569 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			569 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from __future__ import annotations
 | |
| 
 | |
| import collections
 | |
| import logging
 | |
| import typing
 | |
| 
 | |
| import Utils
 | |
| import settings
 | |
| from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
 | |
| from worlds.AutoWorld import World, WebWorld
 | |
| from worlds.LauncherComponents import Component, components, Type, launch as launch_component
 | |
| from worlds.generic import Rules
 | |
| from .Locations import location_pools, location_table
 | |
| from .Mod import generate_mod
 | |
| from .Options import (FactorioOptions, MaxSciencePack, Silo, Satellite, TechTreeInformation, Goal,
 | |
|                       TechCostDistribution, option_groups)
 | |
| from .Shapes import get_shapes
 | |
| from .Technologies import base_tech_table, recipe_sources, base_technology_table, \
 | |
|     all_product_sources, required_technologies, get_rocket_requirements, \
 | |
|     progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
 | |
|     get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies, \
 | |
|     fluids, stacking_items, valid_ingredients, progressive_rows
 | |
| 
 | |
| 
 | |
| def launch_client():
 | |
|     from .Client import launch
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|     launch_component(launch, name="FactorioClient")
 | |
| 
 | |
| 
 | |
| components.append(Component("Factorio Client", func=launch_client, component_type=Type.CLIENT))
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| 
 | |
| 
 | |
| class FactorioSettings(settings.Group):
 | |
|     class Executable(settings.UserFilePath):
 | |
|         is_exe = True
 | |
| 
 | |
|     class ServerSettings(settings.OptionalUserFilePath):
 | |
|         """
 | |
|         by default, no settings are loaded if this file does not exist. \
 | |
| If this file does exist, then it will be used.
 | |
|         server_settings: "factorio\\\\data\\\\server-settings.json"
 | |
|         """
 | |
| 
 | |
|     class FilterItemSends(settings.Bool):
 | |
|         """Whether to filter item send messages displayed in-game to only those that involve you."""
 | |
| 
 | |
|     class BridgeChatOut(settings.Bool):
 | |
|         """Whether to send chat messages from players on the Factorio server to Archipelago."""
 | |
| 
 | |
|     executable: Executable = Executable("factorio/bin/x64/factorio")
 | |
|     server_settings: typing.Optional[FactorioSettings.ServerSettings] = None
 | |
|     filter_item_sends: typing.Union[FilterItemSends, bool] = False
 | |
|     bridge_chat_out: typing.Union[BridgeChatOut, bool] = True
 | |
| 
 | |
| 
 | |
| class FactorioWeb(WebWorld):
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|     tutorials = [Tutorial(
 | |
|         "Multiworld Setup Guide",
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|         "A guide to setting up the Archipelago Factorio software on your computer.",
 | |
|         "English",
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|         "setup_en.md",
 | |
|         "setup/en",
 | |
|         ["Berserker, Farrak Kilhn"]
 | |
|     )]
 | |
|     option_groups = option_groups
 | |
| 
 | |
| 
 | |
| class FactorioItem(Item):
 | |
|     game = "Factorio"
 | |
| 
 | |
| 
 | |
| all_items = tech_table.copy()
 | |
| all_items["Attack Trap"] = factorio_base_id - 1
 | |
| all_items["Evolution Trap"] = factorio_base_id - 2
 | |
| all_items["Teleport Trap"] = factorio_base_id - 3
 | |
| all_items["Grenade Trap"] = factorio_base_id - 4
 | |
| all_items["Cluster Grenade Trap"] = factorio_base_id - 5
 | |
| all_items["Artillery Trap"] = factorio_base_id - 6
 | |
| all_items["Atomic Rocket Trap"] = factorio_base_id - 7
 | |
| all_items["Atomic Cliff Remover Trap"] = factorio_base_id - 8
 | |
| all_items["Inventory Spill Trap"] = factorio_base_id - 9
 | |
| 
 | |
| 
 | |
| class Factorio(World):
 | |
|     """
 | |
|     Factorio is a game about automation. You play as an engineer who has crash landed on the planet
 | |
|     Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
 | |
|     research new technologies, and become more efficient in your quest to build a rocket and return home.
