405 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			405 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import collections
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| import typing
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| 
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| from ..AutoWorld import World, WebWorld
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| 
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| from BaseClasses import Region, Entrance, Location, Item, RegionType, Tutorial, ItemClassification
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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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|     progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
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|     get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies, \
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|     fluids, stacking_items
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| from .Shapes import get_shapes
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| from .Mod import generate_mod
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| from .Options import factorio_options, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal
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| 
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| import logging
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| 
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| 
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| class FactorioWeb(WebWorld):
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|     tutorials = [Tutorial(
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|         "Multiworld Setup Tutorial",
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|         "A guide to setting up the Archipelago Factorio software on your computer.",
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|         "English",
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|         "setup_en.md",
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|         "setup/en",
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|         ["Berserker, Farrak Kilhn"]
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|     )]
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| 
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| 
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| class FactorioItem(Item):
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|     game = "Factorio"
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| 
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| 
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| all_items = tech_table.copy()
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| all_items["Attack Trap"] = factorio_base_id - 1
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| all_items["Evolution Trap"] = factorio_base_id - 2
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| 
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| 
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| class Factorio(World):
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|     """
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|     Factorio is a game about automation. You play as an engineer who has crash landed on the planet
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|     Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
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|     research new technologies, and become more efficient in your quest to build a rocket and return home.
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|     """
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|     game: str = "Factorio"
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|     static_nodes = {"automation", "logistics", "rocket-silo"}
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|     custom_recipes: typing.Dict[str, Recipe]
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|     advancement_technologies: typing.Set[str]
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| 
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|     web = FactorioWeb()
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| 
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|     item_name_to_id = all_items
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|     location_name_to_id = base_tech_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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|     data_version = 5
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|     required_client_version = (0, 3, 0)
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| 
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|     def __init__(self, world, player: int):
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|         super(Factorio, self).__init__(world, player)
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|         self.advancement_technologies = set()
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|         self.custom_recipes = {}
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| 
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|     def generate_basic(self):
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|         player = self.player
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|         want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
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|                                                     want_progressives(self.world.random))
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|         skip_silo = self.world.silo[player].value == Silo.option_spawn
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|         evolution_traps_wanted = self.world.evolution_traps[player].value
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|         attack_traps_wanted = self.world.attack_traps[player].value
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|         traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted
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|         self.world.random.shuffle(traps_wanted)
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| 
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|         for tech_name in base_tech_table:
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|             if traps_wanted and tech_name in useless_technologies:
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|                 self.world.itempool.append(self.create_item(traps_wanted.pop()))
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|             elif skip_silo and tech_name == "rocket-silo":
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|                 pass
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|             else:
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|                 progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
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|                 want_progressive = want_progressives[progressive_item_name]
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|                 item_name = progressive_item_name if want_progressive else tech_name
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|                 tech_item = self.create_item(item_name)
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|                 if tech_name in self.static_nodes:
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|                     self.world.get_location(tech_name, 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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|         map_basic_settings = self.world.world_gen[player].value["basic"]
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|         if map_basic_settings.get("seed", None) is None:  # allow seed 0
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|             map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1)  # 32 bit uint
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| 
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|         # used to be called "sending_visible"
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|         if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
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|             # mark all locations as pre-hinted
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|             self.world.start_location_hints[self.player].value.update(base_tech_table)
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| 
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|     generate_output = generate_mod
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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", RegionType.Generic, "Menu", player, self.world)
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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", RegionType.Generic, "Nauvis", player, self.world)
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| 
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|         skip_silo = self.world.silo[self.player].value == Silo.option_spawn
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|         for tech_name, tech_id in base_tech_table.items():
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|             if skip_silo and tech_name == "rocket-silo":
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|                 continue
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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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|         location.game = "Factorio"
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|         event = FactorioItem("Victory", ItemClassification.progression, None, player)
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|         event.game = "Factorio"
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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 self.world.max_science_pack[self.player].get_allowed_packs():
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|             location = Location(player, f"Automate {ingredient}", None, nauvis)
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|             location.game = "Factorio"
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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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|             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 = self.set_custom_technologies()
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|         self.set_custom_recipes()
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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 self.world.max_science_pack[self.player].get_allowed_packs():
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|                 location = world.get_location(f"Automate {ingredient}", player)
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| 
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|                 if self.world.recipe_ingredients[self.player]:
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|                     custom_recipe = self.custom_recipes[ingredient]
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| 
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|                     location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \
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|                         (ingredient not in technology_table or state.has(ingredient, player)) and \
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|                         all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
