The Witness: The big dumb refactor (#3007)
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@@ -3,13 +3,16 @@ Defines the rules by which locations can be accessed,
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depending on the items received
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"""
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from typing import TYPE_CHECKING, Callable, FrozenSet
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from typing import TYPE_CHECKING, FrozenSet
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from BaseClasses import CollectionState
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from .player_logic import WitnessPlayerLogic
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from worlds.generic.Rules import CollectionRule, set_rule
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from . import WitnessPlayerRegions
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from .data import static_logic as static_witness_logic
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from .locations import WitnessPlayerLocations
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from . import StaticWitnessLogic, WitnessRegions
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from worlds.generic.Rules import set_rule
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from .player_logic import WitnessPlayerLogic
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if TYPE_CHECKING:
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from . import WitnessWorld
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@@ -30,17 +33,17 @@ laser_hexes = [
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def _has_laser(laser_hex: str, world: "WitnessWorld", player: int,
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redirect_required: bool) -> Callable[[CollectionState], bool]:
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redirect_required: bool) -> CollectionRule:
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if laser_hex == "0x012FB" and redirect_required:
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return lambda state: (
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_can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)(state)
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_can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)(state)
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and state.has("Desert Laser Redirection", player)
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)
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else:
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return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)
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return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)
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def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> Callable[[CollectionState], bool]:
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def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
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laser_lambdas = []
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for laser_hex in laser_hexes:
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@@ -52,7 +55,7 @@ def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) ->
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def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic,
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locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
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player_locations: WitnessPlayerLocations) -> CollectionRule:
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"""
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Determines whether a panel can be solved
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"""
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@@ -60,15 +63,16 @@ def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logi
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panel_obj = player_logic.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]
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entity_name = panel_obj["checkName"]
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if entity_name + " Solved" in locat.EVENT_LOCATION_TABLE:
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if entity_name + " Solved" in player_locations.EVENT_LOCATION_TABLE:
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return lambda state: state.has(player_logic.EVENT_ITEM_PAIRS[entity_name + " Solved"], player)
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else:
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return make_lambda(panel, world)
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def _can_move_either_direction(state: CollectionState, source: str, target: str, regio: WitnessRegions) -> bool:
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entrance_forward = regio.created_entrances[source, target]
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entrance_backward = regio.created_entrances[target, source]
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def _can_move_either_direction(state: CollectionState, source: str, target: str,
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player_regions: WitnessPlayerRegions) -> bool:
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entrance_forward = player_regions.created_entrances[source, target]
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entrance_backward = player_regions.created_entrances[target, source]
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return (
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any(entrance.can_reach(state) for entrance in entrance_forward)
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@@ -81,49 +85,49 @@ def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
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player = world.player
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hedge_2_access = (
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_can_move_either_direction(state, "Keep 2nd Maze", "Keep", world.regio)
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_can_move_either_direction(state, "Keep 2nd Maze", "Keep", world.player_regions)
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)
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hedge_3_access = (
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_can_move_either_direction(state, "Keep 3rd Maze", "Keep", world.regio)
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or _can_move_either_direction(state, "Keep 3rd Maze", "Keep 2nd Maze", world.regio)
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and hedge_2_access
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_can_move_either_direction(state, "Keep 3rd Maze", "Keep", world.player_regions)
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or _can_move_either_direction(state, "Keep 3rd Maze", "Keep 2nd Maze", world.player_regions)
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and hedge_2_access
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)
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hedge_4_access = (
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_can_move_either_direction(state, "Keep 4th Maze", "Keep", world.regio)
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or _can_move_either_direction(state, "Keep 4th Maze", "Keep 3rd Maze", world.regio)
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and hedge_3_access
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_can_move_either_direction(state, "Keep 4th Maze", "Keep", world.player_regions)
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or _can_move_either_direction(state, "Keep 4th Maze", "Keep 3rd Maze", world.player_regions)
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and hedge_3_access
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)
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hedge_access = (
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_can_move_either_direction(state, "Keep 4th Maze", "Keep Tower", world.regio)
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and state.can_reach("Keep", "Region", player)
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and hedge_4_access
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_can_move_either_direction(state, "Keep 4th Maze", "Keep Tower", world.player_regions)
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and state.can_reach("Keep", "Region", player)
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and hedge_4_access
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)
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backwards_to_fourth = (
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state.can_reach("Keep", "Region", player)
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and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Keep Tower", world.regio)
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and (
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_can_move_either_direction(state, "Keep", "Keep Tower", world.regio)
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or hedge_access
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)
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state.can_reach("Keep", "Region", player)
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and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Keep Tower", world.player_regions)
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and (
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_can_move_either_direction(state, "Keep", "Keep Tower", world.player_regions)
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or hedge_access
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)
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)
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shadows_shortcut = (
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state.can_reach("Main Island", "Region", player)