 | |
|     """
 | |
|     game = "Factorio"
 | |
|     special_nodes = {"automation", "logistics", "rocket-silo"}
 | |
|     custom_recipes: typing.Dict[str, Recipe]
 | |
|     location_pool: typing.List[FactorioScienceLocation]
 | |
|     advancement_technologies: typing.Set[str]
 | |
| 
 | |
|     web = FactorioWeb()
 | |
|     options_dataclass = FactorioOptions
 | |
|     options: FactorioOptions
 | |
| 
 | |
|     item_name_to_id = all_items
 | |
|     location_name_to_id = location_table
 | |
|     item_name_groups = {
 | |
|         "Progressive": set(progressive_tech_table.keys()),
 | |
|     }
 | |
|     required_client_version = (0, 6, 0)
 | |
|     if Utils.version_tuple < required_client_version:
 | |
|         raise Exception(f"Update Archipelago to use this world ({game}).")
 | |
|     ordered_science_packs: typing.List[str] = MaxSciencePack.get_ordered_science_packs()
 | |
|     tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
 | |
|     tech_mix: int = 0
 | |
|     skip_silo: bool = False
 | |
|     origin_region_name = "Nauvis"
 | |
|     science_locations: typing.List[FactorioScienceLocation]
 | |
|     removed_technologies: typing.Set[str]
 | |
|     settings: typing.ClassVar[FactorioSettings]
 | |
|     trap_names: tuple[str] = ("Evolution", "Attack", "Teleport", "Grenade", "Cluster Grenade", "Artillery",
 | |
|                               "Atomic Rocket", "Atomic Cliff Remover", "Inventory Spill")
 | |
|     want_progressives: dict[str, bool] = collections.defaultdict(lambda: False)
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| 
 | |
|     def __init__(self, world, player: int):
 | |
|         super(Factorio, self).__init__(world, player)
 | |
|         self.removed_technologies = useless_technologies.copy()
 | |
|         self.advancement_technologies = set()
 | |
|         self.custom_recipes = {}
 | |
|         self.science_locations = []
 | |
|         self.tech_tree_layout_prerequisites = {}
 | |
| 
 | |
|     generate_output = generate_mod
 | |
| 
 | |
|     def generate_early(self) -> None:
 | |
|         # if max < min, then swap max and min
 | |
|         if self.options.max_tech_cost < self.options.min_tech_cost:
 | |
|             self.options.min_tech_cost.value, self.options.max_tech_cost.value = \
 | |
|                 self.options.max_tech_cost.value, self.options.min_tech_cost.value
 | |
|         self.tech_mix = self.options.tech_cost_mix.value
 | |
|         self.skip_silo = self.options.silo.value == Silo.option_spawn
 | |
|         self.want_progressives = collections.defaultdict(
 | |
|             lambda: self.options.progressive.want_progressives(self.random))
 | |
| 
 | |
|     def create_regions(self):
 | |
|         player = self.player
 | |
|         random = self.random
 | |
|         nauvis = Region("Nauvis", player, self.multiworld)
 | |
| 
 | |
|         location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo
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| 
 | |
|         for name in self.trap_names:
 | |
|             name = name.replace(" ", "_").lower()+"_traps"
 | |
|             location_count += getattr(self.options, name)
 | |
| 
 | |
|         location_pool = []
 | |
| 
 | |
|         for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
 | |
|             location_pool.extend(location_pools[pack])
 | |
|         try:
 | |
|             location_names = random.sample(location_pool, location_count)
 | |
|         except ValueError as e:
 | |
|             # should be "ValueError: Sample larger than population or is negative"
 | |
|             raise Exception("Too many traps for too few locations. Either decrease the trap count, "
 | |
|                             f"or increase the location count (higher max science pack). (Player {self.player})") from e
 | |
| 
 | |
|         self.science_locations = [FactorioScienceLocation(player, loc_name, self.location_name_to_id[loc_name], nauvis)
 | |
|                                   for loc_name in location_names]
 | |
|         distribution: TechCostDistribution = self.options.tech_cost_distribution
 | |
|         min_cost = self.options.min_tech_cost.value
 | |
|         max_cost = self.options.max_tech_cost.value
 | |
|         if distribution == distribution.option_even:
 | |
|             rand_values = (random.randint(min_cost, max_cost) for _ in self.science_locations)
 | |
|         else:
 | |
|             mode = {distribution.option_low: min_cost,
 | |
|                     distribution.option_middle: (min_cost+max_cost)//2,
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|                     distribution.option_high: max_cost}[distribution.value]
 | |
|             rand_values = (random.triangular(min_cost, max_cost, mode) for _ in self.science_locations)
 | |
|         rand_values = sorted(rand_values)
 | |
|         if self.options.ramping_tech_costs:
 | |
|             def sorter(loc: FactorioScienceLocation):
 | |
|                 return loc.complexity, loc.rel_cost
 | |
|         else:
 | |
|             def sorter(loc: FactorioScienceLocation):
 | |
|                 return loc.rel_cost
 | |
|         for i, location in enumerate(sorted(self.science_locations, key=sorter)):
 | |
|             location.count = rand_values[i]
