* Rename all instances of 'multi' to 'progressive' and all instances of 'prog' to 'progression' * We do a little reordering * More * One more
		
			
				
	
	
		
			746 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			746 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import logging
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import math
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from dataclasses import dataclass
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from typing import TYPE_CHECKING, Any, Dict, List, Optional, Set, Tuple, Union, cast
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from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
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from .data import static_logic as static_witness_logic
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from .data.utils import weighted_sample
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from .player_items import WitnessItem
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if TYPE_CHECKING:
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    from . import WitnessWorld
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CompactHintArgs = Tuple[Union[str, int], Union[str, int]]
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CompactHintData = Tuple[str, Union[str, int], Union[str, int]]
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@dataclass
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class WitnessLocationHint:
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    location: Location
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    hint_came_from_location: bool
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    # If a hint gets added to a set twice, but once as an item hint and once as a location hint, those are the same
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    def __hash__(self) -> int:
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        return hash(self.location)
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    def __eq__(self, other: Any) -> bool:
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        if not isinstance(other, WitnessLocationHint):
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            return False
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        return self.location == other.location
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@dataclass
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class WitnessWordedHint:
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    wording: str
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    location: Optional[Location] = None
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    area: Optional[str] = None
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    area_amount: Optional[int] = None
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    area_hunt_panels: Optional[int] = None
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    vague_location_hint: bool = False
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def get_always_hint_items(world: "WitnessWorld") -> List[str]:
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    always = [
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        "Boat",
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        "Caves Shortcuts",
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        "Progressive Dots",
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    ]
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    difficulty = world.options.puzzle_randomization
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    discards = world.options.shuffle_discarded_panels
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    wincon = world.options.victory_condition
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    if discards:
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        if difficulty == "sigma_expert" or difficulty == "umbra_variety":
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            always.append("Arrows")
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        else:
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            always.append("Triangles")
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    if wincon == "elevator":
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        always += ["Mountain Bottom Floor Pillars Room Entry (Door)", "Mountain Bottom Floor Doors"]
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    if wincon == "challenge":
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        always += ["Challenge Entry (Panel)", "Caves Panels"]
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    return always
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def get_always_hint_locations(world: "WitnessWorld") -> List[str]:
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    always = [
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        "Challenge Vault Box",
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        "Mountain Bottom Floor Discard",
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        "Theater Eclipse EP",
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        "Shipwreck Couch EP",
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        "Mountainside Cloud Cycle EP",
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    ]
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    # Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side
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    if "0x339B6" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        always.append("Town Obelisk Side 6")  # Eclipse EP
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    if "0x3388F" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        always.append("Treehouse Obelisk Side 4")  # Couch EP
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    if "0x335AE" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        always.append("Mountainside Obelisk Side 1")  # Cloud Cycle EP.
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    return always
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def get_priority_hint_items(world: "WitnessWorld") -> List[str]:
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    priority = {
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        "Caves Mountain Shortcut (Door)",
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        "Caves Swamp Shortcut (Door)",
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        "Swamp Entry (Panel)",
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        "Swamp Laser Shortcut (Door)",
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    }
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    if world.options.shuffle_symbols:
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        symbols = [
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            "Progressive Dots",
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            "Progressive Stars",
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            "Shapers",
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            "Rotated Shapers",
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            "Negative Shapers",
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            "Arrows",
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            "Triangles",
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            "Eraser",
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            "Black/White Squares",
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            "Colored Squares",
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            "Sound Dots",
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            "Progressive Symmetry"
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        ]
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        priority.update(world.random.sample(symbols, 5))
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    if world.options.shuffle_lasers:
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        lasers = [
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            "Symmetry Laser",
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            "Town Laser",
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            "Keep Laser",
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            "Swamp Laser",
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            "Treehouse Laser",
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            "Monastery Laser",
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            "Jungle Laser",
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            "Quarry Laser",
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            "Bunker Laser",
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            "Shadows Laser",
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        ]
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        if world.options.shuffle_doors >= 2:
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            priority.add("Desert Laser")
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            priority.update(world.random.sample(lasers, 5))
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        else:
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            lasers.append("Desert Laser")
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            priority.update(world.random.sample(lasers, 6))
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    return sorted(priority)
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def get_priority_hint_locations(world: "WitnessWorld") -> List[str]:
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    priority = [
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        "Tutorial Patio Floor",
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        "Tutorial Patio Flowers EP",
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        "Swamp Purple Underwater",
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        "Shipwreck Vault Box",
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        "Town RGB House Upstairs Left",
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        "Town RGB House Upstairs Right",
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        "Treehouse Green Bridge 7",
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        "Treehouse Green Bridge Discard",
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        "Shipwreck Discard",
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        "Desert Vault Box",
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        "Mountainside Vault Box",
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        "Mountainside Discard",
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        "Tunnels Theater Flowers EP",
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        "Boat Shipwreck Green EP",
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        "Quarry Stoneworks Control Room Left",
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    ]
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    # Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side
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    if "0x33A20" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        priority.append("Town Obelisk Side 6")  # Theater Flowers EP
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    if "0x28B29" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        priority.append("Treehouse Obelisk Side 4")  # Shipwreck Green EP
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    if "0x33600" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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        priority.append("Town Obelisk Side 2")  # Tutorial Patio Flowers EP.
