multiworld.silo[self.player].value == Silo.option_randomize_recipe:
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if self.options.silo.value == Silo.option_randomize_recipe:
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new_recipe = self.make_balanced_recipe(
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recipes["rocket-silo"], valid_pool,
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factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
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ingredients_offset=ingredients_offset)
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factor=(self.options.max_science_pack.value + 1) / 7,
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ingredients_offset=ingredients_offset.value)
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self.custom_recipes["rocket-silo"] = new_recipe
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if self.multiworld.satellite[self.player].value == Satellite.option_randomize_recipe:
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if self.options.satellite.value == Satellite.option_randomize_recipe:
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new_recipe = self.make_balanced_recipe(
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recipes["satellite"], valid_pool,
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factor=(self.multiworld.max_science_pack[self.player].value + 1) / 7,
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ingredients_offset=ingredients_offset)
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factor=(self.options.max_science_pack.value + 1) / 7,
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ingredients_offset=ingredients_offset.value)
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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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"replace_4": 1, "replace_5": 1, "replace_6": 1},
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{bridge: 1}, 10),
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sorted(science_pack_pools[self.multiworld.max_science_pack[self.player].get_ordered_science_packs()[0]]),
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ingredients_offset=ingredients_offset)
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sorted(science_pack_pools[self.options.max_science_pack.get_ordered_science_packs()[0]]),
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ingredients_offset=ingredients_offset.value)
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for ingredient_name in new_recipe.ingredients:
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new_recipe.ingredients[ingredient_name] = self.multiworld.random.randint(50, 500)
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new_recipe.ingredients[ingredient_name] = self.random.randint(50, 500)
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self.custom_recipes[bridge] = new_recipe
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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 = self.options.max_science_pack.get_allowed_packs() | {"rocket-part"}
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if self.options.silo != Silo.option_spawn:
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needed_recipes |= {"rocket-silo"}
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if self.multiworld.goal[self.player].value == Goal.option_satellite:
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if self.options.goal.value == Goal.option_satellite:
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needed_recipes |= {"satellite"}
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for recipe in needed_recipes:
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@@ -542,7 +540,8 @@ 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.multiworld.tech_cost_mix[self.player] > parent.multiworld.random.randint(0, 99):
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if (parent.multiworld.worlds[self.player].options.tech_cost_mix >
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parent.multiworld.worlds[self.player].random.randint(0, 99)):
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self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
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@property
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