285 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			285 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import collections
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| 
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| from ..AutoWorld import World
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| 
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| from BaseClasses import Region, Entrance, Location, Item
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| from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
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|     all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \
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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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| from .Shapes import get_shapes
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| from .Mod import generate_mod
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| from .Options import factorio_options, Silo
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| 
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| import logging
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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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|     game: str = "Factorio"
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|     static_nodes = {"automation", "logistics", "rocket-silo"}
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|     custom_recipes = {}
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|     additional_advancement_technologies = set()
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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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| 
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|     data_version = 5
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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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|         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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|         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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|     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", None, "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", None, "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 = Item("Victory", True, 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 = 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 = 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 if self.world.silo[self.player].value == Silo.option_spawn \
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|                           else self.custom_recipes["rocket-silo"] \
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|                           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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|             victory_tech_names = get_rocket_requirements(silo_recipe, part_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(self, state, item) -> bool:
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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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|             for item_name in prog_table:
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|                 if not state.has(item_name, item.player):
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|                     state.prog_items[item_name, item.player] += 1
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|                     return True
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|         return super(Factorio, self).collect(state, item)
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| 
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|     def get_required_client_version(self) -> tuple:
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|         return max((0, 1, 6), super(Factorio, self).get_required_client_version())
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| 
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|     options = factorio_options
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| 
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|     def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1) -> 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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|         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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| 
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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 len(pool) > 0:
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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 = 1.1 * 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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|             ingredient = pool.pop()
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|             if ingredient not in recipes:
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|                 logging.warning(f"missing recipe for {ingredient}")
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|                 continue
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|             ingredient_recipe = recipes[ingredient]
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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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|             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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| 
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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 len(pool) > 0:
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|             ingredient = pool.pop()
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|             if ingredient not in recipes:
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|                 logging.warning(f"missing recipe for {ingredient}")
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|                 continue
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|             ingredient_recipe = recipes[ingredient]
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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: continue
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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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| 
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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, original.category, new_ingredients, 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()])
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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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|         self.additional_advancement_technologies = {tech.name for tech in
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|                                                     self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
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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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|                     original = recipes[pack]
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|                     new_ingredients = {}
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|                     for _ in original.ingredients:
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|                         new_ingredients[valid_pool.pop()] = 1
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|                     new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy)
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|                     self.additional_advancement_technologies |= {tech.name for tech in
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|                                                                  new_recipe.recursive_unlocking_technologies}
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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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|             valid_pool = []
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|             for pack in self.world.max_science_pack[self.player].get_allowed_packs():
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|                 valid_pool += sorted(science_pack_pools[pack])
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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.additional_advancement_technologies |= {tech.name for tech in
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|                                                          new_recipe.recursive_unlocking_technologies}
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|             self.custom_recipes["rocket-silo"] = new_recipe
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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.additional_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.additional_advancement_technologies |= prog_add
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| 
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|     def create_item(self, name: str) -> Item:
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|         if name in tech_table:
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|             return FactorioItem(name, name in advancement_technologies or
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|                                 name in self.additional_advancement_technologies,
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|                                 tech_table[name], self.player)
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|         elif name in all_items:
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|             return FactorioItem(name, False, all_items[name], self.player)
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