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Archipelago/worlds/satisfactory/__init__.py

264 lines
13 KiB
Python

from typing import TextIO, ClassVar, Any
from collections.abc import Iterable
from BaseClasses import Item, ItemClassification, CollectionState
from NetUtils import Hint
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"
required_client_version = (0, 6, 0)
ut_can_gen_without_yaml = True
game_logic: ClassVar[GameLogic] = GameLogic()
# These are set in generate_early and thus aren't always available
state_logic: StateLogic | None = None
items: Items | None = None
critical_path: CriticalPathCalculator | None = None
critical_path_seed: float | None = None
#
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)
def generate_early(self) -> None:
self.process_universal_tracker_slot_data_if_available()
if not self.critical_path_seed:
self.critical_path_seed = self.random.random()
if self.options.mam_logic_placement.value == Placement.starting_inventory:
self.push_precollected_by_name("Building: MAM")
if self.options.awesome_logic_placement.value == Placement.starting_inventory:
self.push_precollected_by_name("Building: AWESOME Sink")
self.push_precollected_by_name("Building: AWESOME Shop")
if self.options.energy_link_logic_placement.value == Placement.starting_inventory:
self.push_precollected_by_name("Building: Power Storage")
if self.options.splitter_placement == Placement.starting_inventory:
self.push_precollected_by_name("Building: Conveyor Splitter")
self.push_precollected_by_name("Building: Conveyor Merger")
if not self.options.trap_selection_override.value:
self.options.trap_selection_override.value = set(self.options.trap_selection_preset.get_selected_list())
self.critical_path = CriticalPathCalculator(self.game_logic, self.critical_path_seed, self.options)
self.critical_path.calculate()
self.state_logic = StateLogic(self.player, self.options, self.critical_path)
self.items = Items(self.player, self.game_logic, self.random, self.options, self.critical_path)
starting_inventory: list[str] = self.options.starting_inventory_preset.get_selected_list()
for item_name in starting_inventory:
self.push_precollected_by_name(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))
precollected_items: list[Item] = self.multiworld.precollected_items[self.player]
self.multiworld.itempool += \
self.items.build_item_pool(self.random, precollected_items, 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_phases[self.options.final_elevator_phase.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 in self.game_logic.indirect_recipes:
state.prog_items[self.player][self.game_logic.indirect_recipes[item.name]] += 1
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item.name in self.game_logic.indirect_recipes:
state.prog_items[self.player][self.game_logic.indirect_recipes[item.name]] -= 1
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():
multiplied_amount = int(max(amount * (self.options.milestone_cost_multiplier / 100), 1))
slot_hub_layout[tier - 1][milestone - 1][self.item_id_str(part)] = multiplied_amount
starting_recipes: tuple[int, ...] = tuple(
self.item_name_to_id[recipe_name]
for recipe_name in self.critical_path.tier_0_recipes
)
return {
"Data": {
"HubLayout": slot_hub_layout,
"ExplorationCosts": {
self.item_id_str("Mercer Sphere"): int(self.options.goal_exploration_collectables_amount.value * 2),
self.item_id_str("Somersloop"): self.options.goal_exploration_collectables_amount.value,
self.item_id_str("Hard Drive"): int(self.options.goal_exploration_collectables_amount.value / 5),
self.item_id_str("Paleberry"): self.options.goal_exploration_collectables_amount.value * 10,
self.item_id_str("Beryl Nut"): self.options.goal_exploration_collectables_amount.value * 20,
self.item_id_str("Bacon Agaric"): self.options.goal_exploration_collectables_amount.value,
},
"Options": {
"GoalSelection": self.options.goal_selection.value,
"GoalRequirement": self.options.goal_requirement.value,
"FinalElevatorPhase": self.options.final_elevator_phase.value,
"FinalResourceSinkPointsTotal": self.options.goal_awesome_sink_points_total.value,
"FinalResourceSinkPointsPerMinute": self.options.goal_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),
"StartingRecipies": starting_recipes
},
"SlotDataVersion": 1,
"UT": {
"Seed": self.critical_path_seed,
"RandomizeTier0": bool(self.options.randomize_starter_recipes)
}