 | |
|         del rand_values
 | |
|         nauvis.locations.extend(self.science_locations)
 | |
|         location = FactorioLocation(player, "Rocket Launch", None, nauvis)
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|         nauvis.locations.append(location)
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|         event = FactorioItem("Victory", ItemClassification.progression, None, player)
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|         location.place_locked_item(event)
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| 
 | |
|         for ingredient in sorted(self.options.max_science_pack.get_allowed_packs()):
 | |
|             location = FactorioLocation(player, f"Automate {ingredient}", None, nauvis)
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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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|             location.place_locked_item(event)
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| 
 | |
|         self.multiworld.regions.append(nauvis)
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| 
 | |
|     def create_items(self) -> None:
 | |
|         self.custom_technologies = self.set_custom_technologies()
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|         self.set_custom_recipes()
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| 
 | |
|         for trap_name in self.trap_names:
 | |
|             self.multiworld.itempool.extend(self.create_item(f"{trap_name} Trap") for _ in
 | |
|                                             range(getattr(self.options,
 | |
|                                                           f"{trap_name.lower().replace(' ', '_')}_traps")))
 | |
| 
 | |
|         cost_sorted_locations = sorted(self.science_locations, key=lambda location: location.name)
 | |
|         special_index = {"automation": 0,
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|                          "logistics": 1,
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|                          "rocket-silo": -1}
 | |
|         loc: FactorioScienceLocation
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|         if self.options.tech_tree_information == TechTreeInformation.option_full:
 | |
|             # mark all locations as pre-hinted
 | |
|             for loc in self.science_locations:
 | |
|                 loc.revealed = True
 | |
|         if self.skip_silo:
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|             self.removed_technologies |= {"rocket-silo"}
 | |
|         for tech_name in base_tech_table:
 | |
|             if tech_name not in self.removed_technologies:
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|                 progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
 | |
|                 want_progressive = self.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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|                 index = special_index.get(tech_name, None)
 | |
|                 if index is None:
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|                     self.multiworld.itempool.append(tech_item)
 | |
|                 else:
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|                     loc = cost_sorted_locations[index]
 | |
|                     if index >= 0:
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|                         # beginning techs - limit cost to 10
 | |
|                         # as automation is not achievable yet and hand-crafting for hours is not fun gameplay
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|                         loc.count = min(loc.count, 10)
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|                     loc.place_locked_item(tech_item)
 | |
|                     loc.revealed = True
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| 
 | |
|     def get_filler_item_name(self) -> str:
 | |
|         tech_name: str = self.random.choice(tuple(tech_table))
 | |
|         progressive_item_name: str = tech_to_progressive_lookup.get(tech_name, tech_name)
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|         want_progressive: bool = self.want_progressives[progressive_item_name]
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|         return progressive_item_name if want_progressive else tech_name
 | |
| 
 | |
|     def set_rules(self):
 | |
|         player = self.player
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|         shapes = get_shapes(self)
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| 
 | |
|         for ingredient in self.options.max_science_pack.get_allowed_packs():
 | |
|             location = self.get_location(f"Automate {ingredient}")
 | |
| 
 | |
|             if self.options.recipe_ingredients:
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|                 custom_recipe = self.custom_recipes[ingredient]
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| 
 | |
|                 location.access_rule = lambda state, ingredient=ingredient, custom_recipe=custom_recipe: \
 | |
|                     (not technology_table[ingredient].unlocks or state.has(ingredient, player)) and \