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|                             for technology in required_technologies[sub_ingredient])
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|                 else:
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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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| 
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|             skip_silo = self.world.silo[self.player].value == Silo.option_spawn
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|             for tech_name, technology in self.custom_technologies.items():
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|                 if skip_silo and tech_name == "rocket-silo":
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|                     continue
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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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| 
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|             silo_recipe = None
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|             if self.world.silo[self.player] == 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.world.goal[self.player] == 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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|             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 collect_item(self, state, item, remove=False):
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|         if item.advancement and item.name in progressive_technology_table:
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|             prog_table = progressive_technology_table[item.name].progressive
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|             if remove:
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|                 for item_name in reversed(prog_table):
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|                     if state.has(item_name, item.player):
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|                         return item_name
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|             else:
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|                 for item_name in prog_table:
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|                     if not state.has(item_name, item.player):
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|                         return item_name
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| 
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|         return super(Factorio, self).collect_item(state, item, remove)
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| 
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|     options = factorio_options
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| 
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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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|         spoiler_handle.write('\n\nFactorio Recipes:\n')
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|         for player in factorio_players:
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|             name = world.get_player_name(player)
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|             for recipe in world.worlds[player].custom_recipes.values():
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|                 spoiler_handle.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
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| 
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|     @staticmethod
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|     def get_category(category: str, liquids: int) -> str:
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|         categories = {1: "crafting-with-fluid",
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|                       2: "chemistry"}
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|         return categories.get(liquids, category)
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| 
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|     def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2) -> Recipe:
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|         new_ingredients = {}
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|         liquids_used = 0
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|         for _ in original.ingredients:
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|             new_ingredient = pool.pop()
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|             if new_ingredient in fluids:
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|                 while liquids_used == allow_liquids and new_ingredient in fluids:
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|                     # liquids already at max for current recipe.
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|                     # Return the liquid to the pool and get a new ingredient.
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|                     pool.append(new_ingredient)
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|                     new_ingredient = pool.pop(0)
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|                 liquids_used += 1
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|             new_ingredients[new_ingredient] = 1
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|         return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
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|                       original.products, original.energy)
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| 
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|     def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1,
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|                              allow_liquids: int = 2) -> Recipe:
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|         """Generate a recipe from pool with time and cost similar to original * factor"""
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|         new_ingredients = {}
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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 & stacking_items)
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|         # then sort with random data to shuffle
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|         self.world.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)
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|         remaining_raw = target_raw
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|         remaining_energy = target_energy
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|         remaining_num_ingredients = target_num_ingredients
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|         fallback_pool = []
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|         liquids_used = 0
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| 
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|         # fill all but one slot with random ingredients, last with a good match
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|         while remaining_num_ingredients > 0 and pool:
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|             ingredient = pool.pop()
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|             if liquids_used == allow_liquids and ingredient in fluids:
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|                 continue  # can't use this ingredient as we already have maximum liquid in our recipe.
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|             ingredient_raw = 0
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|             if ingredient in all_product_sources:
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|                 ingredient_recipe = min(all_product_sources[ingredient], key=lambda recipe: recipe.rel_cost)
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|                 ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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|                 ingredient_energy = ingredient_recipe.total_energy
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|             else:
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|                 # assume simple ore TODO: remove if tree when mining data is harvested from Factorio
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|                 ingredient_energy = 2
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|             if not ingredient_raw:
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|                 ingredient_raw = 1
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|             if remaining_num_ingredients == 1:
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|                 max_raw = 1.1 * remaining_raw
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|                 min_raw = 0.9 * remaining_raw
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|                 max_energy = 1.1 * remaining_energy
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|                 min_energy = 0.9 * remaining_energy
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|             else:
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|                 max_raw = remaining_raw * 0.75
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|                 min_raw = (remaining_raw - max_raw) / remaining_num_ingredients
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|                 max_energy = remaining_energy * 0.75
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|                 min_energy = (remaining_energy - max_energy) / remaining_num_ingredients
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|             min_num_raw = min_raw / ingredient_raw
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|             max_num_raw = max_raw / ingredient_raw
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|             min_num_energy = min_energy / ingredient_energy
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|             max_num_energy = max_energy / ingredient_energy
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|             min_num = int(max(1, min_num_raw, min_num_energy))
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|             max_num = int(min(1000, max_num_raw, max_num_energy))
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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.world.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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|             remaining_num_ingredients -= 1
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|             if ingredient in fluids:
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|                 liquids_used += 1
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| 
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|         # fill failed slots with whatever we got
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|         pool = fallback_pool
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|         while remaining_num_ingredients > 0 and pool:
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|             ingredient = pool.pop()
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|             if liquids_used == allow_liquids and ingredient in fluids:
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|                 continue  # can't use this ingredient as we already have maximum liquid in our recipe.
