mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-23 12:23:22 -07:00
279 lines
12 KiB
Python
279 lines
12 KiB
Python
from random import Random
|
|
from typing import Optional
|
|
from collections.abc import Iterable
|
|
from .GameLogic import GameLogic, Recipe
|
|
from .Options import SatisfactoryOptions
|
|
|
|
class CriticalPathCalculator:
|
|
logic: GameLogic
|
|
random: Random
|
|
final_elevator_package: int
|
|
randomize_starter_recipes: bool
|
|
|
|
required_parts: set[str]
|
|
required_buildings: set[str]
|
|
required_item_names: set[str]
|
|
required_power_level: int
|
|
|
|
__potential_required_belt_speed: int
|
|
|
|
parts_to_exclude: set[str]
|
|
recipes_to_exclude: set[str]
|
|
buildings_to_exclude: set[str]
|
|
|
|
implicitly_unlocked: set[str]
|
|
handcraftable_parts: dict[str, list[Recipe]]
|
|
tier_0_recipes: set[str]
|
|
|
|
def __init__(self, logic: GameLogic, seed: float, options: SatisfactoryOptions):
|
|
self.logic = logic
|
|
self.random = Random(seed)
|
|
self.final_elevator_package = options.final_elevator_package.value
|
|
self.randomize_starter_recipes = bool(options.randomize_starter_recipes.value)
|
|
|
|
def calculate(self) -> None:
|
|
self.required_parts = set()
|
|
self.required_buildings = set()
|
|
self.required_power_level: int = 1
|
|
|
|
self.__potential_required_belt_speed = 1
|
|
|
|
self.configure_implicitly_unlocked_and_handcraftable_parts()
|
|
|
|
self.select_minimal_required_parts_for(
|
|
self.logic.space_elevator_tiers[self.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 > self.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")
|
|
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")
|
|
|
|
if self.logic.recipes["Uranium"][0].minimal_tier <= self.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}")
|
|
|
|
for i in range(1, self.required_power_level + 1):
|
|
power_recipe = self.random.choice(self.logic.requirement_per_powerlevel[i])
|
|
self.select_minimal_required_parts_for(power_recipe.inputs)
|
|
self.select_minimal_required_parts_for_building(power_recipe.building)
|
|
|
|
self.required_item_names = {
|
|
recipe.name
|
|
for part in self.required_parts
|
|
for recipe in self.logic.recipes[part]
|
|
if recipe.minimal_tier <= self.final_elevator_package
|
|
}
|
|
self.required_item_names.update({"Building: "+ building for building in self.required_buildings})
|
|
|
|
self.calculate_excluded_things()
|
|
self.select_starter_recipes()
|
|
|
|
|
|
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.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.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)
|
|
|
|
|
|
def calculate_excluded_things(self) -> None:
|
|
self.parts_to_exclude = set()
|
|
self.buildings_to_exclude = set()
|
|
self.recipes_to_exclude = {
|
|
recipe.name
|
|
for part in self.logic.recipes
|
|
for recipe in self.logic.recipes[part]
|
|
if recipe.minimal_tier > self.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 = {
|
|
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 configure_implicitly_unlocked_and_handcraftable_parts(self) -> None:
|
|
self.implicitly_unlocked: set[str] = {
|
|
recipe.name
|
|
for recipes_per_part in self.logic.recipes.values()
|
|
for recipe in recipes_per_part if recipe.implicitly_unlocked
|
|
}
|
|
self.implicitly_unlocked.update({
|
|
building.name
|
|
for building in self.logic.buildings.values() if building.implicitly_unlocked
|
|
})
|
|
|
|
self.handcraftable_parts: dict[str, list[Recipe]] = {}
|
|
for part, recipes_per_part in self.logic.recipes.items():
|
|
for recipe in recipes_per_part:
|
|
if recipe.handcraftable:
|
|
self.handcraftable_parts.setdefault(part, []).append(recipe)
|
|
|
|
|