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|                     all(state.has(technology.name, player) for sub_ingredient in custom_recipe.ingredients
 | |
|                         for technology in required_technologies[sub_ingredient]) and \
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|                     all(state.has(technology.name, player) for technology in required_technologies[custom_recipe.crafting_machine])
 | |
| 
 | |
|             else:
 | |
|                 location.access_rule = lambda state, ingredient=ingredient: \
 | |
|                     all(state.has(technology.name, player) for technology in required_technologies[ingredient])
 | |
| 
 | |
|         for location in self.science_locations:
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|             Rules.set_rule(location, lambda state, ingredients=frozenset(location.ingredients):
 | |
|                 all(state.has(f"Automated {ingredient}", player) for ingredient in ingredients))
 | |
|             prerequisites = shapes.get(location)
 | |
|             if prerequisites:
 | |
|                 Rules.add_rule(location, lambda state, locations=frozenset(prerequisites):
 | |
|                     all(state.can_reach(loc) for loc in locations))
 | |
| 
 | |
|         silo_recipe = None
 | |
|         cargo_pad_recipe = None
 | |
|         if self.options.silo == Silo.option_spawn:
 | |
|             silo_recipe = self.get_recipe("rocket-silo")
 | |
|             cargo_pad_recipe = self.get_recipe("cargo-landing-pad")
 | |
|         part_recipe = self.custom_recipes["rocket-part"]
 | |
|         satellite_recipe = None
 | |
|         if self.options.goal == Goal.option_satellite:
 | |
|             satellite_recipe = self.get_recipe("satellite")
 | |
|         victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe, satellite_recipe, cargo_pad_recipe)
 | |
|         if self.options.silo == Silo.option_spawn:
 | |
|             victory_tech_names -= {"rocket-silo"}
 | |
|         else:
 | |
|             victory_tech_names |= {"rocket-silo"}
 | |
|         self.get_location("Rocket Launch").access_rule = lambda state: all(state.has(technology, player)
 | |
|                                                                            for technology in
 | |
|                                                                            victory_tech_names)
 | |
|         self.multiworld.completion_condition[player] = lambda state: state.has('Victory', player)
 | |
| 
 | |
|     def get_recipe(self, name: str) -> Recipe:
 | |
|         return self.custom_recipes[name] if name in self.custom_recipes \
 | |
|             else next(iter(all_product_sources.get(name)))
 | |
| 
 | |
|     def generate_basic(self):
 | |
|         map_basic_settings = self.options.world_gen.value["basic"]
 | |
|         if map_basic_settings.get("seed", None) is None:  # allow seed 0
 | |
|             # 32 bit uint
 | |
|             map_basic_settings["seed"] = self.random.randint(0, 2 ** 32 - 1)
 | |
| 
 | |
|         start_location_hints: typing.Set[str] = self.options.start_location_hints.value
 | |
| 
 | |
|         for loc in self.science_locations:
 | |
|             # show start_location_hints ingame
 | |
|             if loc.name in start_location_hints:
 | |
|                 loc.revealed = True
 | |
|             # make spoiler match mod info
 | |
|             elif loc.revealed:
 | |
|                 start_location_hints.add(loc.name)
 | |
| 
 | |
|     def collect_item(self, state, item, remove=False):
 | |
|         if item.advancement and item.name in progressive_technology_table:
 | |
|             prog_table = progressive_technology_table[item.name].progressive
 | |
|             if remove:
 | |
|                 for item_name in reversed(prog_table):
 | |
|                     if state.has(item_name, item.player):
 | |
|                         return item_name
 | |
|             else:
 | |
|                 for item_name in prog_table:
 | |
|                     if not state.has(item_name, item.player):
 | |
|                         return item_name
 | |
| 
 | |
|         return super(Factorio, self).collect_item(state, item, remove)
 | |
| 
 | |
|     @classmethod
 | |
|     def stage_write_spoiler(cls, world, spoiler_handle):
 | |
|         factorio_players = world.get_game_players(cls.game)
 | |
|         spoiler_handle.write('\n\nFactorio Recipes:\n')
 | |
|         for player in factorio_players:
 | |
|             name = world.get_player_name(player)
 | |
|             for recipe in world.worlds[player].custom_recipes.values():
 | |
|                 spoiler_handle.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
 | |
| 
 | |
|     @staticmethod
 | |
|     def get_category(category: str, liquids: int) -> str:
 | |
|         categories = {1: "crafting-with-fluid",
 | |
|                       2: "chemistry"}
 | |
|         return categories.get(liquids, category)
 | |
| 
 | |
|     def make_quick_recipe(self, original: Recipe, pool: list, allow_liquids: int = 2,
 | |
|                           ingredients_offset: int = 0) -> Recipe:
 | |
|         count: int = len(original.ingredients) + ingredients_offset
 | |
|         assert len(pool) >= count, f"Can't pick {count} many items from pool {pool}."
