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>
This commit is contained in:
NewSoupVi
2024-08-20 01:16:35 +02:00
committed by GitHub
parent c010c8c938
commit f253dffc07
16 changed files with 751 additions and 117 deletions

View File

@@ -159,3 +159,36 @@ class WitnessMultiworldTestBase(MultiworldTestBase):
if isinstance(item_names, str):
item_names = (item_names,)
return [item for item in self.multiworld.itempool if item.name in item_names and item.player == player]
def assert_location_exists(self, location_name: str, player: int, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, also make sure that this (non-event) location COULD exist.
"""
world = self.multiworld.worlds[player]
if strict_check:
self.assertIn(location_name, world.location_name_to_id, f"Location {location_name} can never exist")
try:
world.get_location(location_name)
except KeyError:
self.fail(f"Location {location_name} does not exist.")
def assert_location_does_not_exist(self, location_name: str, player: int, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, be explicit about whether the location could exist in the first place.
"""
world = self.multiworld.worlds[player]
if strict_check:
self.assertIn(location_name, world.location_name_to_id, f"Location {location_name} can never exist")
self.assertRaises(
KeyError,
lambda _: world.get_location(location_name),
f"Location {location_name} exists, but is not supposed to.",
)