The Witness: v4 Content Update (#1338)

## New Features:

- EP Shuffle (Individual or Obelisk Sides, with varying difficulty levels)
- Ability to play without Puzzle Randomization (I.e. vanilla + AP layer)
- Pet the Dog to get a Puzzle Skip :) (No, really.)

## Changes:

- Starting inventory behavior improved (Consider starting items like doors and lasers logically even if they aren't part of the mode)
- Audio Log hint system improved (On low hint counts, you will no longer get the same locations hinted every time, i.e. always hints are shuffled)

## Fixes:

- Many fixes to symbol requirements
- Fixes to "shuffle_postgame" (What checks are evaluated as "postgame" in specific modes)
- Logically irrelevant doors are now "useful" instead of "progression"
This commit is contained in:
NewSoupVi
2023-02-01 21:18:07 +01:00
committed by GitHub
parent 3cef39a387
commit 4de7ebd8b0
22 changed files with 2557 additions and 297 deletions

View File

@@ -51,6 +51,8 @@ class StaticWitnessItems:
ALL_JUNK_ITEMS = set(BONUS_WEIGHTS.keys()) | set(TRAP_WEIGHTS.keys())
ITEM_ID_TO_DOOR_HEX_ALL = dict()
def __init__(self):
item_tab = dict()
@@ -62,6 +64,13 @@ class StaticWitnessItems:
self.ITEM_NAME_GROUPS.setdefault("Symbols", set()).add(item[0])
for progressive, item_list in StaticWitnessLogic.PROGRESSIVE_TO_ITEMS.items():
if not item_list:
continue
if item_list[0] in self.ITEM_NAME_GROUPS.setdefault("Symbols", set()):
self.ITEM_NAME_GROUPS.setdefault("Symbols", set()).add(progressive)
for item in StaticWitnessLogic.ALL_DOOR_ITEMS:
item_tab[item[0]] = ItemData(158000 + item[1], True, False)
@@ -91,6 +100,9 @@ class StaticWitnessItems:
for key, item in item_tab.items():
self.ALL_ITEM_TABLE[key] = item
for door in StaticWitnessLogic.ALL_DOOR_ITEMS:
self.ITEM_ID_TO_DOOR_HEX_ALL[door[1] + 158000] = {int(door_hex, 16) for door_hex in door[2]}
class WitnessPlayerItems:
"""
@@ -101,10 +113,33 @@ class WitnessPlayerItems:
def code(item_name: str):
return StaticWitnessItems.ALL_ITEM_TABLE[item_name].code
def __init__(self, locat: WitnessPlayerLocations, world: MultiWorld, player: int, player_logic: WitnessPlayerLogic):
@staticmethod
def is_progression(item_name: str, multiworld: MultiWorld, player: int):
useless_doors = {
"River Monastery Shortcut (Door)",
"Jungle & River Shortcuts",
"Monastery Shortcut (Door)",
"Orchard Second Gate (Door)",
}
if item_name in useless_doors:
return False
ep_doors = {
"Monastery Garden Entry (Door)",
"Monastery Shortcuts",
}
if item_name in ep_doors:
return get_option_value(multiworld, player, "shuffle_EPs") != 0
return True
def __init__(self, locat: WitnessPlayerLocations, multiworld: MultiWorld, player: int, logic: WitnessPlayerLogic):
"""Adds event items after logic changes due to options"""
self.EVENT_ITEM_TABLE = dict()
self.ITEM_TABLE = copy.copy(StaticWitnessItems.ALL_ITEM_TABLE)
self.PROGRESSION_TABLE = dict()
self.ITEM_ID_TO_DOOR_HEX = dict()
@@ -116,27 +151,31 @@ class WitnessPlayerItems:
self.EXTRA_AMOUNTS = {
"Functioning Brain": 1,
"Puzzle Skip": get_option_value(world, player, "puzzle_skip_amount")
"Puzzle Skip": get_option_value(multiworld, player, "puzzle_skip_amount")
}
for k, v in self.ITEM_TABLE.items():