 | |
|         new_ingredients = {}
 | |
|         liquids_used = 0
 | |
|         for _ in range(count):
 | |
|             new_ingredient = pool.pop()
 | |
|             if new_ingredient in fluids:
 | |
|                 while liquids_used == allow_liquids and new_ingredient in fluids:
 | |
|                     # liquids already at max for current recipe.
 | |
|                     # Return the liquid to the pool and get a new ingredient.
 | |
|                     pool.append(new_ingredient)
 | |
|                     new_ingredient = pool.pop(0)
 | |
|                 liquids_used += 1 if new_ingredient in fluids else 0
 | |
|             new_ingredients[new_ingredient] = 1
 | |
|         return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
 | |
|                       original.products, original.energy)
 | |
| 
 | |
|     def make_balanced_recipe(self, original: Recipe, pool: typing.Set[str], factor: float = 1,
 | |
|                              allow_liquids: int = 2, ingredients_offset: int = 0) -> Recipe:
 | |
|         """Generate a recipe from pool with time and cost similar to original * factor"""
 | |
|         new_ingredients = {}
 | |
|         # have to first sort for determinism, while filtering out non-stacking items
 | |
|         pool: typing.List[str] = sorted(pool & valid_ingredients)
 | |
|         # then sort with random data to shuffle
 | |
|         self.random.shuffle(pool)
 | |
|         target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
 | |
|         target_energy = original.total_energy * factor
 | |
|         target_num_ingredients = len(original.ingredients) + ingredients_offset
 | |
|         remaining_raw = target_raw
 | |
|         remaining_energy = target_energy
 | |
|         remaining_num_ingredients = target_num_ingredients
 | |
|         fallback_pool = []
 | |
|         liquids_used = 0
 | |
| 
 | |
|         # fill all but one slot with random ingredients, last with a good match
 | |
|         while remaining_num_ingredients > 0 and pool:
 | |
|             ingredient = pool.pop()
 | |
|             if liquids_used == allow_liquids and ingredient in fluids:
 | |
|                 continue  # can't use this ingredient as we already have maximum liquid in our recipe.
 | |
|             ingredient_raw = 0
 | |
|             if ingredient in all_product_sources:
 | |
|                 ingredient_recipe = min(all_product_sources[ingredient], key=lambda recipe: recipe.rel_cost)
 | |
|                 ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
 | |
|                 ingredient_energy = ingredient_recipe.total_energy
 | |
|             else:
 | |
|                 # assume simple ore TODO: remove if tree when mining data is harvested from Factorio
 | |
|                 ingredient_energy = 2
 | |
|             if not ingredient_raw:
 | |
|                 ingredient_raw = 1
 | |
|             if remaining_num_ingredients == 1:
 | |
|                 max_raw = 1.1 * remaining_raw
 | |
|                 min_raw = 0.9 * remaining_raw
 | |
|                 max_energy = 1.1 * remaining_energy
 | |
|                 min_energy = 0.9 * remaining_energy
 | |
|             else:
 | |
|                 max_raw = remaining_raw * 0.75
 | |
|                 min_raw = (remaining_raw - max_raw) / remaining_num_ingredients
 | |
|                 max_energy = remaining_energy * 0.75
 | |
|                 min_energy = (remaining_energy - max_energy) / remaining_num_ingredients
 | |
|             min_num_raw = min_raw / ingredient_raw
 | |
|             max_num_raw = max_raw / ingredient_raw
 | |
|             min_num_energy = min_energy / ingredient_energy
 | |
|             max_num_energy = max_energy / ingredient_energy
 | |
|             min_num = int(max(1, min_num_raw, min_num_energy))
 | |
|             max_num = int(min(1000, max_num_raw, max_num_energy))
 | |
|             if min_num > max_num:
 | |
|                 fallback_pool.append(ingredient)
 | |
|                 continue  # can't use that ingredient
 | |
|             num = self.random.randint(min_num, max_num)
 | |
|             new_ingredients[ingredient] = num
 | |
|             remaining_raw -= num * ingredient_raw
 | |
|             remaining_energy -= num * ingredient_energy
 | |
|             remaining_num_ingredients -= 1
 | |
|             if ingredient in fluids:
 | |
|                 liquids_used += 1
 | |
| 
 | |
|         # fill failed slots with whatever we got
 | |
|         pool = fallback_pool
 | |
|         while remaining_num_ingredients > 0 and pool:
 | |
|             ingredient = pool.pop()
 | |
|             if liquids_used == allow_liquids and ingredient in fluids:
 | |
|                 continue  # can't use this ingredient as we already have maximum liquid in our recipe.
