88 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from ..AutoWorld import World
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| 
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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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|     all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes
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| from .Shapes import get_shapes
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| from .Mod import generate_mod
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| 
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| 
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| class Factorio(World):
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|     game: str = "Factorio"
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|     static_nodes = {"automation", "logistics"}
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| 
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|     def generate_basic(self):
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|         victory_tech_names = get_rocket_requirements(
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|             frozenset(rocket_recipes[self.world.max_science_pack[self.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 or tech_name in victory_tech_names,
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|                              tech_id, self.player)
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|             tech_item.game = "Factorio"
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|             if tech_name in self.static_nodes:
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|                 self.world.get_location(tech_name, self.player).place_locked_item(tech_item)
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|             else:
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|                 self.world.itempool.append(tech_item)
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| 
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|     def generate_output(self):
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|         generate_mod(self.world, self.player)
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| 
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|     def create_regions(self):
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|         player = self.player
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|         menu = Region("Menu", None, "Menu", player)
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|         crash = Entrance(player, "Crash Land", menu)
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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 = self.world
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| 
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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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|             tech.game = "Factorio"
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|         location = Location(player, "Rocket Launch", None, nauvis)
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|         nauvis.locations.append(location)
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|         event = Item("Victory", True, None, player)
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|         self.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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|             self.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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|         self.world.regions += [menu, nauvis]
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| 
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|     def set_rules(self):
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|         world = self.world
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|         player = self.player
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|         self.custom_technologies = set_custom_technologies(self.world, self.player)
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|         shapes = get_shapes(self)
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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 self.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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|                 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 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
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|                                                                                         victory_tech_names)
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| 
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|         world.completion_condition[player] = lambda state: state.has('Victory', player)
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| 
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| def set_custom_technologies(world: MultiWorld, player: int):
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|     custom_technologies = {}
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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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