|
def select_starter_recipes(self) -> None:
|
|
# cable is left unaffected as all its alternative recipes require refinery
|
|
if not self.randomize_starter_recipes:
|
|
self.tier_0_recipes = {
|
|
"Recipe: Iron Ingot",
|
|
"Recipe: Iron Plate",
|
|
"Recipe: Iron Rod",
|
|
"Recipe: Copper Ingot",
|
|
"Recipe: Wire",
|
|
"Recipe: Concrete",
|
|
"Recipe: Screw",
|
|
"Recipe: Reinforced Iron Plate"
|
|
}
|
|
else:
|
|
# we only allow basic parts to be made without the need of refineries
|
|
# could be made more based of GameLogic rather than hardcoded but this is likely faster
|
|
# would likely need to be based of GameLogic when we add mod support
|
|
self.tier_0_recipes = set()
|
|
|
|
self.tier_0_recipes.add(self.random.choice(
|
|
("Recipe: Iron Ingot", "Recipe: Basic Iron Ingot", "Recipe: Iron Alloy Ingot")))
|
|
|
|
selected_recipe = self.random.choice(
|
|
("Recipe: Iron Plate", "Recipe: Iron Plate", "Recipe: Iron Plate", "Recipe: Steel Cast Plate"))
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
if selected_recipe == "Recipe: Steel Cast Plate":
|
|
self.add_steel_ingot_to_starter_recipes()
|
|
|
|
selected_recipe = self.random.choice(
|
|
("Recipe: Iron Rod", "Recipe: Iron Rod", "Recipe: Iron Rod", "Recipe: Steel Rod"))
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
if selected_recipe == "Recipe: Steel Rod":
|
|
self.add_steel_ingot_to_starter_recipes()
|
|
|
|
self.tier_0_recipes.add(self.random.choice(("Recipe: Copper Ingot", "Recipe: Copper Alloy Ingot")))
|
|
|
|
selected_recipe = self.random.choice(
|
|
("Recipe: Wire", "Recipe: Caterium Wire", "Recipe: Fused Wire", "Recipe: Iron Wire"))
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
if selected_recipe in {"Recipe: Caterium Wire", "Recipe: Fused Wire"}:
|
|
# add Caterium Ingot
|
|
self.tier_0_recipes.add("Recipe: Caterium Ingot")
|
|
|
|
selected_recipe = self.random.choice(("Recipe: Concrete", "Recipe: Fine Concrete"))
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
if selected_recipe == "Recipe: Fine Concrete":
|
|
# add Silica
|
|
self.tier_0_recipes.add(self.random.choice(("Recipe: Silica", "Recipe: Cheap Silica")))
|
|
|
|
selected_recipe = self.random.choice(
|
|
("Recipe: Screw", "Recipe: Screw", "Recipe: Cast Screw", "Recipe: Cast Screw", "Recipe: Steel Screw"))
|
|
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
if selected_recipe == "Recipe: Steel Screw":
|
|
# add Steel Beam and steel Ingot
|
|
self.add_steel_ingot_to_starter_recipes()
|
|
self.tier_0_recipes.add(self.random.choice(("Recipe: Steel Beam", "Recipe: Molded Beam")))
|
|
|
|
self.tier_0_recipes.add(self.random.choice(
|
|
("Recipe: Reinforced Iron Plate", "Recipe: Bolted Iron Plate", "Recipe: Stitched Iron Plate")))
|
|
|
|
for part, recipes in self.logic.recipes.items():
|
|
for recipe in recipes:
|
|
if recipe.name in self.tier_0_recipes:
|
|
if part in self.handcraftable_parts:
|
|
self.handcraftable_parts[part].append(recipe)
|
|
else:
|
|
self.handcraftable_parts[part] = [recipe]
|
|
self.tier_0_recipes.add(self.logic.buildings[recipe.building].name)
|
|
|
|
self.implicitly_unlocked.update(self.tier_0_recipes)
|
|
|
|
def add_steel_ingot_to_starter_recipes(self) -> None:
|
|
if "Recipe: Steel Ingot" not in self.tier_0_recipes \
|
|
and "Recipe: Compacted Steel Ingot" not in self.tier_0_recipes \
|
|
and "Recipe: Solid Steel Ingot" not in self.tier_0_recipes:
|
|
|
|
selected_recipe = self.random.choice(
|
|
("Recipe: Steel Ingot", "Recipe: Compacted Steel Ingot", "Recipe: Solid Steel Ingot"))
|
|
|
|
self.tier_0_recipes.add(selected_recipe)
|
|
|
|
if selected_recipe == "Recipe: Compacted Steel Ingot":
|
|
self.tier_0_recipes.add("Recipe: Compacted Coal")
|