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main.py
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381
main.py
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from __future__ import annotations
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from dataclasses import dataclass
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from enum import Enum
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from math import ceil
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from typing import Dict, List, Tuple, Optional
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from flask import Flask, render_template, request
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from pydantic import BaseModel, Field
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app = Flask(__name__)
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class Item(BaseModel):
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name: str
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class Machine(BaseModel):
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name: str
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class Machines(Enum):
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Miner = Machine(name="Miner")
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Smelter = Machine(name="Smelter")
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Constructor = Machine(name="Constructor")
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Assembler = Machine(name="Assembler")
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Sorter = Machine(name="Sorter")
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Crusher = Machine(name="Crusher")
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Foundry = Machine(name="Foundry")
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class Items(Enum):
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IronIngot = Item(name="Iron Ingot")
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CopperIngot = Item(name="Copper Ingot")
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Limestone = Item(name="Limestone")
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IronOre = Item(name="Iron Ore")
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CopperOre = Item(name="Copper Ore")
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IronPlate = Item(name="Iron Plate")
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IronRod = Item(name="Iron Rod")
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Wire = Item(name="Wire")
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Cable = Item(name="Cable")
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Concrete = Item(name="Concrete")
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ReinforcedIronPlate = Item(name="Reinforced Iron Plate")
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ModularFrame = Item(name="Modular Frame")
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BronzeBeam = Item(name="Bronze Beam")
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TinPlate = Item(name="Tin Plate")
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TinIngot = Item(name="Tin Ingot")
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CrushedTin = Item(name="Crushed Tin")
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CrushedIron = Item(name="Crushed Iron")
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CrushedGangue = Item(name="Crushed Gangue")
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CrushedSiterite = Item(name="Crushed Siterite")
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SiteriteOre = Item(name="Siterite Ore")
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Screws = Item(name="Screws")
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BronzeIngot = Item(name="Bronze Ingot")
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CrushedCopper = Item(name="Crushed Copper")
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CrushedMagnesium = Item(name="Crushed Magnesium")
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CrushedCallanite = Item(name="Crushed Callanite")
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CallaniteOre = Item(name="Callanite Ore")
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class RawResources(Enum):
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IronOre = Items.IronOre
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CopperOre = Items.CopperOre
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Limestone = Items.Limestone
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# --- Domain model (minimal, extensible) ---
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class Recipe(BaseModel):
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name: str # Human-friendly name
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building: Machines # e.g., "Smelter", "Constructor"
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outputs: Dict[Items, float] # Produced item name
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inputs: Dict[Items, float] = Field(default_factory=dict)
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# A very small starter dataset (default, non-alternate recipes)
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# Rates are per building per minute, matching Satisfactory default recipes.
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class Recipes(Enum):
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ModularFrame = Recipe(
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name="Modular Frame",
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building=Machines.Assembler,
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outputs={Items.ModularFrame: 6.0},
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inputs={
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Items.ReinforcedIronPlate: 7.5,
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Items.BronzeBeam: 7.5,
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},
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)
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ReinforcedIronPlate = Recipe(
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name="Reinforced Iron Plate",
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building=Machines.Assembler,
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outputs={Items.ReinforcedIronPlate: 5.0},
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inputs={
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Items.TinPlate: 20.0,
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Items.Screws: 37.5,
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},
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)
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TinPlate = Recipe(
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name="Tin Plate",
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building=Machines.Assembler,
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outputs={Items.TinPlate: 40.0},
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inputs={
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Items.IronPlate: 20.0,
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Items.TinIngot: 30.0,
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},
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)
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TinIngot = Recipe(
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name="Tin Ingot",
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building=Machines.Smelter,
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outputs={Items.TinIngot: 15.0},
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inputs={Items.CrushedTin: 15.0},
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)
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CrushedIron = Recipe(
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name="Crushed Iron",
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building=Machines.Sorter,
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outputs={
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Items.CrushedIron: 90.0,
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Items.CrushedTin: 60.0,
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Items.CrushedGangue: 40.0,
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},
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inputs={Items.CrushedSiterite: 120.0},
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)
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CrushedSiterite = Recipe(
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name="Crushed Siterite",
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building=Machines.Crusher,
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outputs={
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Items.CrushedSiterite: 60.0,
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Items.CrushedGangue: 25.0,
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},
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inputs={Items.SiteriteOre: 60.0},
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)
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IronPlate = Recipe(
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name="Iron Plate",