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| 
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|             ingredient_recipe = recipes.get(ingredient, None)
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|             if not ingredient_recipe and ingredient.endswith("-barrel"):
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|                 ingredient_recipe = recipes.get(f"fill-{ingredient}", None)
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|             if not ingredient_recipe:
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|                 logging.warning(f"missing recipe for {ingredient}")
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|                 continue
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|             ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
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|             ingredient_energy = ingredient_recipe.total_energy
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|             num_raw = remaining_raw / ingredient_raw / remaining_num_ingredients
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|             num_energy = remaining_energy / ingredient_energy / remaining_num_ingredients
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|             num = int(min(num_raw, num_energy))
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|             if num < 1:
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|                 continue
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| 
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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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|             remaining_num_ingredients -= 1
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|             if ingredient in fluids:
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|                 liquids_used += 1
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| 
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|         if remaining_num_ingredients > 1:
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|             logging.warning("could not randomize recipe")
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| 
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|         return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
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|                       original.products, original.energy)
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| 
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|     def set_custom_technologies(self):
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|         custom_technologies = {}
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|         allowed_packs = self.world.max_science_pack[self.player].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.world, allowed_packs, self.player)
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|         return custom_technologies
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| 
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|     def set_custom_recipes(self):
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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.world.max_science_pack[self.player].get_max_pack()] & stacking_items)
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|         self.world.random.shuffle(valid_pool)
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|         while any([valid_pool[x] in fluids for x in range(3)]):
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|             self.world.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)},
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|                                                      original_rocket_part.products,
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|                                                      original_rocket_part.energy)}
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| 
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|         if self.world.recipe_ingredients[self.player]:
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|             valid_pool = []
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|             for pack in self.world.max_science_pack[self.player].get_ordered_science_packs():
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|                 valid_pool += sorted(science_pack_pools[pack])
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|                 self.world.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)
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|                     self.custom_recipes[pack] = new_recipe
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| 
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|         if self.world.silo[self.player].value == Silo.option_randomize_recipe \
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|                 or self.world.satellite[self.player].value == Satellite.option_randomize_recipe:
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|             valid_pool = set()
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|             for pack in sorted(self.world.max_science_pack[self.player].get_allowed_packs()):
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|                 valid_pool |= science_pack_pools[pack]
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| 
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|             if self.world.silo[self.player].value == Silo.option_randomize_recipe:
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|                 new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
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|                                                        factor=(self.world.max_science_pack[self.player].value + 1) / 7)
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|                 self.custom_recipes["rocket-silo"] = new_recipe
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| 
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|             if self.world.satellite[self.player].value == Satellite.option_randomize_recipe:
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|                 new_recipe = self.make_balanced_recipe(recipes["satellite"], valid_pool,
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|                                                        factor=(self.world.max_science_pack[self.player].value + 1) / 7)
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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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|                    {bridge: 1}, 10),
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|             sorted(science_pack_pools[self.world.max_science_pack[self.player].get_ordered_science_packs()[0]]))
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|         for ingredient_name in new_recipe.ingredients:
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|             new_recipe.ingredients[ingredient_name] = self.world.random.randint(10, 100)
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|         self.custom_recipes[bridge] = new_recipe
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| 
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|         needed_recipes = self.world.max_science_pack[self.player].get_allowed_packs() | {"rocket-part"}
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|         if self.world.silo[self.player] != Silo.option_spawn:
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|             needed_recipes |= {"rocket-silo"}
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|         if self.world.goal[self.player].value == Goal.option_satellite:
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|             needed_recipes |= {"satellite"}
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| 
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|         for recipe in needed_recipes:
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|             recipe = self.custom_recipes.get(recipe, recipes[recipe])
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|             self.advancement_technologies |= {tech.name for tech in recipe.recursive_unlocking_technologies}
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| 
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|         # handle marking progressive techs as advancement
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|         prog_add = set()
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|         for tech in self.advancement_technologies:
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|             if tech in tech_to_progressive_lookup:
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|                 prog_add.add(tech_to_progressive_lookup[tech])
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|         self.advancement_technologies |= prog_add
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| 
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|     def create_item(self, name: str) -> FactorioItem:
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|         if name in tech_table:  # is a Technology
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|             if name in self.advancement_technologies:
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|                 classification = ItemClassification.progression
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|             else:
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|                 classification = ItemClassification.filler
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|             return FactorioItem(name,
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|                                 classification,
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|                                 tech_table[name], self.player)
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| 
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|         item = FactorioItem(name,
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|                             ItemClassification.trap if "Trap" in name else ItemClassification.filler,
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|                             all_items[name], self.player)
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|         return item
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