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Factorio: add Progressive Option
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@@ -1,8 +1,9 @@
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from ..AutoWorld import World
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item
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from .Technologies import tech_table, recipe_sources, technology_table, advancement_technologies, \
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all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes
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from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
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all_ingredient_names, 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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from .Shapes import get_shapes
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from .Mod import generate_mod
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from .Options import factorio_options
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@@ -15,8 +16,16 @@ class Factorio(World):
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victory_tech_names = get_rocket_requirements(
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frozenset(rocket_recipes[self.world.max_science_pack[self.player].value]))
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for tech_name, tech_id in tech_table.items():
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tech_item = Item(tech_name, tech_name in advancement_technologies or tech_name in victory_tech_names,
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for tech_name, tech_id in base_tech_table.items():
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if self.world.progressive and tech_name in tech_to_progressive_lookup:
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item_name = tech_to_progressive_lookup[tech_name]
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tech_id = progressive_tech_table[item_name]
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else:
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item_name = tech_name
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tech_item = Item(item_name, item_name in advancement_technologies or item_name in victory_tech_names,
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tech_id, self.player)
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tech_item.game = "Factorio"
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if tech_name in self.static_nodes:
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@@ -25,7 +34,7 @@ class Factorio(World):
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self.world.itempool.append(tech_item)
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world_gen = self.world.world_gen[self.player].value
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if world_gen.get("seed", None) is None: # allow seed 0
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world_gen["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
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world_gen["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint
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def generate_output(self):
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generate_mod(self.world, self.player)
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@@ -38,7 +47,7 @@ class Factorio(World):
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nauvis = Region("Nauvis", None, "Nauvis", player)
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nauvis.world = menu.world = self.world
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for tech_name, tech_id in tech_table.items():
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for tech_name, tech_id in base_tech_table.items():
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tech = Location(player, tech_name, tech_id, nauvis)
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nauvis.locations.append(tech)
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tech.game = "Factorio"
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@@ -83,6 +92,15 @@ class Factorio(World):
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world.completion_condition[player] = lambda state: state.has('Victory', player)
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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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def get_required_client_version(self) -> tuple:
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return max((0, 1, 4), super(Factorio, self).get_required_client_version())
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@@ -91,6 +109,6 @@ class Factorio(World):
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def set_custom_technologies(world: MultiWorld, player: int):
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custom_technologies = {}
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allowed_packs = world.max_science_pack[player].get_allowed_packs()
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for technology_name, technology in technology_table.items():
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for technology_name, technology in base_technology_table.items():
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custom_technologies[technology_name] = technology.get_custom(world, allowed_packs, player)
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return custom_technologies
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