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building=Machines.Constructor,
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outputs={Items.IronPlate: 20.0},
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inputs={Items.IronIngot: 30.0},
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)
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IronIngot = Recipe(
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name="Iron Ingot",
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building=Machines.Smelter,
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outputs={Items.IronIngot: 30.0},
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inputs={Items.CrushedIron: 30.0},
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)
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Screws = Recipe(
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name="Screws",
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building=Machines.Constructor,
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outputs={Items.Screws: 50.0},
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inputs={Items.IronRod: 20.0},
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)
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IronRod = Recipe(
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name="Iron Rod",
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building=Machines.Constructor,
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outputs={Items.IronRod: 15.0},
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inputs={Items.IronIngot: 15.0},
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)
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BronzeBeam = Recipe(
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name="Bronze Beam",
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building=Machines.Constructor,
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outputs={Items.BronzeBeam: 7.5},
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inputs={Items.BronzeIngot: 22.5},
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)
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BronzeIngot = Recipe(
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name="Bronze Ingot",
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building=Machines.Foundry,
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outputs={Items.BronzeIngot: 45.0},
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inputs={
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Items.CopperIngot: 36.0,
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Items.TinIngot: 15.0,
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},
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)
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CopperIngot = Recipe(
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name="Copper Ingot",
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building=Machines.Smelter,
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outputs={Items.CopperIngot: 48.0},
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inputs={Items.CrushedCopper: 48.0},
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)
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CrushedCopper = Recipe(
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name="Crushed Copper",
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building=Machines.Sorter,
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outputs={
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Items.CrushedCopper: 96.0,
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Items.CrushedMagnesium: 80.0,
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Items.CrushedGangue: 40.0,
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},
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inputs={Items.CrushedCallanite: 120.0},
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)
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CrushedCallanite = Recipe(
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name="Crushed Callanite",
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building=Machines.Sorter,
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outputs={
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Items.CrushedCallanite: 60.0,
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Items.CrushedGangue: 25.0,
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},
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inputs={Items.CallaniteOre: 60.0},
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)
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# Items which are considered raw resources (mined); they have no crafting recipes here
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RAW_RESOURCES = {
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Items.IronOre,
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Items.CopperOre,
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Items.Limestone,
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Items.SiteriteOre,
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}
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def compute_chain(targets: Dict[Items, float]) -> Tuple[Dict[str, float], List[dict], Dict[str, float], Dict[str, float]]:
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"""
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Given desired output rates (item -> units/min), compute:
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- required raw input rates (raw item -> units/min)
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- a flat list of steps with building counts and per-building utilization
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- total production rates (echo of targets summed if multiple entries per item)
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- unused byproducts (items/min) produced by multi-output recipes but not consumed or targeted
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Uses the Recipes enum and Items objects.
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"""
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# Build a mapping from output item -> recipe that produces it (default recipe set)
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output_to_recipe: Dict[Items, Recipe] = {}
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for r in Recipes:
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recipe = r.value
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for out_item in recipe.outputs.keys():
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# prefer the first seen; can be extended to handle alternates later
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output_to_recipe.setdefault(out_item, recipe)
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# Aggregate demands for each item
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demand: Dict[Items, float] = {}
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def add_demand(item: Items, rate: float) -> None:
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if rate == 0:
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return
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demand[item] = demand.get(item, 0.0) + rate
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for item, rate in targets.items():
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add_demand(item, rate)
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# Work lists
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steps: List[dict] = []
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raw_requirements: Dict[str, float] = {}
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# Track produced and consumed rates to calculate unused byproducts
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produced: Dict[Items, float] = {}
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consumed: Dict[Items, float] = {}
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# Expand demanded craftable items into their inputs until only raw remain
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while True:
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craftable_item = next(
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(i for i, r in demand.items() if r > 1e-9 and i in output_to_recipe),
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None,
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)
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if craftable_item is None:
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break
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needed_rate = demand[craftable_item]
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recipe = output_to_recipe[craftable_item]
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per_building_output = recipe.outputs[craftable_item]
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# Buildings needed
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buildings = needed_rate / per_building_output
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buildings_ceiled = ceil(buildings - 1e-9)
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utilization = 0.0 if buildings_ceiled == 0 else buildings / buildings_ceiled
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# Record the step (as display-friendly strings)
