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Grinch-AP/worlds/witness/data/static_logic.py

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The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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from collections import defaultdict
from typing import Any, Dict, List, Optional, Set, Tuple
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from Utils import cache_argsless
from .item_definition_classes import (
CATEGORY_NAME_MAPPINGS,
DoorItemDefinition,
ItemCategory,
ItemDefinition,
ProgressiveItemDefinition,
WeightedItemDefinition,
)
from .utils import (
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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WitnessRule,
define_new_region,
get_items,
get_sigma_expert_logic,
get_sigma_normal_logic,
get_vanilla_logic,
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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logical_or_witness_rules,
parse_lambda,
)
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class StaticWitnessLogicObj:
def __init__(self, lines: Optional[List[str]] = None) -> None:
if lines is None:
lines = get_sigma_normal_logic()
# All regions with a list of panels in them and the connections to other regions, before logic adjustments
self.ALL_REGIONS_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.ALL_AREAS_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.CONNECTIONS_WITH_DUPLICATES: Dict[str, Dict[str, Set[WitnessRule]]] = defaultdict(lambda: defaultdict(set))
self.STATIC_CONNECTIONS_BY_REGION_NAME: Dict[str, Set[Tuple[str, WitnessRule]]] = {}
self.ENTITIES_BY_HEX: Dict[str, Dict[str, Any]] = {}
self.ENTITIES_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX: Dict[str, Dict[str, WitnessRule]] = {}
self.OBELISK_SIDE_ID_TO_EP_HEXES: Dict[int, Set[int]] = {}
self.EP_TO_OBELISK_SIDE: Dict[str, str] = {}
self.ENTITY_ID_TO_NAME: Dict[str, str] = {}
self.read_logic_file(lines)
self.reverse_connections()
self.combine_connections()
def read_logic_file(self, lines: List[str]) -> None:
"""
Reads the logic file and does the initial population of data structures
"""
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current_region = {}
current_area: Dict[str, Any] = {
"name": "Misc",
"regions": [],
}
self.ALL_AREAS_BY_NAME["Misc"] = current_area
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for line in lines:
if line == "" or line[0] == "#":
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continue
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if line[-1] == ":":
new_region_and_connections = define_new_region(line)
current_region = new_region_and_connections[0]
region_name = current_region["name"]
self.ALL_REGIONS_BY_NAME[region_name] = current_region
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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for connection in new_region_and_connections[1]:
self.CONNECTIONS_WITH_DUPLICATES[region_name][connection[0]].add(connection[1])
current_area["regions"].append(region_name)
continue
if line[0] == "=":
area_name = line[2:-2]
current_area = {
"name": area_name,
"regions": [],
}
self.ALL_AREAS_BY_NAME[area_name] = current_area
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continue
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line_split = line.split(" - ")
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location_id = line_split.pop(0)
entity_name_full = line_split.pop(0)
entity_hex = entity_name_full[0:7]
entity_name = entity_name_full[9:-1]
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required_panel_lambda = line_split.pop(0)
full_entity_name = current_region["shortName"] + " " + entity_name
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if location_id == "Door" or location_id == "Laser":
self.ENTITIES_BY_HEX[entity_hex] = {
"checkName": full_entity_name,
"entity_hex": entity_hex,
"region": None,
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"id": None,
"entityType": location_id,
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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"locationType": None,
"area": current_area,
}
self.ENTITIES_BY_NAME[self.ENTITIES_BY_HEX[entity_hex]["checkName"]] = self.ENTITIES_BY_HEX[entity_hex]
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self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex] = {
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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"entities": parse_lambda(required_panel_lambda)
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}
# Lasers and Doors exist in a region, but don't have a regional *requirement*
# If a laser is activated, you don't need to physically walk up to it for it to count
# As such, logically, they behave more as if they were part of the "Entry" region
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
2024-06-01 23:11:28 +02:00
self.ALL_REGIONS_BY_NAME["Entry"]["entities"].append(entity_hex)