 | |
| 
 | |
|             ingredient_recipe = recipes.get(ingredient, None)
 | |
|             if not ingredient_recipe and ingredient.endswith("-barrel"):
 | |
|                 ingredient_recipe = recipes.get(f"fill-{ingredient}", None)
 | |
|             if not ingredient_recipe:
 | |
|                 logging.warning(f"missing recipe for {ingredient}")
 | |
|                 continue
 | |
|             ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
 | |
|             ingredient_energy = ingredient_recipe.total_energy
 | |
|             num_raw = remaining_raw / ingredient_raw / remaining_num_ingredients
 | |
|             num_energy = remaining_energy / ingredient_energy / remaining_num_ingredients
 | |
|             num = int(min(num_raw, num_energy))
 | |
|             if num < 1:
 | |
|                 continue
 | |
| 
 | |
|             new_ingredients[ingredient] = num
 | |
|             remaining_raw -= num * ingredient_raw
 | |
|             remaining_energy -= num * ingredient_energy
 | |
|             remaining_num_ingredients -= 1
 | |
|             if ingredient in fluids:
 | |
|                 liquids_used += 1
 | |
| 
 | |
|         if remaining_num_ingredients > 1:
 | |
|             logging.warning("could not randomize recipe")
 | |
| 
 | |
|         return Recipe(original.name, self.get_category(original.category, liquids_used), new_ingredients,
 | |
|                       original.products, original.energy)
 | |
| 
 | |
|     def set_custom_technologies(self):
 | |
|         custom_technologies = {}
 | |
|         allowed_packs = self.options.max_science_pack.get_allowed_packs()
 | |
|         for technology_name, technology in base_technology_table.items():
 | |
|             custom_technologies[technology_name] = technology.get_custom(self, allowed_packs, self.player)
 | |
|         return custom_technologies
 | |
| 
 | |
|     def set_custom_recipes(self):
 | |
|         ingredients_offset = self.options.recipe_ingredients_offset
 | |
|         original_rocket_part = recipes["rocket-part"]
 | |
|         science_pack_pools = get_science_pack_pools()
 | |
|         valid_pool = sorted(science_pack_pools[self.options.max_science_pack.get_max_pack()]
 | |
|                             & valid_ingredients)
 | |
|         self.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 + ingredients_offset)},
 | |
|                                                      original_rocket_part.products,
 | |
|                                                      original_rocket_part.energy)}
 | |
| 
 | |
|         if self.options.recipe_ingredients:
 | |
|             valid_pool = []
 | |
|             for pack in self.options.max_science_pack.get_ordered_science_packs():
 | |
|                 valid_pool += sorted(science_pack_pools[pack])
 | |
|                 self.random.shuffle(valid_pool)
 | |
|                 if pack in recipes:  # skips over space science pack
 | |
|                     new_recipe = self.make_quick_recipe(recipes[pack], valid_pool, ingredients_offset=
 | |
|                                                         ingredients_offset.value)
 | |
|                     self.custom_recipes[pack] = new_recipe
 | |
| 
 | |
|         if self.options.silo.value == Silo.option_randomize_recipe \
 | |
|                 or self.options.satellite.value == Satellite.option_randomize_recipe:
 | |
|             valid_pool = set()
 | |
|             for pack in sorted(self.options.max_science_pack.get_allowed_packs()):
 | |
|                 valid_pool |= science_pack_pools[pack]
 | |
| 
 | |
|             if self.options.silo.value == Silo.option_randomize_recipe:
 | |
|                 new_recipe = self.make_balanced_recipe(
 | |
|                     recipes["rocket-silo"], valid_pool,
 | |
|                     factor=(self.options.max_science_pack.value + 1) / 7,
 | |
|                     ingredients_offset=ingredients_offset.value)
 | |
|                 self.custom_recipes["rocket-silo"] = new_recipe
 | |
| 
 | |
|             if self.options.satellite.value == Satellite.option_randomize_recipe:
