Files
Archipelago/worlds/satisfactory/CriticalPathCalculator.py
2025-04-13 00:16:48 +02:00

272 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
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
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, 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.configure_implicitly_unlocked_and_handcraftable_parts()
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")
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 <= 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}")
for i in range(1, self.required_power_level + 1):
power_recipe = 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.options.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.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.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.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 = {
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.options.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: 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: 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: 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")