# However, it will also be important to keep track of their physical location for postgame purposes.
current_region["physical_entities"].append(entity_hex)
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continue
required_item_lambda = line_split.pop(0)
laser_names = {
"Laser",
"Laser Hedges",
"Laser Pressure Plates",
}
if "Discard" in entity_name:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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entity_type = "Panel"
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location_type = "Discard"
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
elif "Vault" in entity_name:
entity_type = "Panel"
2023-06-25 02:00:56 +02:00
location_type = "Vault"
elif entity_name in laser_names:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
entity_type = "Laser"
location_type = None
elif "Obelisk Side" in entity_name:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
entity_type = "Obelisk Side"
2023-06-25 02:00:56 +02:00
location_type = "Obelisk Side"
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
elif "Obelisk" in entity_name:
entity_type = "Obelisk"
location_type = None
elif "EP" in entity_name:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
entity_type = "EP"
2023-06-25 02:00:56 +02:00
location_type = "EP"
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
elif entity_hex.startswith("0xFF"):
entity_type = "Event"
location_type = None
2023-06-25 02:00:56 +02:00
else:
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
entity_type = "Panel"
2023-06-25 02:00:56 +02:00
location_type = "General"
required_items = parse_lambda(required_item_lambda)
required_panels = parse_lambda(required_panel_lambda)
required_items = frozenset(required_items)
requirement = {
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
2024-06-01 23:11:28 +02:00
"entities": required_panels,
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"items": required_items
}
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 01:16:35 +02:00
if entity_type == "Obelisk Side":
eps = set(next(iter(required_panels)))
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eps -= {"Theater to Tunnels"}
eps_ints = {int(h, 16) for h in eps}
self.OBELISK_SIDE_ID_TO_EP_HEXES[int(entity_hex, 16)] = eps_ints
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for ep_hex in eps:
self.EP_TO_OBELISK_SIDE[ep_hex] = entity_hex
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self.ENTITIES_BY_HEX[entity_hex] = {
"checkName": full_entity_name,
"entity_hex": entity_hex,
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"region": current_region,
"id": int(location_id),
The Witness: Panel Hunt Mode (#3265) * Add panel hunt options * Make sure all panels are either solvable or disabled in panel hunt * Pick huntable panels * Discards in disable non randomized * Set up panel hunt requirement * Panel hunt functional * Make it so an event can have multiple names * Panel hunt with events * Add hunt entities to slot data * ruff * add to hint data, no client sneding yet * encode panel hunt amount in compact hint data * Remove print statement * my b * consistent * meh * additions for lcient * Nah * Victory panels ineligible for panel hunt * Panel Hunt Postgame option * cleanup * Add data generation file * pull out set * always disable gate ep in panel hunt * Disallow certain challenge panels from being panel hunt panels * Make panelhuntpostgame its own function, so it can be called even if normal postgame is enabled * disallow PP resets from panel hunt * Disable challenge timer and elevetor start respectively in disable hunt postgame * Fix panelhunt postgame * lol * When you test that the bug is fixed but not that the non-bug is not unfixed * Prevent Obelisks from being panel hunt panels * Make picking panels for panel hunt a bit more sophisticated, if less random * Better function maybe ig * Ok maybe that was a bit too much * Give advanced players some control over panel hunt * lint * correct the logic for amount to pick * decided the jingle thing was dumb, I'll figure sth out client side. Same area discouragement is now a configurable factor, and the logic has been significantly rewritten * comment * Make the option visible * Safety * Change assert slightly * We do a little logging * number tweak & we do a lil logging * we do a little more logging * Ruff * Panel Hunt Option Group * Idk how that got here * Update worlds/witness/options.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update worlds/witness/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * remove merge error * Update worlds/witness/player_logic.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * True * Don't have underwater sliding bridge when you have above water sliding bridge * These are not actually connected lol * get rid of unnecessary variable * Refactor compact hint function again * lint * Pull out Entity Hunt Picking into its own class, split it into many functions. Kept a lot of the comments tho * forgot to actually add the new file * some more refactoring & docstrings * consistent naming * flip elif change * Comment about naming * Make static eligible panels a constant I can refer back to * slight formatting change * pull out options-based eligibility into its own function * better text and stuff * lint * this is not necessary * capitalisation * Fix same area discouragement 0 * Simplify data file generation * Simplify data file generation * prevent div 0 * Add Vault Boxes -> Vault Panels to replacements * Update options.py * Update worlds/witness/entity_hunt.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Update entity_hunt.py * Fix some events not working * assert * remove now unused function * lint * Lasers Activate, Lasers don't Solve * lint * oops * mypy * lint * Add simple panel hunt unit test * Add Panel Hunt Tests * Add more Panel Hunt Tests * Disallow Box Short for normal panel hunt --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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"entityType": entity_type,
"locationType": location_type,
"area": current_area,
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}
self.ENTITY_ID_TO_NAME[entity_hex] = full_entity_name
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self.ENTITIES_BY_NAME[self.ENTITIES_BY_HEX[entity_hex]["checkName"]] = self.ENTITIES_BY_HEX[entity_hex]
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex] = requirement
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The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
2024-06-01 23:11:28 +02:00
current_region["entities"].append(entity_hex)
current_region["physical_entities"].append(entity_hex)
def reverse_connection(self, source_region: str, connection: Tuple[str, Set[WitnessRule]]) -> None:
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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target = connection[0]
traversal_options = connection[1]
