factorio-data/core/lualib/production-score.lua

335 lines
11 KiB
Lua

local util = require("util")
local function get_total_production_counts(production_statistics)
local produced = production_statistics.input_counts
local consumed = production_statistics.output_counts
for name, value in pairs (consumed) do
if produced[name] then
produced[name] = produced[name] - value
else
produced[name] = -value
end
end
return produced
end
local function get_raw_resources()
local raw_resources = {}
local entities = game.entity_prototypes
for name, entity_prototype in pairs (entities) do
if entity_prototype.resource_category then
if entity_prototype.mineable_properties and entity_prototype.mineable_properties.products then
for k, product in pairs (entity_prototype.mineable_properties.products) do
raw_resources[product.name] = true
end
end
end
if entity_prototype.fluid then
raw_resources[entity_prototype.fluid.name] = true
end
end
return raw_resources
end
local function get_product_list()
local product_list = {}
local recipes = game.recipe_prototypes
for recipe_name, recipe_prototype in pairs (recipes) do
if recipe_prototype.allow_decomposition then
local ingredients = recipe_prototype.ingredients
local products = recipe_prototype.products
for k, product in pairs (products) do
if not product_list[product.name] then
product_list[product.name] = {}
end
local recipe_ingredients = {}
local product_amount = util.product_amount(product)
if product_amount > 0 then
for j, ingredient in pairs (ingredients) do
recipe_ingredients[ingredient.name] = ((ingredient.amount)/#products) / product_amount
end
recipe_ingredients.energy = (recipe_prototype.energy / #products) / product_amount
table.insert(product_list[product.name], recipe_ingredients)
end
end
end
end
local items = game.item_prototypes
local entities = game.entity_prototypes
--[[Now we do some tricky stuff for space science type items]]
local rocket_silos = {}
for k, entity in pairs (entities) do
if entity.type == "rocket-silo" and entity.fixed_recipe then
local recipe = recipes[entity.fixed_recipe]
if not recipe then return end
local required_parts = entity.rocket_parts_required
local list = {}
for k, product in pairs (recipe.products) do
local product_amount = util.product_amount(product)
if product_amount > 0 then
product_amount = product_amount * required_parts
list[product.name] = product_amount
end
end
list["energy"] = recipe.energy
table.insert(rocket_silos, list)
end
end
for k, item in pairs (items) do
local launch_products = item.rocket_launch_products
if launch_products then
for k, launch_product in pairs (launch_products) do
product_list[launch_product.name] = product_list[launch_product.name] or {}
local launch_product_amount = util.product_amount(launch_product)
if launch_product_amount > 0 then
for k, silo_products in pairs (rocket_silos) do
local this_silo = {}
for product_name, product_count in pairs (silo_products) do
this_silo[product_name] = product_count / launch_product_amount
end
this_silo[item.name] = 1 / launch_product_amount
table.insert(product_list[launch_product.name], this_silo)
end
end
end
end
end
return product_list
end
local default_seed_prices = function()
return
{
["iron-ore"] = 3.1,
["copper-ore"] = 3.6,
["coal"] = 3,
["stone"] = 2.4,
["crude-oil"] = 0.2,
["water"] = 1/1000,
["steam"] = 1/1000,
["wood"] = 3.2,
["raw-fish"] = 100,
["energy"] = 1,
["uranium-ore"] = 8.2
}
end
local default_ingredient_exponent = function() return 1.025 end
local default_raw_resource_price = function() return 2.5 end
local default_resource_ignore = function() return {} end
local default_param = function()
return
{
ingredient_exponent = 1.025, --[[The exponent for increase in value for each additional ingredient formula exponent^#ingredients-2]]
raw_resource_price = 2.5, --[[If a raw resource isn't given a price, it uses this price]]
resource_ignore = {} --[[This is used to account for mods removing resource generation, in which case we want the item price to be calculated from recipes.]]