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    return priority
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def try_getting_location_group_for_location(world: "WitnessWorld", hint_loc: Location) -> Tuple[str, str]:
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    allow_regions = world.options.vague_hints == "experimental"
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    possible_location_groups = {
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        group_name: group_locations
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        for group_name, group_locations in world.multiworld.worlds[hint_loc.player].location_name_groups.items()
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        if hint_loc.name in group_locations
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    }
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    locations_in_that_world = {
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        location.name for location in world.multiworld.get_locations(hint_loc.player) if not location.is_event
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    }
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    valid_location_groups: Dict[str, int] = {}
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    # Find valid location groups.
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    for group, locations in possible_location_groups.items():
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        if group == "Everywhere":
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            continue
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        present_locations = sum(location in locations_in_that_world for location in locations)
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        valid_location_groups[group] = present_locations
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    # If there are valid location groups, use a random one.
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    if valid_location_groups:
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        # If there are location groups with more than 1 location, remove any that only have 1.
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        if any(num_locs > 1 for num_locs in valid_location_groups.values()):
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            valid_location_groups = {name: num_locs for name, num_locs in valid_location_groups.items() if num_locs > 1}
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        location_groups_with_weights = {
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            # Listen. Just don't worry about it. :)))
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            location_group: (x ** 0.6) * math.e ** (- (x / 7) ** 0.6) if x > 6 else x / 6
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            for location_group, x in valid_location_groups.items()
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        }
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        location_groups = list(location_groups_with_weights.keys())
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        weights = list(location_groups_with_weights.values())
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        return world.random.choices(location_groups, weights, k=1)[0], "Group"
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    if allow_regions:
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        return cast(Region, hint_loc.parent_region).name, "Region"
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    return "Everywhere", "Everywhere"
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def word_direct_hint(world: "WitnessWorld", hint: WitnessLocationHint) -> WitnessWordedHint:
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    location_name = hint.location.name
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    if hint.location.player != world.player:
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        location_name += " (" + world.multiworld.get_player_name(hint.location.player) + ")"
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    item = hint.location.item
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    item_name = "Nothing"
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    if item is not None:
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        item_name = item.name
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        if item.player != world.player:
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            item_name += " (" + world.multiworld.get_player_name(item.player) + ")"
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    hint_text = ""
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    area: Optional[str] = None
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    if world.options.vague_hints:
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        chosen_group, group_type = try_getting_location_group_for_location(world, hint.location)
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        if hint.location.player == world.player:
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            area = chosen_group
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            # local locations should only ever return a location group, as Witness defines groups for every location.
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            hint_text = f"{item_name} can be found in the {area} area."
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        else:
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            player_name = world.multiworld.get_player_name(hint.location.player)
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            if group_type == "Everywhere":
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                location_name = f"a location in {player_name}'s world"
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            elif group_type == "Group":
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                location_name = f"a \"{chosen_group}\" location in {player_name}'s world"
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            elif group_type == "Region":
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                origin_region_name = world.multiworld.worlds[hint.location.player].origin_region_name
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                if chosen_group == origin_region_name:
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                    location_name = (
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                        f"a location in the origin region of {player_name}'s world (\"{origin_region_name}\" region)"
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                    )
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                else:
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                    location_name = f"a location in {player_name}'s \"{chosen_group}\" region"
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    if hint_text == "":
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        if hint.hint_came_from_location:
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            hint_text = f"{location_name} contains {item_name}."