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steps.append({
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"item": craftable_item.value.name,
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"recipe": recipe.name,
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"building": recipe.building.value.name,
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"target_rate": needed_rate,
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"per_building_output": per_building_output,
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"buildings_float": buildings,
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"buildings": buildings_ceiled,
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"utilization": utilization,
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})
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# Consume this demand and add input demands
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demand[craftable_item] -= needed_rate
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scale = buildings # exact fractional buildings to match demand exactly
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# Account for all outputs produced by this recipe at the chosen scale
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for out_item, out_rate_per_build in (recipe.outputs or {}).items():
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produced[out_item] = produced.get(out_item, 0.0) + out_rate_per_build * scale
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# Add input demands and track consumption
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for in_item, in_rate_per_build in (recipe.inputs or {}).items():
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rate_needed = in_rate_per_build * scale
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add_demand(in_item, rate_needed)
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consumed[in_item] = consumed.get(in_item, 0.0) + rate_needed
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# What's left in demand are raw items
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for item, rate in demand.items():
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if rate <= 1e-9:
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continue
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if item in RAW_RESOURCES or item not in output_to_recipe:
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raw_requirements[item.value.name] = raw_requirements.get(item.value.name, 0.0) + rate
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else:
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# Shouldn't happen, but guard
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raw_requirements[item.value.name] = raw_requirements.get(item.value.name, 0.0) + rate
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# Merge steps for same item/building
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merged: Dict[Tuple[str, str], dict] = {}
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for s in steps:
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key = (s["item"], s["building"])
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if key not in merged:
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merged[key] = {**s}
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else:
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m = merged[key]
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m["target_rate"] += s["target_rate"]
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m["buildings_float"] += s["buildings_float"]
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m["buildings"] += s["buildings"]
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total_buildings = m["buildings"]
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m["utilization"] = 0.0 if total_buildings == 0 else m["buildings_float"] / total_buildings
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merged_steps = sorted(merged.values(), key=lambda x: (x["building"], x["item"]))
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# Echo total outputs (same as targets possibly aggregated), as item-name -> rate
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total_outputs: Dict[str, float] = {}
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for item, rate in targets.items():
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total_outputs[item.value.name] = total_outputs.get(item.value.name, 0.0) + rate
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# Compute unused byproducts: produced but not consumed and not part of explicit targets
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unused_byproducts: Dict[str, float] = {}
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for item, qty_produced in produced.items():
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qty_consumed = consumed.get(item, 0.0)
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qty_targeted = targets.get(item, 0.0)
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unused = qty_produced - qty_consumed - qty_targeted
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if unused > 1e-9:
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unused_byproducts[item.value.name] = unused
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return raw_requirements, merged_steps, total_outputs, unused_byproducts
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@app.route("/", methods=["GET", "POST"])
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def index():
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# Build selectable items list from Items enum (display names)
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item_names = sorted([i.value.name for i in Items])
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name_to_item = {i.value.name: i for i in Items}
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result = None
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error = None
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selected_item = item_names[0] if item_names else ""
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selected_rate = 60.0
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if request.method == "POST":
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item_name = request.form.get("item") or selected_item
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rate_str = request.form.get("rate")
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try:
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rate = float(rate_str)
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if rate < 0:
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raise ValueError
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except (TypeError, ValueError):
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error = "Please enter a valid non-negative number for rate (items per minute)."
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rate = None
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selected_item = item_name
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if rate is not None:
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selected_rate = rate
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if not error and item_name and rate is not None:
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item_obj = name_to_item.get(item_name)
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if item_obj is None:
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error = "Unknown item selected."
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else:
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targets = {item_obj: rate}
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raw, steps, outputs, unused = compute_chain(targets)
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result = {
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"targets": {item_name: rate},
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"raw": raw,
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"steps": steps,
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"outputs": outputs,
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"unused": unused,
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}
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return render_template(
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"index.html",
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items=item_names,
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result=result,
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error=error,
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selected_item=selected_item,
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selected_rate=selected_rate,
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)
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def create_app():
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return app
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if __name__ == "__main__":
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# For local dev: python main.py
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app.run(host="0.0.0.0", port=5000, debug=True)
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