Factorio: recipe randomization (rocket-part and science-packs only for now)

This commit is contained in:
Fabian Dill
2021-07-07 10:14:58 +02:00
parent 007f2caecf
commit 9db506ef42
9 changed files with 224 additions and 81 deletions

View File

@@ -1,9 +1,10 @@
from ..AutoWorld import World
from BaseClasses import Region, Entrance, Location, MultiWorld, Item
from BaseClasses import Region, Entrance, Location, Item
from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes, \
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
science_pack_pools, Recipe, recipes, technology_table
from .Shapes import get_shapes
from .Mod import generate_mod
from .Options import factorio_options
@@ -11,6 +12,8 @@ from .Options import factorio_options
class Factorio(World):
game: str = "Factorio"
static_nodes = {"automation", "logistics", "rocket-silo"}
custom_recipes = {}
additional_advancement_technologies = set()
def generate_basic(self):
for tech_name, tech_id in base_tech_table.items():
@@ -20,7 +23,8 @@ class Factorio(World):
else:
item_name = tech_name
tech_item = Item(item_name, item_name in advancement_technologies,
tech_item = Item(item_name, item_name in advancement_technologies or
item_name in self.additional_advancement_technologies,
tech_id, self.player)
tech_item.game = "Factorio"
if tech_name in self.static_nodes:
@@ -28,11 +32,10 @@ class Factorio(World):
else:
self.world.itempool.append(tech_item)
world_gen = self.world.world_gen[self.player].value
if world_gen.get("seed", None) is None: # allow seed 0
if world_gen.get("seed", None) is None: # allow seed 0
world_gen["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
def generate_output(self):
generate_mod(self.world, self.player)
generate_output = generate_mod
def create_regions(self):
player = self.player
@@ -48,11 +51,14 @@ class Factorio(World):
tech.game = "Factorio"
location = Location(player, "Rocket Launch", None, nauvis)
nauvis.locations.append(location)
location.game = "Factorio"
event = Item("Victory", True, None, player)
event.game = "Factorio"
self.world.push_item(location, event, False)
location.event = location.locked = True
for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
location = Location(player, f"Automate {ingredient}", None, nauvis)
location.game = "Factorio"
nauvis.locations.append(location)
event = Item(f"Automated {ingredient}", True, None, player)
self.world.push_item(location, event, False)
@@ -63,14 +69,25 @@ class Factorio(World):
def set_rules(self):
world = self.world
player = self.player
self.custom_technologies = set_custom_technologies(self.world, self.player)
self.custom_technologies = self.set_custom_technologies()
self.set_custom_recipes()
shapes = get_shapes(self)
if world.logic[player] != 'nologic':
from worlds.generic import Rules
for ingredient in self.world.max_science_pack[self.player].get_allowed_packs():
location = world.get_location(f"Automate {ingredient}", player)
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
if self.world.recipe_ingredients[self.player]:
custom_recipe = self.custom_recipes[ingredient]
location.access_rule = lambda state, ingredient=ingredient, custom_recipe = custom_recipe: \
(ingredient not in technology_table or state.has(ingredient, player)) and \
all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
for technology in required_technologies[sub_ingredient])
else:
location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient])
for tech_name, technology in self.custom_technologies.items():
location = world.get_location(tech_name, player)
Rules.set_rule(location, technology.build_rule(player))
@@ -79,8 +96,8 @@ class Factorio(World):
locations = {world.get_location(requisite, player) for requisite in prequisites}
Rules.add_rule(location, lambda state,
locations=locations: all(state.can_reach(loc) for loc in locations))
# get all science pack technologies (but not the ability to craft them)
victory_tech_names = get_rocket_requirements(frozenset(rocket_recipes[world.max_science_pack[player].value]))
victory_tech_names = get_rocket_requirements(self.custom_recipes["rocket-part"])
world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
for technology in
victory_tech_names)
@@ -101,9 +118,41 @@ class Factorio(World):
options = factorio_options
def set_custom_technologies(world: MultiWorld, player: int):
custom_technologies = {}
allowed_packs = world.max_science_pack[player].get_allowed_packs()
for technology_name, technology in base_technology_table.items():
custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
return custom_technologies
def set_custom_technologies(self):
custom_technologies = {}
allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
for technology_name, technology in base_technology_table.items():
custom_technologies[technology_name] = technology.get_custom(self.world, allowed_packs, self.player)
return custom_technologies
def set_custom_recipes(self):
original_rocket_part = recipes["rocket-part"]
valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()])
self.world.random.shuffle(valid_pool)
self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
{valid_pool[x] : 10 for x in range(3)},
original_rocket_part.products)}
self.additional_advancement_technologies = {tech.name for tech in
self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
if self.world.recipe_ingredients[self.player]:
valid_pool = []
for pack in self.world.max_science_pack[self.player].get_ordered_science_packs():
valid_pool += sorted(science_pack_pools[pack])
self.world.random.shuffle(valid_pool)
if pack in recipes: # skips over space science pack
original = recipes[pack]
new_ingredients = {}
for _ in original.ingredients:
new_ingredients[valid_pool.pop()] = 1
new_recipe = Recipe(pack, original.category, new_ingredients, original.products)
self.additional_advancement_technologies |= {tech.name for tech in
new_recipe.recursive_unlocking_technologies}
self.custom_recipes[pack] = new_recipe
# handle marking progressive techs as advancement
prog_add = set()
for tech in self.additional_advancement_technologies:
if tech in tech_to_progressive_lookup:
prog_add.add(tech_to_progressive_lookup[tech])
self.additional_advancement_technologies |= prog_add