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        else:
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            hint_text = f"{item_name} can be found at {location_name}."
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    return WitnessWordedHint(hint_text, hint.location, area=area, vague_location_hint=bool(world.options.vague_hints))
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def hint_from_item(world: "WitnessWorld", item_name: str,
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                   own_itempool: List["WitnessItem"]) -> Optional[WitnessLocationHint]:
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    def get_real_location(multiworld: MultiWorld, location: Location) -> Location:
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        """If this location is from an item_link pseudo-world, get the location that the item_link item is on.
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        Return the original location otherwise / as a fallback."""
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        if location.player not in world.multiworld.groups:
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            return location
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        try:
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            if not location.item:
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                return location
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            return multiworld.find_item(location.item.name, location.player)
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        except StopIteration:
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            return location
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    locations = [
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        get_real_location(world.multiworld, item.location)
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        for item in own_itempool if item.name == item_name and item.location
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    ]
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    if not locations:
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        return None
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    location_obj = world.random.choice(locations)
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    return WitnessLocationHint(location_obj, False)
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def hint_from_location(world: "WitnessWorld", location: str) -> Optional[WitnessLocationHint]:
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    return WitnessLocationHint(world.get_location(location), True)
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def get_item_and_location_names_in_random_order(world: "WitnessWorld",
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                                                own_itempool: List["WitnessItem"]) -> Tuple[List[str], List[str]]:
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    progression_item_names_in_this_world = [
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        item.name for item in own_itempool
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        if item.advancement and item.code and item.location
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    ]
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    world.random.shuffle(progression_item_names_in_this_world)
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    locations_in_this_world = [
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        location for location in world.multiworld.get_locations(world.player)
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        if location.item and not location.is_event and location.progress_type != LocationProgressType.EXCLUDED
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    ]
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    world.random.shuffle(locations_in_this_world)
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    if world.options.vague_hints:
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        locations_in_this_world.sort(key=lambda location: cast(Item, location.item).advancement)
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    location_names_in_this_world = [location.name for location in locations_in_this_world]
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    return progression_item_names_in_this_world, location_names_in_this_world
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def make_always_and_priority_hints(world: "WitnessWorld", own_itempool: List["WitnessItem"],
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                                   already_hinted_locations: Set[Location]
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                                   ) -> Tuple[List[WitnessLocationHint], List[WitnessLocationHint]]:
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    progression_items_in_this_world, locations_in_this_world = get_item_and_location_names_in_random_order(
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        world, own_itempool
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    )
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    always_items = [
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        item for item in get_always_hint_items(world)
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        if item in progression_items_in_this_world
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    ]
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    priority_items = [
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        item for item in get_priority_hint_items(world)
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        if item in progression_items_in_this_world
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    ]
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    if world.options.vague_hints:
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        always_locations, priority_locations = [], []
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    else:
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        always_locations = [
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            location for location in get_always_hint_locations(world)
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            if location in locations_in_this_world
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        ]
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        priority_locations = [
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            location for location in get_priority_hint_locations(world)
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            if location in locations_in_this_world
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        ]
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    # Get always and priority location/item hints
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    always_location_hints = {hint_from_location(world, location) for location in always_locations}
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    always_item_hints = {hint_from_item(world, item, own_itempool) for item in always_items}
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    priority_location_hints = {hint_from_location(world, location) for location in priority_locations}
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    priority_item_hints = {hint_from_item(world, item, own_itempool) for item in priority_items}
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    # Combine the sets. This will get rid of duplicates
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    always_hints_set = always_item_hints | always_location_hints
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    priority_hints_set = priority_item_hints | priority_location_hints
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    # Make sure priority hints doesn't contain any hints that are already always hints.
