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Factorio: Build logic for rocket launch, allow beatable only to work correctly
Convert Science requirements to Event of "automate <pack>"
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@@ -1,12 +1,15 @@
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, \
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all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes
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from .Shapes import get_shapes
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def gen_factorio(world: MultiWorld, player: int):
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static_nodes = world._static_nodes = {"automation", "logistics"} # turn dynamic/option?
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victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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for tech_name, tech_id in tech_table.items():
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tech_item = Item(tech_name, tech_name in advancement_technologies, tech_id, player)
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tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
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tech_id, player)
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tech_item.game = "Factorio"
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if tech_name in static_nodes:
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loc = world.get_location(tech_name, player)
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@@ -25,6 +28,7 @@ def factorio_create_regions(world: MultiWorld, player: int):
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menu.exits.append(crash)
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nauvis = Region("Nauvis", None, "Nauvis", player)
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nauvis.world = menu.world = world
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for tech_name, tech_id in tech_table.items():
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tech = Location(player, tech_name, tech_id, nauvis)
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nauvis.locations.append(tech)
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@@ -34,9 +38,16 @@ def factorio_create_regions(world: MultiWorld, player: int):
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event = Item("Victory", True, None, player)
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world.push_item(location, event, False)
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location.event = location.locked = True
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for ingredient in all_ingredient_names:
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location = Location(player, f"Automate {ingredient}", None, nauvis)
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nauvis.locations.append(location)
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event = Item(f"Automated {ingredient}", True, None, player)
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world.push_item(location, event, False)
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location.event = location.locked = True
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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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@@ -47,11 +58,15 @@ def set_custom_technologies(world: MultiWorld, player: int):
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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, 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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for ingredient in all_ingredient_names:
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location = world.get_location(f"Automate {ingredient}", player)
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location.access_rule = lambda state, ingredient=ingredient: \
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all(state.has(technology.name, player) for technology in required_technologies[ingredient])
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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(player))
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@@ -61,7 +76,9 @@ def set_rules(world: MultiWorld, player: int, custom_technologies):
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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 science pack technologies (but not the ability to craft them)
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victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
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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 advancement_technologies)
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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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