from random import Random from typing import Optional from collections.abc import Iterable from .GameLogic import GameLogic, Recipe from .Options import SatisfactoryOptions from .Options import SatisfactoryOptions class CriticalPathCalculator: logic: GameLogic random: Random options: SatisfactoryOptions required_parts: set[str] required_buildings: set[str] required_item_names: set[str] required_power_level: int __potential_required_belt_speed: int __potential_required_pipes: bool __potential_required_radioactive: bool parts_to_exclude: set[str] recipes_to_exclude: set[str] buildings_to_exclude: set[str] def __init__(self, logic: GameLogic, random: Random, options: SatisfactoryOptions): self.logic = logic self.random = random self.options = options self.required_parts = set() self.required_buildings = set() self.required_power_level: int = 1 self.__potential_required_belt_speed = 1 self.__potential_required_pipes = False selected_power_infrastructure: dict[int, Recipe] = {} self.select_minimal_required_parts_for(self.logic.space_elevator_tiers[options.final_elevator_package-1].keys()) for tree in self.logic.man_trees.values(): self.select_minimal_required_parts_for(tree.access_items) for node in tree.nodes: if node.minimal_tier > options.final_elevator_package: continue self.select_minimal_required_parts_for(node.unlock_cost.keys()) self.select_minimal_required_parts_for_building("MAM") self.select_minimal_required_parts_for_building("AWESOME Sink") self.select_minimal_required_parts_for_building("AWESOME Shop") self.select_minimal_required_parts_for_building("Space Elevator") self.select_minimal_required_parts_for_building("Conveyor Splitter") self.select_minimal_required_parts_for_building("Conveyor Merger") self.select_minimal_required_parts_for_building("Equipment Workshop") self.select_minimal_required_parts_for_building("Foundation") self.select_minimal_required_parts_for_building("Walls Orange") self.select_minimal_required_parts_for_building("Power Storage") self.select_minimal_required_parts_for_building("Miner Mk.2") if self.logic.recipes["Uranium"][0].minimal_tier <= options.final_elevator_package: self.select_minimal_required_parts_for(("Hazmat Suit", "Iodine-Infused Filter")) for i in range(1, self.__potential_required_belt_speed + 1): self.select_minimal_required_parts_for_building(f"Conveyor Mk.{i}") if self.__potential_required_pipes: self.select_minimal_required_parts_for_building("Pipes Mk.1") self.select_minimal_required_parts_for_building("Pipes Mk.2") self.select_minimal_required_parts_for_building("Pipeline Pump Mk.1") self.select_minimal_required_parts_for_building("Pipeline Pump Mk.2") for i in range(1, self.required_power_level + 1): power_recipe = random.choice(self.logic.requirement_per_powerlevel[i]) selected_power_infrastructure[i] = power_recipe self.select_minimal_required_parts_for(power_recipe.inputs) self.select_minimal_required_parts_for_building(power_recipe.building) self.required_item_names = set( recipe.name for part in self.required_parts for recipe in self.logic.recipes[part] if recipe.minimal_tier <= self.options.final_elevator_package ) self.required_item_names.update("Building: "+ building for building in self.required_buildings) self.parts_to_exclude = set() self.buildings_to_exclude = set() self.recipes_to_exclude = set( recipe.name for part in self.logic.recipes for recipe in self.logic.recipes[part] if recipe.minimal_tier > self.options.final_elevator_package ) excluded_count = len(self.recipes_to_exclude) while True: for part in self.logic.recipes: if part in self.parts_to_exclude: continue for recipe in self.logic.recipes[part]: if recipe.name in self.recipes_to_exclude: continue if recipe.inputs and any(input in self.parts_to_exclude for input in recipe.inputs): self.recipes_to_exclude.add(recipe.name) if all(r.name in self.recipes_to_exclude for r in self.logic.recipes[part]): self.parts_to_exclude.add(part) new_buildings_to_exclude = set( building_name for building_name, building in self.logic.buildings.items() if building_name not in self.buildings_to_exclude and building.inputs and any(input in self.parts_to_exclude for input in building.inputs) ) self.recipes_to_exclude.update( recipe_per_part.name for building_to_exclude in new_buildings_to_exclude for recipes_per_part in self.logic.recipes.values() for recipe_per_part in recipes_per_part if recipe_per_part.building == building_to_exclude ) self.buildings_to_exclude.update(new_buildings_to_exclude) new_length = len(self.recipes_to_exclude) if new_length == excluded_count: break excluded_count = new_length def select_minimal_required_parts_for_building(self, building: str) -> None: self.select_minimal_required_parts_for(self.logic.buildings[building].inputs) self.required_buildings.add(building) def select_minimal_required_parts_for(self, parts: Optional[Iterable[str]]) -> None: if parts is None: return for part in parts: if part in self.required_parts: continue self.required_parts.add(part) for recipe in self.logic.recipes[part]: if recipe.minimal_tier > self.options.final_elevator_package: continue self.__potential_required_belt_speed = \ max(self.__potential_required_belt_speed, recipe.minimal_belt_speed) self.select_minimal_required_parts_for(recipe.inputs) if recipe.needs_pipes: self.__potential_required_pipes = True if recipe.is_radio_active: self.__potential_required_radioactive = True if recipe.building: self.select_minimal_required_parts_for(self.logic.buildings[recipe.building].inputs) self.required_buildings.add(recipe.building) if self.logic.buildings[recipe.building].power_requirement: self.required_power_level = \ max(self.required_power_level, self.logic.buildings[recipe.building].power_requirement)