if v.progression and not self.is_progression(k, multiworld, player):
self.ITEM_TABLE[k] = ItemData(v.code, False, False, never_exclude=True)
for item in StaticWitnessLogic.ALL_SYMBOL_ITEMS.union(StaticWitnessLogic.ALL_DOOR_ITEMS):
if item[0] not in player_logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME:
if item[0] not in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME:
del self.ITEM_TABLE[item[0]]
if item in StaticWitnessLogic.ALL_SYMBOL_ITEMS:
self.SYMBOLS_NOT_IN_THE_GAME.add(StaticWitnessItems.ALL_ITEM_TABLE[item[0]].code)
else:
if item[0] in StaticWitnessLogic.PROGRESSIVE_TO_ITEMS:
self.PROG_ITEM_AMOUNTS[item[0]] = len(player_logic.MULTI_LISTS[item[0]])
self.PROG_ITEM_AMOUNTS[item[0]] = len(logic.MULTI_LISTS[item[0]])
self.PROGRESSION_TABLE[item[0]] = self.ITEM_TABLE[item[0]]
self.MULTI_LISTS_BY_CODE = dict()
for item in self.PROG_ITEM_AMOUNTS:
multi_list = player_logic.MULTI_LISTS[item]
multi_list = logic.MULTI_LISTS[item]
self.MULTI_LISTS_BY_CODE[self.code(item)] = [self.code(single_item) for single_item in multi_list]
for entity_hex, items in player_logic.DOOR_ITEMS_BY_ID.items():
for entity_hex, items in logic.DOOR_ITEMS_BY_ID.items():
entity_hex_int = int(entity_hex, 16)
self.DOORS.add(entity_hex_int)
@@ -145,26 +184,33 @@ class WitnessPlayerItems:
item_id = StaticWitnessItems.ALL_ITEM_TABLE[item].code
self.ITEM_ID_TO_DOOR_HEX.setdefault(item_id, set()).add(entity_hex_int)
symbols = is_option_enabled(world, player, "shuffle_symbols")
symbols = is_option_enabled(multiworld, player, "shuffle_symbols")
if "shuffle_symbols" not in the_witness_options.keys():
symbols = True
doors = get_option_value(world, player, "shuffle_doors")
doors = get_option_value(multiworld, player, "shuffle_doors")
if doors and symbols:
self.GOOD_ITEMS = []
if symbols:
self.GOOD_ITEMS = [
"Progressive Dots", "Black/White Squares", "Symmetry"
]
elif symbols:
self.GOOD_ITEMS = [
"Progressive Dots", "Black/White Squares", "Progressive Stars",
"Dots", "Black/White Squares", "Stars",
"Shapers", "Symmetry"
]
if is_option_enabled(world, player, "shuffle_discarded_panels"):
self.GOOD_ITEMS.append("Triangles")
if not is_option_enabled(world, player, "disable_non_randomized_puzzles"):
if doors:
self.GOOD_ITEMS = [
"Dots", "Black/White Squares", "Symmetry"
]
if is_option_enabled(multiworld, player, "shuffle_discarded_panels"):
if is_option_enabled(multiworld, player, "shuffle_discarded_panels"):
if get_option_value(multiworld, player, "puzzle_randomization") == 1:
self.GOOD_ITEMS.append("Arrows")
else:
self.GOOD_ITEMS.append("Triangles")
if not is_option_enabled(multiworld, player, "disable_non_randomized_puzzles"):
self.GOOD_ITEMS.append("Colored Squares")
self.GOOD_ITEMS = [
@@ -172,11 +218,11 @@ class WitnessPlayerItems:
]
for event_location in locat.EVENT_LOCATION_TABLE:
location = player_logic.EVENT_ITEM_PAIRS[event_location]
location = logic.EVENT_ITEM_PAIRS[event_location]
self.EVENT_ITEM_TABLE[location] = ItemData(None, True, True)
self.ITEM_TABLE[location] = ItemData(None, True, True)
trap_percentage = get_option_value(world, player, "trap_percentage")
trap_percentage = get_option_value(multiworld, player, "trap_percentage")
self.JUNK_WEIGHTS = dict()