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    priority_hints_set -= always_hints_set
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    always_generator = [hint for hint in always_hints_set if hint and hint.location not in already_hinted_locations]
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    priority_generator = [hint for hint in priority_hints_set if hint and hint.location not in already_hinted_locations]
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    # Convert both hint types to list and then shuffle. Also, get rid of None and Tutorial Gate Open.
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    always_hints = sorted(always_generator, key=lambda h: h.location)
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    priority_hints = sorted(priority_generator, key=lambda h: h.location)
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    world.random.shuffle(always_hints)
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    world.random.shuffle(priority_hints)
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    return always_hints, priority_hints
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def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itempool: List["WitnessItem"],
 | 
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                              already_hinted_locations: Set[Location], hints_to_use_first: List[WitnessLocationHint],
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                              unhinted_locations_for_hinted_areas: Dict[str, Set[Location]]) -> List[WitnessWordedHint]:
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    progression_items_in_this_world, locations_in_this_world = get_item_and_location_names_in_random_order(
 | 
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        world, own_itempool
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    )
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    next_random_hint_is_location = world.random.randrange(0, 2)
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    hints: List[WitnessWordedHint] = []
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    # This is a way to reverse a Dict[a,List[b]] to a Dict[b,a]
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    area_reverse_lookup = {
 | 
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        unhinted_location: hinted_area
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        for hinted_area, unhinted_locations in unhinted_locations_for_hinted_areas.items()
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        for unhinted_location in unhinted_locations
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    }
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    while len(hints) < hint_amount:
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        if not progression_items_in_this_world and not locations_in_this_world and not hints_to_use_first:
 | 
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            logging.warning(f"Ran out of items/locations to hint for player {world.player_name}.")
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            break
 | 
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 | 
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        location_hint: Optional[WitnessLocationHint]
 | 
						|
        if hints_to_use_first:
 | 
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            location_hint = hints_to_use_first.pop()
 | 
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        elif next_random_hint_is_location and locations_in_this_world:
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            location_hint = hint_from_location(world, locations_in_this_world.pop())
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						|
        elif not next_random_hint_is_location and progression_items_in_this_world:
 | 
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            location_hint = hint_from_item(world, progression_items_in_this_world.pop(), own_itempool)
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        # The list that the hint was supposed to be taken from was empty.
 | 
						|
        # Try the other list, which has to still have something, as otherwise, all lists would be empty,
 | 
						|
        # which would have triggered the guard condition above.
 | 
						|
        else:
 | 
						|
            next_random_hint_is_location = not next_random_hint_is_location
 | 
						|
            continue
 | 
						|
 | 
						|
        if location_hint is None or location_hint.location in already_hinted_locations:
 | 
						|
            continue
 | 
						|
 | 
						|
        # Don't hint locations in areas that are almost fully hinted out already
 | 
						|
        if location_hint.location in area_reverse_lookup:
 | 
						|
            area = area_reverse_lookup[location_hint.location]
 | 
						|
            if len(unhinted_locations_for_hinted_areas[area]) == 1:
 | 
						|
                continue
 | 
						|
            del area_reverse_lookup[location_hint.location]
 | 
						|
            unhinted_locations_for_hinted_areas[area] -= {location_hint.location}
 | 
						|
 | 
						|
        hints.append(word_direct_hint(world, location_hint))
 | 
						|
        already_hinted_locations.add(location_hint.location)
 | 
						|
 | 
						|
        next_random_hint_is_location = not next_random_hint_is_location
 | 
						|
 | 
						|
    return hints
 | 
						|
 | 
						|
 | 
						|
def choose_areas(world: "WitnessWorld", amount: int, locations_per_area: Dict[str, List[Location]],
 | 
						|
                 already_hinted_locations: Set[Location]) -> Tuple[List[str], Dict[str, Set[Location]]]:
 | 
						|
    """
 | 
						|
    Choose areas to hint.
 | 
						|
    This takes into account that some areas may already have had items hinted in them through location hints.
 | 
						|
    When this happens, they are made less likely to receive an area hint.