# Reverse this connection with all its possibilities, except the ones marked as "OneWay".
for requirement in traversal_options:
remaining_options = set()
for option in requirement:
if not any(req == "TrueOneWay" for req in option):
remaining_options.add(option)
if remaining_options:
self.CONNECTIONS_WITH_DUPLICATES[target][source_region].add(frozenset(remaining_options))
def reverse_connections(self) -> None:
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
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# Iterate all connections
for region_name, connections in list(self.CONNECTIONS_WITH_DUPLICATES.items()):
for connection in connections.items():
self.reverse_connection(region_name, connection)
def combine_connections(self) -> None:
The Witness: Automatic Postgame & Disabled Panels Calculation (#2698) * Refactor postgame code to be more readable * Change all references to options to strings * oops * Fix some outdated code related to yaml-disabled EPs * Small fixes to short/longbox stuff (thanks Medic) * comment * fix duplicate * Removed triplicate lmfao * Better comment * added another 'unfun' postgame consideration * comment * more option strings * oops * Remove an unnecessary comparison * another string missed * New classification changes (Credit: Exempt-Medic) * Don't need to pass world * Comments * Replace it with another magic system because why not at this point :DDDDDD * oops * Oops * Another was missed * Make events conditions. Disable_Non_Randomized will no longer just 'have all events' * What the fuck? Has this just always been broken? * Don't have boolean function with 'not' in the name * Another useful classification * slight code refactor * Funny haha booleans * This would create a really bad merge error * I can't believe this actually kind of works * And here's the punchline. + some bugfixes * Comment dat code * Comments galore * LMAO OOPS * so nice I did it twice * debug x2 * Careful * Add more comments * That comment is a bit unnecessary now * Fix overriding region connections * Correct a comment * Correct again * Rename variable * Idk I guess this is in this branch now * More tweaking of postgame & comments * This is commit just exists to fix that grammar error * I think I can just fucking delete this now??? * Forgot to reset something here * Delete dead codepath * Obelisk Keys were getting yote erroneously * More comments * Fix duplicate connections * Oopsington III * performance improvements & cleanup * More rules cleanup and performance improvements * Oh cool I can do this huh * Okay but this is even more swag tho * Lazy eval * remove some implicit checks * Is this too magical yet * more guard magic * Maaaaaaaagiccccccccc * Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy * Make it docstring * Newline bc I like that better * this is a little spooky lol * lol * Wait * spoO * Better variable name and comment * Improved comment again * better API * oops I deleted a deepcopy * lol help * Help??? * player_regionsns lmao * Add some comments * Make doors disabled properly again. I hope this works * Don't disable lasers * Omega oops * Make Floor 2 Exit not exist * Make a fix that's warps compatible * I think this was an oversight, I tested a seed and it seems to have the same result * This is definitely less Violet than before * Does this feel more violet lol * Exception if a laser gets disabled, cleanup * Ruff * >:( * consistent utils import * Make autopostgame more reviewable (hopefully) * more reviewability * WitnessRule * replace another instance of it * lint * style * comment * found the bug * Move comment * Get rid of cache and ugly allow_victory * comments and lint
