Files
Archipelago/worlds/satisfactory/__init__.py
2025-04-06 00:56:27 +02:00

165 lines
7.2 KiB
Python

from typing import TextIO, ClassVar
from BaseClasses import Item, ItemClassification, CollectionState
from .GameLogic import GameLogic
from .Items import Items
from .Locations import Locations, LocationData
from .StateLogic import EventId, StateLogic
from .Options import SatisfactoryOptions, Placement
from .Regions import SatisfactoryLocation, create_regions_and_return_locations
from .CriticalPathCalculator import CriticalPathCalculator
from .Web import SatisfactoryWebWorld
from ..AutoWorld import World
class SatisfactoryWorld(World):
"""
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat.
Explore an alien planet, create multi-story factories, and enter conveyor belt heaven!
"""
game = "Satisfactory"
options_dataclass = SatisfactoryOptions
options: SatisfactoryOptions
topology_present = False
web = SatisfactoryWebWorld()
origin_region_name = "Overworld"
item_name_to_id = Items.item_names_and_ids
location_name_to_id = Locations().get_locations_for_data_package()
item_name_groups = Items.get_item_names_per_category()
game_logic: ClassVar[GameLogic] = GameLogic()
state_logic: StateLogic
items: Items
critical_path: CriticalPathCalculator
def generate_early(self) -> None:
self.state_logic = StateLogic(self.player, self.options)
self.critical_path = CriticalPathCalculator(self.game_logic, self.random, self.options)
self.items = Items(self.player, self.game_logic, self.random, self.options, self.critical_path)
if self.options.mam_logic_placement.value == Placement.starting_inventory:
self.push_precollected("Building: MAM")
if self.options.awesome_logic_placement.value == Placement.starting_inventory:
self.push_precollected("Building: AWESOME Sink")
self.push_precollected("Building: AWESOME Shop")
if self.options.energy_link_logic_placement.value == Placement.starting_inventory:
self.push_precollected("Building: Power Storage")
if self.options.splitter_placement == Placement.starting_inventory:
self.push_precollected("Building: Conveyor Splitter")
self.push_precollected("Building: Conveyor Merger")
if not self.options.trap_selection_override.value:
self.options.trap_selection_override.value = self.options.trap_selection_preset.get_selected_list()
starting_inventory: list[str] = self.options.starting_inventory_preset.get_selected_list()
for item_name in starting_inventory:
self.push_precollected(item_name)
def create_regions(self) -> None:
locations: list[LocationData] = \
Locations(self.game_logic, self.options, self.state_logic, self.items, self.critical_path).get_locations()
create_regions_and_return_locations(
self.multiworld, self.options, self.player, self.game_logic, self.state_logic, self.critical_path,
locations)
def create_items(self) -> None:
self.setup_events()
number_of_locations: int = len(self.multiworld.get_unfilled_locations(self.player))
self.multiworld.itempool += \
self.items.build_item_pool(self.random, self.multiworld, self.options, number_of_locations)
def set_rules(self) -> None:
resource_sink_goal: bool = "AWESOME Sink Points (total)" in self.options.goal_selection \
or "AWESOME Sink Points (per minute)" in self.options.goal_selection
required_parts = set(self.game_logic.space_elevator_tiers[self.options.final_elevator_package.value - 1].keys())
if resource_sink_goal:
required_parts.union(self.game_logic.buildings["AWESOME Sink"].inputs)
self.multiworld.completion_condition[self.player] = \
lambda state: self.state_logic.can_produce_all(state, required_parts)
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and item.name == "Recipe: Quartz Purification":
state.prog_items[self.player]["Recipe: Distilled Silica"] = 1
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item.name == "Recipe: Quartz Purification":
del state.prog_items[self.player]["Recipe: Distilled Silica"]
return change
def fill_slot_data(self) -> dict[str, object]:
slot_hub_layout: list[list[dict[str, int]]] = []
for tier, milestones in enumerate(self.game_logic.hub_layout, 1):
slot_hub_layout.append([])
for milestone, parts in enumerate(milestones, 1):
slot_hub_layout[tier - 1].append({})
for part, amount in parts.items():
# ItemIDs of bundles are shared with their component item
bundled_name = f"Bundle: {part}"
multiplied_amount = max(amount * (self.options.milestone_cost_multiplier / 100), 1)
slot_hub_layout[tier - 1][milestone - 1][self.item_name_to_id[bundled_name]] = multiplied_amount
return {
"Data": {
"HubLayout": slot_hub_layout,
"SlotsPerMilestone": self.game_logic.slots_per_milestone,
"Options": {
"GoalSelection": self.options.goal_selection.value,
"GoalRequirement": self.options.goal_requirement.value,
"FinalElevatorTier": self.options.final_elevator_package.value,
"FinalResourceSinkPointsTotal": self.options.final_awesome_sink_points_total.value,
"FinalResourceSinkPointsPerMinute": self.options.final_awesome_sink_points_per_minute.value,
"FreeSampleEquipment": self.options.free_sample_equipment.value,
"FreeSampleBuildings": self.options.free_sample_buildings.value,
"FreeSampleParts": self.options.free_sample_parts.value,
"FreeSampleRadioactive": bool(self.options.free_sample_radioactive),
"EnergyLink": bool(self.options.energy_link)
}
},
"SlotDataVersion": 1,
"DeathLink": bool(self.options.death_link)
}
def write_spoiler(self, spoiler_handle: TextIO) -> None:
pass
def get_filler_item_name(self) -> str:
return self.items.get_filler_item_name(self.items.filler_items, self.random, self.options)
def setup_events(self) -> None:
location: SatisfactoryLocation
for location in self.multiworld.get_locations(self.player):
if location.address == EventId:
item_name = location.event_name
item = Item(item_name, ItemClassification.progression, EventId, self.player)
location.place_locked_item(item)
location.show_in_spoiler = False
def create_item(self, name: str) -> Item:
return Items.create_item(self.items, name, self.player)
def push_precollected(self, item_name: str) -> None:
item = self.create_item(item_name)
self.multiworld.push_precollected(item)