 | 
						|
    """
 | 
						|
 | 
						|
    unhinted_locations_per_area = {}
 | 
						|
    unhinted_location_percentage_per_area = {}
 | 
						|
 | 
						|
    for area_name, locations in locations_per_area.items():
 | 
						|
        not_yet_hinted_locations = sum(location not in already_hinted_locations for location in locations)
 | 
						|
        unhinted_locations_per_area[area_name] = {loc for loc in locations if loc not in already_hinted_locations}
 | 
						|
        unhinted_location_percentage_per_area[area_name] = not_yet_hinted_locations / len(locations)
 | 
						|
 | 
						|
    items_per_area = {area_name: [location.item for location in locations]
 | 
						|
                      for area_name, locations in locations_per_area.items()}
 | 
						|
 | 
						|
    areas = sorted(area for area in items_per_area if unhinted_location_percentage_per_area[area])
 | 
						|
    weights = [unhinted_location_percentage_per_area[area] for area in areas]
 | 
						|
 | 
						|
    amount = min(amount, len(weights))
 | 
						|
 | 
						|
    hinted_areas = weighted_sample(world.random, areas, weights, amount)
 | 
						|
 | 
						|
    return hinted_areas, unhinted_locations_per_area
 | 
						|
 | 
						|
 | 
						|
def get_hintable_areas(world: "WitnessWorld") -> Tuple[Dict[str, List[Location]], Dict[str, List[Item]]]:
 | 
						|
    potential_areas = list(static_witness_logic.ALL_AREAS_BY_NAME.keys())
 | 
						|
 | 
						|
    locations_per_area = {}
 | 
						|
    items_per_area = {}
 | 
						|
 | 
						|
    for area in potential_areas:
 | 
						|
        regions = [
 | 
						|
            world.get_region(region)
 | 
						|
            for region in static_witness_logic.ALL_AREAS_BY_NAME[area]["regions"]
 | 
						|
            if region in world.player_regions.created_region_names
 | 
						|
        ]
 | 
						|
        locations = [location for region in regions for location in region.get_locations() if not location.is_event]
 | 
						|
 | 
						|
        if locations:
 | 
						|
            locations_per_area[area] = locations
 | 
						|
            items_per_area[area] = [location.item for location in locations]
 | 
						|
 | 
						|
    return locations_per_area, items_per_area
 | 
						|
 | 
						|
 | 
						|
def word_area_hint(world: "WitnessWorld", hinted_area: str, area_items: List[Item]) -> Tuple[str, int, Optional[int]]:
 | 
						|
    """
 | 
						|
    Word the hint for an area using natural sounding language.
 | 
						|
    This takes into account how much progression there is, how much of it is local/non-local, and whether there are
 | 
						|
    any local lasers to be found in this area.
 | 
						|
    """
 | 
						|
 | 
						|
    local_progression = sum(item.player == world.player and item.advancement for item in area_items)
 | 
						|
    non_local_progression = sum(item.player != world.player and item.advancement for item in area_items)
 | 
						|
 | 
						|
    laser_names = {"Symmetry Laser", "Desert Laser", "Quarry Laser", "Shadows Laser", "Town Laser", "Monastery Laser",
 | 
						|
                   "Jungle Laser", "Bunker Laser", "Swamp Laser", "Treehouse Laser", "Keep Laser", }
 | 
						|
 | 
						|
    local_lasers = sum(
 | 
						|
        item.player == world.player and item.name in laser_names
 | 
						|
        for item in area_items
 | 
						|
    )
 | 
						|
 | 
						|
    total_progression = non_local_progression + local_progression
 | 
						|
 | 
						|
    player_count = world.multiworld.players
 | 
						|
 | 
						|
    area_progression_word = "Both" if total_progression == 2 else "All"
 | 
						|
 | 
						|
    hint_string = f"In the {hinted_area} area, you will find "
 | 
						|
 | 
						|
    hunt_panels = None
 | 
						|
    if world.options.victory_condition == "panel_hunt":
 | 
						|
        hunt_panels = sum(
 | 
						|
            static_witness_logic.ENTITIES_BY_HEX[hunt_entity]["area"]["name"] == hinted_area
 | 
						|
            for hunt_entity in world.player_logic.HUNT_ENTITIES
 | 
						|
        )
 | 
						|
 | 
						|
        if not hunt_panels:
 | 
						|
            hint_string += "no Hunt Panels and "
 | 
						|
 | 
						|
        elif hunt_panels == 1:
 | 
						|
            hint_string += "1 Hunt Panel and "
 | 
						|
 | 
						|
        else:
 | 
						|
            hint_string += f"{hunt_panels} Hunt Panels and "
 | 
						|
 | 
						|
    if not total_progression:
 | 
						|
        hint_string += "no progression items."
