Files
Grinch-AP/worlds/witness/regions.py
NewSoupVi f253dffc07 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>
2024-08-20 01:16:35 +02:00

145 lines
5.6 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, 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
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") -> 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
)
connection.access_rule = self.make_lambda(final_requirement, world)
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)