288 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			288 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| """
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| Defines progression, junk and event items for The Witness
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| """
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| import copy
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| 
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| from dataclasses import dataclass
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| from typing import Optional, Dict, List, Set, TYPE_CHECKING
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| 
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| from BaseClasses import Item, MultiWorld, ItemClassification
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| from .locations import ID_START, WitnessPlayerLocations
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| from .player_logic import WitnessPlayerLogic
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| from .static_logic import ItemDefinition, DoorItemDefinition, ProgressiveItemDefinition, ItemCategory, \
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|     StaticWitnessLogic, WeightedItemDefinition
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| from .utils import build_weighted_int_list
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| 
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| if TYPE_CHECKING:
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|     from . import WitnessWorld
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| 
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| NUM_ENERGY_UPGRADES = 4
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| 
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| 
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| @dataclass()
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| class ItemData:
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|     """
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|     ItemData for an item in The Witness
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|     """
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|     ap_code: Optional[int]
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|     definition: ItemDefinition
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|     classification: ItemClassification
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|     local_only: bool = False
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| 
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| 
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| class WitnessItem(Item):
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|     """
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|     Item from the game The Witness
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|     """
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|     game: str = "The Witness"
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| 
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| 
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| class StaticWitnessItems:
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|     """
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|     Class that handles Witness items independent of world settings
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|     """
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|     item_data: Dict[str, ItemData] = {}
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|     item_groups: Dict[str, List[str]] = {}
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| 
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|     # Useful items that are treated specially at generation time and should not be automatically added to the player's
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|     #   item list during get_progression_items.
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|     special_usefuls: List[str] = ["Puzzle Skip"]
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| 
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|     def __init__(self):
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|         for item_name, definition in StaticWitnessLogic.all_items.items():
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|             ap_item_code = definition.local_code + ID_START
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|             classification: ItemClassification = ItemClassification.filler
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|             local_only: bool = False
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| 
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|             if definition.category is ItemCategory.SYMBOL:
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|                 classification = ItemClassification.progression
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|                 StaticWitnessItems.item_groups.setdefault("Symbols", []).append(item_name)
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|             elif definition.category is ItemCategory.DOOR:
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|                 classification = ItemClassification.progression
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|                 StaticWitnessItems.item_groups.setdefault("Doors", []).append(item_name)
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|             elif definition.category is ItemCategory.LASER:
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|                 classification = ItemClassification.progression_skip_balancing
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|                 StaticWitnessItems.item_groups.setdefault("Lasers", []).append(item_name)
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|             elif definition.category is ItemCategory.USEFUL:
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|                 classification = ItemClassification.useful
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|             elif definition.category is ItemCategory.FILLER:
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|                 if item_name in ["Energy Fill (Small)"]:
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|                     local_only = True
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|                 classification = ItemClassification.filler
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|             elif definition.category is ItemCategory.TRAP:
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|                 classification = ItemClassification.trap
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|             elif definition.category is ItemCategory.JOKE:
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|                 classification = ItemClassification.filler
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| 
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|             StaticWitnessItems.item_data[item_name] = ItemData(ap_item_code, definition,
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|                                                                classification, local_only)
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| 
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|     @staticmethod
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|     def get_item_to_door_mappings() -> Dict[int, List[int]]:
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|         output: Dict[int, List[int]] = {}
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|         for item_name, item_data in {name: data for name, data in StaticWitnessItems.item_data.items()
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|                                      if isinstance(data.definition, DoorItemDefinition)}.items():
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|             item = StaticWitnessItems.item_data[item_name]
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|             output[item.ap_code] = [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
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|         return output
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| 
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| 
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| class WitnessPlayerItems:
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|     """
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|     Class that defines Items for a single world
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|     """
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| 
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|     def __init__(self, world: "WitnessWorld", logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
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|         """Adds event items after logic changes due to options"""
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| 
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|         self._world: "WitnessWorld" = world
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|         self._multiworld: MultiWorld = world.multiworld
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|         self._player_id: int = world.player
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|         self._logic: WitnessPlayerLogic = logic
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|         self._locations: WitnessPlayerLocations = locat
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| 
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|         # Duplicate the static item data, then make any player-specific adjustments to classification.
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|         self.item_data: Dict[str, ItemData] = copy.deepcopy(StaticWitnessItems.item_data)
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| 
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|         # Remove all progression items that aren't actually in the game.