 | |
|                 new_recipe = self.make_balanced_recipe(
 | |
|                     recipes["satellite"], valid_pool,
 | |
|                     factor=(self.options.max_science_pack.value + 1) / 7,
 | |
|                     ingredients_offset=ingredients_offset.value)
 | |
|                 self.custom_recipes["satellite"] = new_recipe
 | |
|         bridge = "ap-energy-bridge"
 | |
|         new_recipe = self.make_quick_recipe(
 | |
|             Recipe(bridge, "crafting", {"replace_1": 1, "replace_2": 1, "replace_3": 1,
 | |
|                                         "replace_4": 1, "replace_5": 1, "replace_6": 1},
 | |
|                    {bridge: 1}, 10),
 | |
|             sorted(science_pack_pools[self.options.max_science_pack.get_ordered_science_packs()[0]]),
 | |
|             ingredients_offset=ingredients_offset.value)
 | |
|         for ingredient_name in new_recipe.ingredients:
 | |
|             new_recipe.ingredients[ingredient_name] = self.random.randint(50, 500)
 | |
|         self.custom_recipes[bridge] = new_recipe
 | |
| 
 | |
|         needed_recipes = self.options.max_science_pack.get_allowed_packs() | {"rocket-part"}
 | |
|         if self.options.silo != Silo.option_spawn:
 | |
|             needed_recipes |= {"rocket-silo", "cargo-landing-pad"}
 | |
|         if self.options.goal.value == Goal.option_satellite:
 | |
|             needed_recipes |= {"satellite"}
 | |
| 
 | |
|         for recipe in needed_recipes:
 | |
|             recipe = self.custom_recipes.get(recipe, recipes[recipe])
 | |
|             self.advancement_technologies |= {tech.name for tech in recipe.recursive_unlocking_technologies}
 | |
| 
 | |
|         # handle marking progressive techs as advancement
 | |
|         prog_add = set()
 | |
|         for tech in self.advancement_technologies:
 | |
|             if tech in tech_to_progressive_lookup:
 | |
|                 prog_add.add(tech_to_progressive_lookup[tech])
 | |
|         self.advancement_technologies |= prog_add
 | |
| 
 | |
|     def create_item(self, name: str) -> FactorioItem:
 | |
|         if name in tech_table:  # is a Technology
 | |
|             if name in self.advancement_technologies:
 | |
|                 classification = ItemClassification.progression
 | |
|             else:
 | |
|                 classification = ItemClassification.filler
 | |
|             return FactorioItem(name,
 | |
|                                 classification,
 | |
|                                 tech_table[name], self.player)
 | |
| 
 | |
|         item = FactorioItem(name,
 | |
|                             ItemClassification.trap if name.endswith("Trap") else ItemClassification.filler,
 | |
|                             all_items[name], self.player)
 | |
|         return item
 | |
| 
 | |
| 
 | |
| class FactorioLocation(Location):
 | |
|     game: str = Factorio.game
 | |
| 
 | |
| 
 | |
| class FactorioScienceLocation(FactorioLocation):
 | |
|     complexity: int
 | |
|     revealed: bool = False
 | |
| 
 | |
|     # Factorio technology properties:
 | |
|     ingredients: typing.Dict[str, int]
 | |
|     count: int = 0
 | |
| 
 | |
|     def __init__(self, player: int, name: str, address: int, parent: Region):
 | |
|         super(FactorioScienceLocation, self).__init__(player, name, address, parent)
 | |
|         # "AP-{Complexity}-{Cost}"
 | |
|         self.complexity = int(self.name[3]) - 1
 | |
|         self.rel_cost = int(self.name[5:])
 | |
| 
 | |
|         self.ingredients = {Factorio.ordered_science_packs[self.complexity]: 1}
 | |
|         for complexity in range(self.complexity):
 | |
|             if (parent.multiworld.worlds[self.player].options.tech_cost_mix >
 | |
|                     parent.multiworld.worlds[self.player].random.randint(0, 99)):
 | |
|                 self.ingredients[Factorio.ordered_science_packs[complexity]] = 1
 | |
| 
 | |
|     @property
 | |
|     def factorio_ingredients(self) -> typing.List[typing.Tuple[str, int]]:
 | |
|         return [(name, count) for name, count in self.ingredients.items()]
 | 
