166 lines
5.7 KiB
Python
166 lines
5.7 KiB
Python
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"""
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Archipelago init file for The Witness
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"""
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import typing
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from BaseClasses import Region, RegionType, Location, MultiWorld, Item, Entrance
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from ..AutoWorld import World, WebWorld
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from .player_logic import StaticWitnessLogic, WitnessPlayerLogic
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from .locations import WitnessPlayerLocations, StaticWitnessLocations
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from .items import WitnessItem, StaticWitnessItems, WitnessPlayerItems
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from .rules import set_rules
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from .regions import WitnessRegions
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from .Options import is_option_enabled, the_witness_options
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class WitnessWebWorld(WebWorld):
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theme = "jungle"
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class WitnessWorld(World):
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"""
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The Witness is an open-world puzzle game with dozens of locations
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to explore and over 500 puzzles. Play the popular puzzle randomizer
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by sigma144, with an added layer of progression randomization!
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"""
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game = "The Witness"
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topology_present = False
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static_logic = StaticWitnessLogic()
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static_locat = StaticWitnessLocations()
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static_items = StaticWitnessItems()
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web = WitnessWebWorld()
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options = the_witness_options
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item_name_to_id = {
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name: data.code for name, data in static_items.ALL_ITEM_TABLE.items()
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}
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location_name_to_id = StaticWitnessLocations.ALL_LOCATIONS_TO_ID
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def _get_slot_data(self):
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return {
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'seed': self.world.random.randint(0, 1000000),
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'victory_location': int(self.player_logic.VICTORY_LOCATION, 16),
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'panelhex_to_id': self.locat.CHECK_PANELHEX_TO_ID
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}
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def generate_early(self):
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self.player_logic = WitnessPlayerLogic(self.world, self.player)
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self.locat = WitnessPlayerLocations(self.world, self.player, self.player_logic)
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self.items = WitnessPlayerItems(self.locat, self.world, self.player, self.player_logic)
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self.regio = WitnessRegions(self.locat)
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def generate_basic(self):
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# Generate item pool
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pool = []
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items_by_name = dict()
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for item in self.items.ITEM_TABLE:
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witness_item = self.create_item(item)
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if item not in self.items.EVENT_ITEM_TABLE:
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pool.append(witness_item)
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items_by_name[item] = witness_item
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# Put good item on first check
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random_good_item = self.world.random.choice(self.items.GOOD_ITEMS)
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first_check = self.world.get_location(
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"Tutorial Gate Open", self.player
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)
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first_check.place_locked_item(items_by_name[random_good_item])
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pool.remove(items_by_name[random_good_item])
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# Put in junk items to fill the rest
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junk_pool = self.items.JUNK_WEIGHTS.copy()
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junk_pool = self.world.random.choices(
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list(junk_pool.keys()), weights=list(junk_pool.values()),
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k=len(self.locat.CHECK_LOCATION_TABLE) - len(pool) - len(self.locat.EVENT_LOCATION_TABLE) - 1
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)
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pool += [self.create_item(junk) for junk in junk_pool]
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# Tie Event Items to Event Locations (e.g. Laser Activations)
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for event_location in self.locat.EVENT_LOCATION_TABLE:
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item_obj = self.create_item(
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self.player_logic.EVENT_ITEM_PAIRS[event_location]
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)
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location_obj = self.world.get_location(event_location, self.player)
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location_obj.place_locked_item(item_obj)
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self.world.itempool += pool
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def create_regions(self):
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self.regio.create_regions(self.world, self.player, self.player_logic)
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def set_rules(self):
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set_rules(self.world, self.player, self.player_logic, self.locat)
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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slot_data["hard_mode"] = False
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for option_name in the_witness_options:
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slot_data[option_name] = is_option_enabled(
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self.world, self.player, option_name
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)
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return slot_data
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def create_item(self, name: str) -> Item:
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# this conditional is purely for unit tests, which need to be able to create an item before generate_early
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if hasattr(self, 'items'):
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item = self.items.ITEM_TABLE[name]
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else:
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item = StaticWitnessItems.ALL_ITEM_TABLE[name]
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new_item = WitnessItem(
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name, item.progression, item.code, player=self.player
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)
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new_item.trap = item.trap
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return new_item
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def get_filler_item_name(self) -> str: # Used ny itemlinks
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junk_pool = self.items.JUNK_WEIGHTS.copy()
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return self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()))[0]
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class WitnessLocation(Location):
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"""
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Archipelago Location for The Witness
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"""
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game: str = "The Witness"
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check_hex: int = -1
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def __init__(self, player: int, name: str, address: typing.Optional[int], parent, ch_hex: int = -1):
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super().__init__(player, name, address, parent)
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self.check_hex = ch_hex
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def create_region(world: MultiWorld, player: int, name: str,
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locat: WitnessPlayerLocations, region_locations=None, exits=None):
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"""
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Create an Archipelago Region for The Witness
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"""
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ret = Region(name, RegionType.Generic, name, player)
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ret.world = world
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if region_locations:
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for location in region_locations:
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loc_id = locat.CHECK_LOCATION_TABLE[location]
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check_hex = -1
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if location in StaticWitnessLogic.CHECKS_BY_NAME:
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check_hex = int(
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StaticWitnessLogic.CHECKS_BY_NAME[location]["checkHex"], 0
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)
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location = WitnessLocation(
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player, location, loc_id, ret, check_hex
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)
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ret.locations.append(location)
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if exits:
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for single_exit in exits:
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ret.exits.append(Entrance(player, single_exit, ret))
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return ret
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