}
end
local ingredient_multiplier = function(recipe, param)
return (param.ingredient_exponent or 1) ^ (table_size(recipe) - 2)
end
local deduce_nil_prices = function(price_list, param)
local nil_prices = {}
for name, item in pairs (game.item_prototypes) do
if not price_list[name] then
nil_prices[name] = {}
end
end
for name, item in pairs (game.fluid_prototypes) do
if not price_list[name] then
nil_prices[name] = {}
end
end
local recipes = game.recipe_prototypes
for name, recipe in pairs (recipes) do
for k, ingredient in pairs (recipe.ingredients) do
if nil_prices[ingredient.name] then
table.insert(nil_prices[ingredient.name], recipe)
end
end
end
for name, recipes in pairs (nil_prices) do
if #recipes > 0 then
local recipe_cost
local ingredient_amount
for k, recipe in pairs (recipes) do
local ingredient_value = 0
for k, ingredient in pairs (recipe.ingredients) do
if ingredient.name == name then
ingredient_amount = ingredient.amount
else
local ingredient_price = price_list[ingredient.name]
if ingredient_price then
ingredient_value = ingredient_value + (ingredient_price * ingredient.amount)
else
ingredient_value = nil
break
end
end
end
if not ingredient_value then break end
local product_value = 0
for k, product in pairs (recipe.products) do
local amount = util.product_amount(product)
local product_price = price_list[product.name]
if product_price then
product_value = product_value + product_price * amount
else
product_value = nil
break
end
end
if not product_value then
break
end
local reverse_price = (product_value - param.energy_addition(recipe, product_value)) / ingredient_multiplier(recipe.ingredients, param) -- Not perfect, but close enough
local this_cost = (reverse_price - ingredient_value) / ingredient_amount
if recipe_cost then
recipe_cost = math.min(recipe_cost, this_cost)
else
recipe_cost = this_cost
end
end
if recipe_cost then
price_list[name] = param.round(recipe_cost)
end
end
end
end
local ln = math.log
local default_energy_addition = function(recipe, cost)
return ((ln(recipe.energy + 1) * (cost ^ 0.5)))
end
local default_rounding = function(number)
return number
end
local production_score = {}
production_score.generate_price_list = function(param)
local param = param or {}
local price_list = param.seed_prices or default_seed_prices()
param.ingredient_exponent = param.ingredient_exponent or default_ingredient_exponent()
param.raw_resource_price = param.raw_resource_price or default_raw_resource_price()
param.resource_ignore = param.resource_ignore or default_resource_ignore()
param.round = param.round or default_rounding
param.energy_addition = param.energy_addition or default_energy_addition
param.normalise = param.normalise or function(number) return number end
local resource_list = get_raw_resources()
for name, k in pairs (resource_list) do
if not price_list[name] then
price_list[name] = param.round(param.raw_resource_price)
end
end
for k, name in pairs (param.resource_ignore or {}) do
price_list[name] = nil
end
local product_list = get_product_list()
local get_price_recursive
get_price_recursive = function(name, current_loop, loop_force)
local price = price_list[name]
if price then return price end
price = 0
if current_loop[name] then
if loop_force then
return param.raw_resource_price
end
return
end
current_loop[name] = true
local entry = product_list[name]
if not entry then return end
local recipe_cost
for k, recipe in pairs (entry) do
local this_recipe_cost = 0
for ingredient_name, cost in pairs (recipe) do
if ingredient_name ~= "energy" then
local addition = get_price_recursive(ingredient_name, current_loop, loop_force)
if addition and addition > 0 then
this_recipe_cost = this_recipe_cost + (addition * cost)
else
this_recipe_cost = 0
break
end
end
end
if this_recipe_cost > 0 then
this_recipe_cost = (this_recipe_cost * ingredient_multiplier(recipe, param)) + param.energy_addition(recipe, this_recipe_cost)
if recipe_cost then
recipe_cost = math.min(recipe_cost, this_recipe_cost)
else
recipe_cost = this_recipe_cost
end
end
end
if recipe_cost then
price = param.round(recipe_cost)
price_list[name] = price
return price
end
end
local items = game.item_prototypes
for name, item in pairs (items) do
local current_loop = {}
get_price_recursive(name, current_loop)
end
local fluids = game.fluid_prototypes
for name, fluid in pairs (fluids) do
local current_loop = {}
get_price_recursive(name, current_loop)
end
deduce_nil_prices(price_list, param)
for name, item in pairs (items) do
local current_loop = {}
get_price_recursive(name, current_loop, true)
end
for name, fluid in pairs (fluids) do
local current_loop = {}
get_price_recursive(name, current_loop, true)
end
deduce_nil_prices(price_list, param)
for k, price in pairs (price_list) do
price_list[k] = param.normalise(price)
end
return price_list
end
production_score.get_production_scores = function(price_list)
local price_list = price_list or production_score.generate_price_list()
local scores = {}
for k, force in pairs (game.forces) do
local score = 0
for name, value in pairs (get_total_production_counts(force.item_production_statistics)) do
local price = price_list[name]
if price then
score = score + (price * value)
end
end
for name, value in pairs (get_total_production_counts(force.fluid_production_statistics)) do
local price = price_list[name]
if price then
score = score + (price * value)
end
end
scores[force.name] = math.floor(score)
end
return scores
end
return production_score