Files
Grinch-AP/worlds/witness/regions.py
NewSoupVi b4752cd32d The Witness: Implement "Variety" puzzles mode (#3239)
* Variety Rando (But WitnessLogicVariety.txt is wrong

* Actually variety the variety file (Ty Exempt-Medic <3)

* This will be preopened

* Tooltip explaining the different difficulties

* Remove ?, those were correct

* Less efficient but easier to follow

* Parentheses

* Fix some reqs

* Not Arrows in Variety

* Oops

* Happy medic, I made a wacky solution

* there we go

* Lint oops

* There

* that copy is unnecessary

* Turns out that copy is necessary still

* yes

* lol

* Rename to Umbra Variety

* missed one

* Erase the Eraser

* Fix remaining instances of 'variety' and don't have a symbol item on the gate in variety

* reorder difficulties

* inbetween

* ruff

* Fix Variety Invis requirements

* Fix wooden beams variety

* Fix PP2 variety

* Mirror changes from 'Variety Mode Puzzle Change 3.2.3'

* These also have Symmetry

* merge error prevention

* Update worlds/witness/data/static_items.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* no elif after return

* add variety to the symbol requirement bleed test

* Add variety to one of the 'other settings' unit tests

* Add Variety minimal symbols unittest

* oops

* I did the dumb again

* .

* Incorporate changes from other PR into WitnesLogicVariety.txt

* Update worlds/witness/data/WitnessLogicVariety.txt

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/witness/data/WitnessLogicVariety.txt

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update the reqs as well haha

* Another difference, thanks Medic :§

* Wait no, this one was right

* lol

* apply changes to WitnessLogicVariety.txt

* Add most recent Variety changes

* oof

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-09-05 17:10:09 +02:00

149 lines
5.8 KiB
Python

"""
Defines Region for The Witness, assigns locations to them,
and connects them with the proper requirements
"""
from collections import defaultdict
from typing import TYPE_CHECKING, Dict, List, Optional, Set, Tuple
from BaseClasses import Entrance, Region
from worlds.generic.Rules import CollectionRule
from .data import static_logic as static_witness_logic
from .data.static_logic import StaticWitnessLogicObj
from .data.utils import WitnessRule, optimize_witness_rule
from .locations import WitnessPlayerLocations
from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
from . import WitnessWorld
class WitnessPlayerRegions:
"""Class that defines Witness Regions"""
def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None:
difficulty = world.options.puzzle_randomization
self.reference_logic: StaticWitnessLogicObj
if difficulty == "sigma_normal":
self.reference_logic = static_witness_logic.sigma_normal
elif difficulty == "sigma_expert":
self.reference_logic = static_witness_logic.sigma_expert
elif difficulty == "umbra_variety":
self.reference_logic = static_witness_logic.umbra_variety
else:
self.reference_logic = static_witness_logic.vanilla
self.player_locations = player_locations
self.two_way_entrance_register: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: [])
self.created_region_names: Set[str] = set()
@staticmethod
def make_lambda(item_requirement: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
from .rules import _meets_item_requirements
"""
Lambdas are made in a for loop, so the values have to be captured
This function is for that purpose
"""
return _meets_item_requirements(item_requirement, world)
def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: WitnessRule,
regions_by_name: Dict[str, Region]) -> None:
"""
connect two regions and set the corresponding requirement
"""
# Remove any possibilities where being in the target region would be required anyway.
real_requirement = frozenset({option for option in req if target not in option})
# Dissolve any "True" or "TrueOneWay"
real_requirement = frozenset({option - {"True", "TrueOneWay"} for option in real_requirement})
# If there is no way to actually use this connection, don't even bother making it.
if not real_requirement:
return
# We don't need to check for the accessibility of the source region.
final_requirement = frozenset({option - frozenset({source}) for option in real_requirement})
final_requirement = optimize_witness_rule(final_requirement)
source_region = regions_by_name[source]
target_region = regions_by_name[target]
connection_name = source + " to " + target
connection = Entrance(
world.player,
connection_name,
source_region
)
rule = self.make_lambda(final_requirement, world)
if rule is not None:
connection.access_rule = rule
source_region.exits.append(connection)
connection.connect(target_region)
self.two_way_entrance_register[source, target].append(connection)
self.two_way_entrance_register[target, source].append(connection)
# Register any necessary indirect connections
mentioned_regions = {
single_unlock for option in final_requirement for single_unlock in option
if single_unlock in self.reference_logic.ALL_REGIONS_BY_NAME
}
for dependent_region in mentioned_regions:
world.multiworld.register_indirect_condition(regions_by_name[dependent_region], connection)
def create_regions(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic) -> None:
"""
Creates all the regions for The Witness
"""
from . import create_region
all_locations: Set[str] = set()
regions_by_name: Dict[str, Region] = {}
regions_to_create = {
k: v for k, v in self.reference_logic.ALL_REGIONS_BY_NAME.items()
if k not in player_logic.UNREACHABLE_REGIONS
}
event_locations_per_region = defaultdict(list)
for event_location, event_item_and_entity in player_logic.EVENT_ITEM_PAIRS.items():
region = static_witness_logic.ENTITIES_BY_HEX[event_item_and_entity[1]]["region"]
if region is None:
region_name = "Entry"
else:
region_name = region["name"]
event_locations_per_region[region_name].append(event_location)
for region_name, region in regions_to_create.items():
locations_for_this_region = [
self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["entities"]
if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"]
in self.player_locations.CHECK_LOCATION_TABLE
]
locations_for_this_region += event_locations_per_region[region_name]
all_locations = all_locations | set(locations_for_this_region)
new_region = create_region(world, region_name, self.player_locations, locations_for_this_region)
regions_by_name[region_name] = new_region
self.created_region_names = set(regions_by_name)
world.multiworld.regions += regions_by_name.values()
for region_name, region in regions_to_create.items():
for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name)