 | 
						|
 | 
						|
    elif total_progression == 1:
 | 
						|
        hint_string += "1 progression item."
 | 
						|
 | 
						|
        if player_count > 1:
 | 
						|
            if local_lasers:
 | 
						|
                hint_string += "\nThis item is a laser for this world."
 | 
						|
            elif non_local_progression:
 | 
						|
                other_player_str = "the other player" if player_count == 2 else "another player"
 | 
						|
                hint_string += f"\nThis item is for {other_player_str}."
 | 
						|
            else:
 | 
						|
                hint_string += "\nThis item is for this world."
 | 
						|
        else:
 | 
						|
            if local_lasers:
 | 
						|
                hint_string += "\nThis item is a laser."
 | 
						|
 | 
						|
    else:
 | 
						|
        hint_string += f"{total_progression} progression items."
 | 
						|
 | 
						|
        if local_lasers == total_progression:
 | 
						|
            sentence_end = (" for this world." if player_count > 1 else ".")
 | 
						|
            hint_string += "\nAll of them are lasers" + sentence_end
 | 
						|
 | 
						|
        elif player_count > 1:
 | 
						|
            if local_progression and non_local_progression:
 | 
						|
                if non_local_progression == 1:
 | 
						|
                    other_player_str = "the other player" if player_count == 2 else "another player"
 | 
						|
                    hint_string += f"\nOne of them is for {other_player_str}."
 | 
						|
                else:
 | 
						|
                    other_player_str = "the other player" if player_count == 2 else "other players"
 | 
						|
                    hint_string += f"\n{non_local_progression} of them are for {other_player_str}."
 | 
						|
            elif non_local_progression:
 | 
						|
                other_players_str = "the other player" if player_count == 2 else "other players"
 | 
						|
                hint_string += f"\n{area_progression_word} of them are for {other_players_str}."
 | 
						|
            elif local_progression:
 | 
						|
                hint_string += f"\n{area_progression_word} of them are for this world."
 | 
						|
 | 
						|
            if local_lasers == 1:
 | 
						|
                if not non_local_progression:
 | 
						|
                    hint_string += "\nAlso, one of them is a laser."
 | 
						|
                else:
 | 
						|
                    hint_string += "\nAlso, one of them is a laser for this world."
 | 
						|
            elif local_lasers:
 | 
						|
                if not non_local_progression:
 | 
						|
                    hint_string += f"\nAlso, {local_lasers} of them are lasers."
 | 
						|
                else:
 | 
						|
                    hint_string += f"\nAlso, {local_lasers} of them are lasers for this world."
 | 
						|
 | 
						|
        else:
 | 
						|
            if local_lasers == 1:
 | 
						|
                hint_string += "\nOne of them is a laser."
 | 
						|
            elif local_lasers:
 | 
						|
                hint_string += f"\n{local_lasers} of them are lasers."
 | 
						|
 | 
						|
    return hint_string, total_progression, hunt_panels
 | 
						|
 | 
						|
 | 
						|
def make_area_hints(world: "WitnessWorld", amount: int, already_hinted_locations: Set[Location]
 | 
						|
                    ) -> Tuple[List[WitnessWordedHint], Dict[str, Set[Location]]]:
 | 
						|
    locs_per_area, items_per_area = get_hintable_areas(world)
 | 
						|
 | 
						|
    hinted_areas, unhinted_locations_per_area = choose_areas(world, amount, locs_per_area, already_hinted_locations)
 | 
						|
 | 
						|
    hints = []
 | 
						|
 | 
						|
    for hinted_area in hinted_areas:
 | 
						|
        hint_string, progression_amount, hunt_panels = word_area_hint(world, hinted_area, items_per_area[hinted_area])
 | 
						|
 | 
						|
        hints.append(
 | 
						|
            WitnessWordedHint(hint_string, None, f"hinted_area:{hinted_area}", progression_amount, hunt_panels)
 | 
						|
        )
 | 
						|
 | 
						|
    if len(hinted_areas) < amount:
 | 
						|
        logging.warning(f"Was not able to make {amount} area hints for player {world.player_name}. "
 | 
						|
                        f"Made {len(hinted_areas)} instead, and filled the rest with random location hints.")