},
"DeathLink": bool(self.options.death_link)
}
@staticmethod
def interpret_slot_data(slot_data: dict[str, Any] | None) -> dict[str, Any] | None:
"""Used by Universal Tracker, return value is passed to self.multiworld.re_gen_passthrough["Satisfactory"]"""
return slot_data
def process_universal_tracker_slot_data_if_available(self) -> None:
"""Used by Universal Tracker to correctly rebuild state"""
slot_data: dict[str, Any] | None = None
if (hasattr(self.multiworld, "re_gen_passthrough")
and isinstance(self.multiworld.re_gen_passthrough, dict)
and "Satisfactory" in self.multiworld.re_gen_passthrough):
slot_data = self.multiworld.re_gen_passthrough["Satisfactory"]
if not slot_data:
return
if slot_data["Data"]["SlotDataVersion"] != 1:
raise Exception("The slot_data version mismatch, the UT's Satisfactory .apworld is different from the one "
"used during generation")
self.options.goal_selection.value = slot_data["Data"]["Options"]["GoalSelection"]
self.options.goal_requirement.value = slot_data["Data"]["Options"]["GoalRequirement"]
self.options.final_elevator_phase.value = slot_data["Data"]["Options"]["FinalElevatorPhase"]
self.options.goal_awesome_sink_points_total.value = slot_data["Data"]["Options"]["FinalResourceSinkPointsTotal"]
self.options.goal_awesome_sink_points_per_minute.value = \
slot_data["Data"]["Options"]["FinalResourceSinkPointsPerMinute"]
self.options.free_sample_equipment.value = slot_data["Data"]["Options"]["FreeSampleEquipment"]
self.options.free_sample_buildings.value = slot_data["Data"]["Options"]["FreeSampleBuildings"]
self.options.free_sample_parts.value = slot_data["Data"]["Options"]["FreeSampleParts"]
self.options.free_sample_radioactive.value = int(slot_data["Data"]["Options"]["FreeSampleRadioactive"])
self.options.energy_link.value = int(slot_data["Data"]["Options"]["EnergyLink"])
self.options.milestone_cost_multiplier.value = 100 * \
(slot_data["Data"]["HubLayout"][0][0][self.item_id_str("Concrete")]
/ self.game_logic.hub_layout[0][0]["Concrete"])
self.options.goal_exploration_collectables_amount.value = \
slot_data["Data"]["ExplorationCosts"][self.item_id_str("Somersloop")]
self.critical_path_seed = slot_data["Data"]["UT"]["Seed"]
self.options.randomize_starter_recipes.value = slot_data["Data"]["UT"]["RandomizeTier0"]
def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
if self.options.randomize_starter_recipes:
spoiler_handle.write(f'Starter Recipes: {sorted(self.critical_path.tier_0_recipes)}\n')
def setup_events(self) -> None:
location: SatisfactoryLocation
for location in self.get_locations():
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 get_filler_item_name(self) -> str:
if self.items:
return self.items.get_filler_item_name(self.random, None)
else:
return Items.get_filler_item_name_uninitialized(self.random)
def create_item(self, name: str) -> Item:
if self.items:
return self.items.create_item(name, self.player)
else:
return Items.create_item_uninitialized(name, self.player)
def extend_hint_information(self, _: dict[int, dict[int, str]]):
"""
Normally used for adding entrance information,
but in this case we want to create hints for locations that hold usefull items.
Since we only know item placements after generation is completed it was either this
or fill_slot_data or modify_multidata, and this method seemed the best fit
"""
locations_visible_from_start: set[int] = set(range(1338000, 1338099)) # ids of Hub 1-1,1 to 2-5,10
if "Building: AWESOME Shop" in self.options.start_inventory \
or "Building: AWESOME Shop" in self.options.start_inventory_from_pool \
or self.options.awesome_logic_placement.value == Placement.starting_inventory:
locations_visible_from_start.update(range(1338700, 1338709)) # ids of shop locations 1 to 10
location_names_with_useful_items: Iterable[str] = [
location.name
for location in self.get_locations()
if location.address in locations_visible_from_start and location.item \
and location.item.flags & (ItemClassification.progression | ItemClassification.useful) > 0
]
self.options.start_location_hints.value.update(location_names_with_useful_items)
def push_precollected_by_name(self, item_name: str) -> None:
item = self.create_item(item_name)
self.push_precollected(item)
def item_id_str(self, item_name: str) -> str:
# ItemIDs of bundles are shared with their component item
bundled_name = f"Bundle: {item_name}"
return str(self.item_name_to_id[bundled_name])