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traverse recipe tree for Factorio logic
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@@ -2,19 +2,21 @@ import logging
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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
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, required_technologies
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static_nodes = {"automation", "logistics"}
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def gen_factorio(world: MultiWorld, player: int):
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for tech_name, tech_id in tech_table.items():
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# TODO: some techs don't need the advancement marker
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tech_item = Item(tech_name, True, 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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loc.item = tech_item
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loc.locked = loc.event = True
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loc.locked = True
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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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@@ -39,11 +41,9 @@ def set_rules(world: MultiWorld, player: int):
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from worlds.generic import Rules
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for tech_name, technology in technology_table.items():
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# loose nodes
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rules = technology.get_required_technologies()
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if rules:
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location = world.get_location(tech_name, player)
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Rules.set_rule(location, lambda state, rules=rules: all(state.has(rule, player) for rule in rules))
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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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# get all technologies
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world.completion_condition[player] = lambda state: all(state.has(technology, player)
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for technology in tech_table)
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for technology in advancement_technologies)
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