 | 
						|
 | 
						|
    return hints, unhinted_locations_per_area
 | 
						|
 | 
						|
 | 
						|
def create_all_hints(world: "WitnessWorld", hint_amount: int, area_hints: int,
 | 
						|
                     already_hinted_locations: Set[Location]) -> List[WitnessWordedHint]:
 | 
						|
    generated_hints: List[WitnessWordedHint] = []
 | 
						|
 | 
						|
    state = CollectionState(world.multiworld)
 | 
						|
 | 
						|
    # Keep track of already hinted locations. Consider early Tutorial as "already hinted"
 | 
						|
 | 
						|
    already_hinted_locations |= {
 | 
						|
        loc for loc in world.multiworld.get_reachable_locations(state, world.player)
 | 
						|
        if loc.address and static_witness_logic.ENTITIES_BY_NAME[loc.name]["area"]["name"] == "Tutorial (Inside)"
 | 
						|
    }
 | 
						|
 | 
						|
    intended_location_hints = hint_amount - area_hints
 | 
						|
 | 
						|
    # First, make always and priority hints.
 | 
						|
 | 
						|
    always_hints, priority_hints = make_always_and_priority_hints(
 | 
						|
        world, world.own_itempool, already_hinted_locations
 | 
						|
    )
 | 
						|
 | 
						|
    generated_always_hints = len(always_hints)
 | 
						|
    possible_priority_hints = len(priority_hints)
 | 
						|
 | 
						|
    # Make as many always hints as possible
 | 
						|
    always_hints_to_use = min(intended_location_hints, generated_always_hints)
 | 
						|
 | 
						|
    # Make up to half of the rest of the location hints priority hints, using up to half of the possibly priority hints
 | 
						|
    remaining_location_hints = intended_location_hints - always_hints_to_use
 | 
						|
    priority_hints_to_use = int(max(0.0, min(possible_priority_hints / 2, remaining_location_hints / 2)))
 | 
						|
 | 
						|
    for _ in range(always_hints_to_use):
 | 
						|
        location_hint = always_hints.pop()
 | 
						|
        generated_hints.append(word_direct_hint(world, location_hint))
 | 
						|
        already_hinted_locations.add(location_hint.location)
 | 
						|
 | 
						|
    for _ in range(priority_hints_to_use):
 | 
						|
        location_hint = priority_hints.pop()
 | 
						|
        generated_hints.append(word_direct_hint(world, location_hint))
 | 
						|
        already_hinted_locations.add(location_hint.location)
 | 
						|
 | 
						|
    location_hints_created_in_round_1 = len(generated_hints)
 | 
						|
 | 
						|
    unhinted_locations_per_area: Dict[str, Set[Location]] = {}
 | 
						|
 | 
						|
    # Then, make area hints.
 | 
						|
    if area_hints:
 | 
						|
        generated_area_hints, unhinted_locations_per_area = make_area_hints(world, area_hints, already_hinted_locations)
 | 
						|
        generated_hints += generated_area_hints
 | 
						|
 | 
						|
    # If we don't have enough hints yet, recalculate always and priority hints, then fill with random hints
 | 
						|
    if len(generated_hints) < hint_amount:
 | 
						|
        remaining_needed_location_hints = hint_amount - len(generated_hints)
 | 
						|
 | 
						|
        # Save old values for used always and priority hints for later calculations
 | 
						|
        amt_of_used_always_hints = always_hints_to_use
 | 
						|
        amt_of_used_priority_hints = priority_hints_to_use
 | 
						|
 | 
						|
        # Recalculate how many always hints and priority hints are supposed to be used
 | 
						|
        intended_location_hints = remaining_needed_location_hints + location_hints_created_in_round_1
 | 
						|
 | 
						|
        always_hints_to_use = min(intended_location_hints, generated_always_hints)
 | 
						|
        priority_hints_to_use = int(max(0.0, min(possible_priority_hints / 2, remaining_location_hints / 2)))