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and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Shadows", world.regio)
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state.can_reach("Main Island", "Region", player)
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and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Shadows", world.player_regions)
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)
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backwards_access = (
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_can_move_either_direction(state, "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate", world.regio)
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and (backwards_to_fourth or shadows_shortcut)
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_can_move_either_direction(state, "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate", world.player_regions)
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and (backwards_to_fourth or shadows_shortcut)
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)
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front_access = (
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_can_move_either_direction(state, "Keep 2nd Pressure Plate", "Keep", world.regio)
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and state.can_reach("Keep", "Region", player)
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_can_move_either_direction(state, "Keep 2nd Pressure Plate", "Keep", world.player_regions)
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and state.can_reach("Keep", "Region", player)
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)
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return front_access and backwards_access
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@@ -131,27 +135,27 @@ def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
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def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
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direct_access = (
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_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
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and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
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_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.player_regions)
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and _can_move_either_direction(state, "Theater", "Windmill Interior", world.player_regions)
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)
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theater_from_town = (
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_can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
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and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
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or _can_move_either_direction(state, "Town", "Theater", world.regio)
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_can_move_either_direction(state, "Town", "Windmill Interior", world.player_regions)
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and _can_move_either_direction(state, "Theater", "Windmill Interior", world.player_regions)
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or _can_move_either_direction(state, "Town", "Theater", world.player_regions)
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)
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tunnels_from_town = (
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_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
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and _can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
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or _can_move_either_direction(state, "Tunnels", "Town", world.regio)
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_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.player_regions)
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and _can_move_either_direction(state, "Town", "Windmill Interior", world.player_regions)
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or _can_move_either_direction(state, "Tunnels", "Town", world.player_regions)
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)
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return direct_access or theater_from_town and tunnels_from_town
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def _has_item(item: str, world: "WitnessWorld", player: int,
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player_logic: WitnessPlayerLogic, locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
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player_logic: WitnessPlayerLogic, player_locations: WitnessPlayerLocations) -> CollectionRule:
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if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
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return lambda state: state.can_reach(item, "Region", player)
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if item == "7 Lasers":
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@@ -171,21 +175,21 @@ def _has_item(item: str, world: "WitnessWorld", player: int,
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elif item == "Theater to Tunnels":
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return lambda state: _can_do_theater_to_tunnels(state, world)
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if item in player_logic.USED_EVENT_NAMES_BY_HEX:
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return _can_solve_panel(item, world, player, player_logic, locat)
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return _can_solve_panel(item, world, player, player_logic, player_locations)
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prog_item = StaticWitnessLogic.get_parent_progressive_item(item)
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prog_item = static_witness_logic.get_parent_progressive_item(item)
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return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
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def _meets_item_requirements(requirements: FrozenSet[FrozenSet[str]],
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world: "WitnessWorld") -> Callable[[CollectionState], bool]:
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world: "WitnessWorld") -> CollectionRule:
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"""
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Checks whether item and panel requirements are met for
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a panel
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"""
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lambda_conversion = [
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[_has_item(item, world, world.player, world.player_logic, world.locat) for item in subset]
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[_has_item(item, world, world.player, world.player_logic, world.player_locations) for item in subset]
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for subset in requirements
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]
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@@ -195,7 +199,7 @@ def _meets_item_requirements(requirements: FrozenSet[FrozenSet[str]],
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)
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def make_lambda(entity_hex: str, world: "WitnessWorld") -> Callable[[CollectionState], bool]:
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def make_lambda(entity_hex: str, world: "WitnessWorld") -> CollectionRule:
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"""
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Lambdas are created in a for loop so values need to be captured
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"""
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@@ -204,15 +208,15 @@ def make_lambda(entity_hex: str, world: "WitnessWorld") -> Callable[[CollectionS
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return _meets_item_requirements(entity_req, world)
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def set_rules(world: "WitnessWorld"):
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def set_rules(world: "WitnessWorld") -> None:
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"""
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Sets all rules for all locations
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"""
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for location in world.locat.CHECK_LOCATION_TABLE:
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for location in world.player_locations.CHECK_LOCATION_TABLE:
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real_location = location
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if location in world.locat.EVENT_LOCATION_TABLE:
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if location in world.player_locations.EVENT_LOCATION_TABLE:
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real_location = location[:-7]
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associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location]
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@@ -220,8 +224,8 @@ def set_rules(world: "WitnessWorld"):
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rule = make_lambda(entity_hex, world)
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location = world.multiworld.get_location(location, world.player)
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location = world.get_location(location)
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set_rule(location, rule)
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world.multiworld.completion_condition[world.player] = lambda state: state.has('Victory', world.player)
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world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
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