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|         self.item_data = {
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|             name: data for (name, data) in self.item_data.items()
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|             if data.classification not in
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|             {ItemClassification.progression, ItemClassification.progression_skip_balancing}
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|             or name in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME
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|         }
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| 
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|         # Adjust item classifications based on game settings.
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|         eps_shuffled = self._world.options.shuffle_EPs
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|         come_to_you = self._world.options.elevators_come_to_you
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|         difficulty = self._world.options.puzzle_randomization
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|         for item_name, item_data in self.item_data.items():
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|             if not eps_shuffled and item_name in {"Monastery Garden Entry (Door)",
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|                                                   "Monastery Shortcuts",
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|                                                   "Quarry Boathouse Hook Control (Panel)",
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|                                                   "Windmill Turn Control (Panel)"}:
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|                 # Downgrade doors that only gate progress in EP shuffle.
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|                 item_data.classification = ItemClassification.useful
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|             elif not come_to_you and not eps_shuffled and item_name in {"Quarry Elevator Control (Panel)",
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|                                                                         "Swamp Long Bridge (Panel)"}:
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|                 # These Bridges/Elevators are not logical access because they may leave you stuck.
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|                 item_data.classification = ItemClassification.useful
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|             elif item_name in {"River Monastery Garden Shortcut (Door)",
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|                                "Monastery Laser Shortcut (Door)",
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|                                "Orchard Second Gate (Door)",
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|                                "Jungle Bamboo Laser Shortcut (Door)",
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|                                "Caves Elevator Controls (Panel)"}:
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|                 # Downgrade doors that don't gate progress.
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|                 item_data.classification = ItemClassification.useful
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|             elif item_name == "Keep Pressure Plates 2 Exit (Door)" and not (difficulty == "none" and eps_shuffled):
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|                 # PP2EP requires the door in vanilla puzzles, otherwise it's unnecessary
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|                 item_data.classification = ItemClassification.useful
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| 
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|         # Build the mandatory item list.
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|         self._mandatory_items: Dict[str, int] = {}
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| 
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|         # Add progression items to the mandatory item list.
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|         progression_dict = {
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|             name: data for (name, data) in self.item_data.items()
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|             if data.classification in {ItemClassification.progression, ItemClassification.progression_skip_balancing}
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|         }
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|         for item_name, item_data in progression_dict.items():
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|             if isinstance(item_data.definition, ProgressiveItemDefinition):
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|                 num_progression = len(self._logic.MULTI_LISTS[item_name])
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|                 self._mandatory_items[item_name] = num_progression
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|             else:
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|                 self._mandatory_items[item_name] = 1
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| 
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|         # Add setting-specific useful items to the mandatory item list.
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|         for item_name, item_data in {name: data for (name, data) in self.item_data.items()
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|                                      if data.classification == ItemClassification.useful}.items():
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|             if item_name in StaticWitnessItems.special_usefuls:
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|                 continue
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|             elif item_name == "Energy Capacity":
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|                 self._mandatory_items[item_name] = NUM_ENERGY_UPGRADES
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|             elif isinstance(item_data.classification, ProgressiveItemDefinition):
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|                 self._mandatory_items[item_name] = len(item_data.mappings)
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|             else:
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|                 self._mandatory_items[item_name] = 1
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| 
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|         # Add event items to the item definition list for later lookup.
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|         for event_location in self._locations.EVENT_LOCATION_TABLE:
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|             location_name = logic.EVENT_ITEM_PAIRS[event_location]
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|             self.item_data[location_name] = ItemData(None, ItemDefinition(0, ItemCategory.EVENT),
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|                                                      ItemClassification.progression, False)
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| 
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|     def get_mandatory_items(self) -> Dict[str, int]:
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|         """
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|         Returns the list of items that must be in the pool for the game to successfully generate.
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|         """
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|         return self._mandatory_items.copy()
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| 
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|     def get_filler_items(self, quantity: int) -> Dict[str, int]:
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|         """
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|         Generates a list of filler items of the given length.
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|         """
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|         if quantity <= 0:
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|             return {}
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| 
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|         output: Dict[str, int] = {}
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|         remaining_quantity = quantity
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| 
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|         # Add joke items.
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|         output.update({name: 1 for (name, data) in self.item_data.items()
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|                        if data.definition.category is ItemCategory.JOKE})
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|         remaining_quantity -= len(output)
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| 
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|         # Read trap configuration data.