 | 
						|
 | 
						|
        # If we now need more always hints and priority hints than we thought previously, make some more.
 | 
						|
        more_always_hints = always_hints_to_use - amt_of_used_always_hints
 | 
						|
        more_priority_hints = priority_hints_to_use - amt_of_used_priority_hints
 | 
						|
 | 
						|
        extra_always_and_priority_hints: List[WitnessLocationHint] = []
 | 
						|
 | 
						|
        for _ in range(more_always_hints):
 | 
						|
            extra_always_and_priority_hints.append(always_hints.pop())
 | 
						|
 | 
						|
        for _ in range(more_priority_hints):
 | 
						|
            extra_always_and_priority_hints.append(priority_hints.pop())
 | 
						|
 | 
						|
        generated_hints += make_extra_location_hints(
 | 
						|
            world, hint_amount - len(generated_hints), world.own_itempool, already_hinted_locations,
 | 
						|
            extra_always_and_priority_hints, unhinted_locations_per_area
 | 
						|
        )
 | 
						|
 | 
						|
    # If we still don't have enough for whatever reason, throw a warning, proceed with the lower amount
 | 
						|
    if len(generated_hints) != hint_amount:
 | 
						|
        logging.warning(f"Couldn't generate {hint_amount} hints for player {world.player_name}. "
 | 
						|
                        f"Generated {len(generated_hints)} instead.")
 | 
						|
 | 
						|
    return generated_hints
 | 
						|
 | 
						|
 | 
						|
def get_compact_hint_args(hint: WitnessWordedHint, local_player_number: int) -> CompactHintArgs:
 | 
						|
    """
 | 
						|
    Arg reference:
 | 
						|
 | 
						|
    Area Hint: 1st Arg is the amount of area progression and hunt panels. 2nd Arg is the name of the area.
 | 
						|
    Location Hint: 1st Arg is the location's address, second arg is the player number the location belongs to.
 | 
						|
    Junk Hint: 1st Arg is -1, second arg is this slot's player number.
 | 
						|
    """
 | 
						|
 | 
						|
    # Is Area Hint
 | 
						|
    if hint.area_amount is not None:
 | 
						|
        area_amount = hint.area_amount
 | 
						|
        hunt_panels = hint.area_hunt_panels
 | 
						|
 | 
						|
        area_and_hunt_panels = area_amount
 | 
						|
        # Encode amounts together
 | 
						|
        if hunt_panels:
 | 
						|
            area_and_hunt_panels += 0x100 * hunt_panels
 | 
						|
 | 
						|
        return hint.area, area_and_hunt_panels
 | 
						|
 | 
						|
    location = hint.location
 | 
						|
 | 
						|
    # Is location hint
 | 
						|
    if location and location.address is not None:
 | 
						|
        if hint.vague_location_hint and location.player == local_player_number:
 | 
						|
            assert hint.area is not None  # A local vague location hint should have an area argument
 | 
						|
            return location.address, "containing_area:" + hint.area
 | 
						|
        return location.address, location.player  # Scouting does not matter for other players (currently)
 | 
						|
 | 
						|
    # Is junk / undefined hint
 | 
						|
    return -1, local_player_number
 | 
						|
 | 
						|
 | 
						|
def make_compact_hint_data(hint: WitnessWordedHint, local_player_number: int) -> CompactHintData:
 | 
						|
    compact_arg_1, compact_arg_2 = get_compact_hint_args(hint, local_player_number)
 | 
						|
    return hint.wording, compact_arg_1, compact_arg_2
 | 
						|
 | 
						|
 | 
						|
def make_laser_hints(world: "WitnessWorld", laser_names: List[str]) -> Dict[str, WitnessWordedHint]:
 | 
						|
    laser_hints_by_name = {}
 | 
						|
 | 
						|
    for item_name in laser_names:
 | 
						|
        location_hint = hint_from_item(world, item_name, world.own_itempool)
 | 
						|
        if not location_hint:
 | 
						|
            continue
 | 
						|
 | 
						|
        laser_hints_by_name[item_name] = word_direct_hint(world, location_hint)
 | 
						|
 | 
						|
    return laser_hints_by_name
 |