2024-06-01 23:11:28 +02:00
# All regions need to be present, and this dict is copied later - Thus, defaultdict is not the correct choice.
self.STATIC_CONNECTIONS_BY_REGION_NAME = {region_name: set() for region_name in self.ALL_REGIONS_BY_NAME}
for source, connections in self.CONNECTIONS_WITH_DUPLICATES.items():
for target, requirement in connections.items():
combined_req = logical_or_witness_rules(requirement)
self.STATIC_CONNECTIONS_BY_REGION_NAME[source].add((target, combined_req))
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# Item data parsed from WitnessItems.txt
ALL_ITEMS: Dict[str, ItemDefinition] = {}
_progressive_lookup: Dict[str, str] = {}
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def parse_items() -> None:
"""
Parses currently defined items from WitnessItems.txt
"""
lines: List[str] = get_items()
current_category: ItemCategory = ItemCategory.SYMBOL
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for line in lines:
# Skip empty lines and comments.
if line == "" or line[0] == "#":
continue
# If this line is a category header, update our cached category.
if line in CATEGORY_NAME_MAPPINGS.keys():
current_category = CATEGORY_NAME_MAPPINGS[line]
continue
line_split = line.split(" - ")
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item_code = int(line_split[0])
item_name = line_split[1]
arguments: List[str] = line_split[2].split(",") if len(line_split) >= 3 else []
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if current_category in [ItemCategory.DOOR, ItemCategory.LASER]:
# Map doors to IDs.
ALL_ITEMS[item_name] = DoorItemDefinition(item_code, current_category, arguments)
elif current_category == ItemCategory.TRAP or current_category == ItemCategory.FILLER:
# Read filler weights.
weight = int(arguments[0]) if len(arguments) >= 1 else 1
ALL_ITEMS[item_name] = WeightedItemDefinition(item_code, current_category, weight)
elif arguments:
# Progressive items.
ALL_ITEMS[item_name] = ProgressiveItemDefinition(item_code, current_category, arguments)
for child_item in arguments:
_progressive_lookup[child_item] = item_name
else:
ALL_ITEMS[item_name] = ItemDefinition(item_code, current_category)
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def get_parent_progressive_item(item_name: str) -> str:
"""
Returns the name of the item's progressive parent, if there is one, or the item's name if not.
"""
return _progressive_lookup.get(item_name, item_name)
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@cache_argsless
def get_vanilla() -> StaticWitnessLogicObj:
return StaticWitnessLogicObj(get_vanilla_logic())
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@cache_argsless
def get_sigma_normal() -> StaticWitnessLogicObj:
return StaticWitnessLogicObj(get_sigma_normal_logic())
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@cache_argsless
def get_sigma_expert() -> StaticWitnessLogicObj:
return StaticWitnessLogicObj(get_sigma_expert_logic())
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def __getattr__(name: str) -> StaticWitnessLogicObj:
if name == "vanilla":
return get_vanilla()
if name == "sigma_normal":
return get_sigma_normal()
if name == "sigma_expert":
return get_sigma_expert()
raise AttributeError(f"module '{__name__}' has no attribute '{name}'")
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parse_items()
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ALL_REGIONS_BY_NAME = get_sigma_normal().ALL_REGIONS_BY_NAME
ALL_AREAS_BY_NAME = get_sigma_normal().ALL_AREAS_BY_NAME
STATIC_CONNECTIONS_BY_REGION_NAME = get_sigma_normal().STATIC_CONNECTIONS_BY_REGION_NAME
ENTITIES_BY_HEX = get_sigma_normal().ENTITIES_BY_HEX
ENTITIES_BY_NAME = get_sigma_normal().ENTITIES_BY_NAME
STATIC_DEPENDENT_REQUIREMENTS_BY_HEX = get_sigma_normal().STATIC_DEPENDENT_REQUIREMENTS_BY_HEX
OBELISK_SIDE_ID_TO_EP_HEXES = get_sigma_normal().OBELISK_SIDE_ID_TO_EP_HEXES
EP_TO_OBELISK_SIDE = get_sigma_normal().EP_TO_OBELISK_SIDE
ENTITY_ID_TO_NAME = get_sigma_normal().ENTITY_ID_TO_NAME