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|         trap_weight = self._world.options.trap_percentage / 100
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|         filler_weight = 1 - trap_weight
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| 
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|         # Add filler items to the list.
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|         filler_items: Dict[str, float]
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|         filler_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
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|                         for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.FILLER}
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|         filler_items = {name: base_weight * filler_weight / sum(filler_items.values())
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|                         for name, base_weight in filler_items.items() if base_weight > 0}
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| 
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|         # Add trap items.
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|         if trap_weight > 0:
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|             trap_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
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|                           for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.TRAP}
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|             filler_items.update({name: base_weight * trap_weight / sum(trap_items.values())
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|                                  for name, base_weight in trap_items.items() if base_weight > 0})
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| 
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|         # Get the actual number of each item by scaling the float weight values to match the target quantity.
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|         int_weights: List[int] = build_weighted_int_list(filler_items.values(), remaining_quantity)
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|         output.update(zip(filler_items.keys(), int_weights))
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| 
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|         return output
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| 
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|     def get_early_items(self) -> List[str]:
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|         """
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|         Returns items that are ideal for placing on extremely early checks, like the tutorial gate.
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|         """
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|         output: Set[str] = set()
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|         if self._world.options.shuffle_symbols:
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|             if self._world.options.shuffle_doors:
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|                 output = {"Dots", "Black/White Squares", "Symmetry"}
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|             else:
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|                 output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
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| 
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|             if self._world.options.shuffle_discarded_panels:
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|                 if self._world.options.puzzle_randomization == 1:
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|                     output.add("Arrows")
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|                 else:
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|                     output.add("Triangles")
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| 
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|             # Replace progressive items with their parents.
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|             output = {StaticWitnessLogic.get_parent_progressive_item(item) for item in output}
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| 
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|         # Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
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|         #   before create_items so that we'll be able to check placed items instead of just removing all items mentioned
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|         #   regardless of whether or not they actually wind up being manually placed.
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|         for plando_setting in self._multiworld.plando_items[self._player_id]:
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|             if plando_setting.get("from_pool", True):
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|                 for item_setting_key in [key for key in ["item", "items"] if key in plando_setting]:
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|                     if type(plando_setting[item_setting_key]) is str:
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|                         output -= {plando_setting[item_setting_key]}
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|                     elif type(plando_setting[item_setting_key]) is dict:
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|                         output -= {item for item, weight in plando_setting[item_setting_key].items() if weight}
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|                     else:
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|                         # Assume this is some other kind of iterable.
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|                         for inner_item in plando_setting[item_setting_key]:
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|                             if type(inner_item) is str:
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|                                 output -= {inner_item}
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|                             elif type(inner_item) is dict:
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|                                 output -= {item for item, weight in inner_item.items() if weight}
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| 
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|         # Sort the output for consistency across versions if the implementation changes but the logic does not.
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|         return sorted(list(output))
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| 
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|     def get_door_ids_in_pool(self) -> List[int]:
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|         """
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|         Returns the total set of all door IDs that are controlled by items in the pool.
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|         """
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|         output: List[int] = []
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|         for item_name, item_data in {name: data for name, data in self.item_data.items()
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|                                      if isinstance(data.definition, DoorItemDefinition)}.items():
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|             output += [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
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| 
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|         return output
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| 
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|     def get_symbol_ids_not_in_pool(self) -> List[int]:
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|         """
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|         Returns the item IDs of symbol items that were defined in the configuration file but are not in the pool.
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|         """
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|         return [data.ap_code for name, data in StaticWitnessItems.item_data.items()
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|                 if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL]
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| 
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|     def get_progressive_item_ids_in_pool(self) -> Dict[int, List[int]]:
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|         output: Dict[int, List[int]] = {}
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|         for item_name, quantity in {name: quantity for name, quantity in self._mandatory_items.items()}.items():
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|             item = self.item_data[item_name]
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|             if isinstance(item.definition, ProgressiveItemDefinition):
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|                 # Note: we need to reference the static table here rather than the player-specific one because the child
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|                 #   items were removed from the pool when we pruned out all progression items not in the settings.
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|                 output[item.ap_code] = [StaticWitnessItems.item_data[child_item].ap_code
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|                                         for child_item in item.definition.child_item_names]
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|         return output
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