Archipelago/worlds/witness/player_logic.py

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"""
Parses the WitnessLogic.txt logic file into useful data structures.
This is the heart of the randomization.
In WitnessLogic.txt we have regions defined with their connections:
Region Name (Short name) - Connected Region 1 - Connection Requirement 1 - Connected Region 2...
And then panels in that region with the hex code used in the game
previous panels that are required to turn them on, as well as the symbols they require:
0x##### (Panel Name) - Required Panels - Required Items
On __init__, the base logic is read and all panels are given Location IDs.
When the world has parsed its options, a second function is called to finalize the logic.
"""
import copy
from collections import defaultdict
from typing import cast, TYPE_CHECKING
from logging import warning
from .static_logic import StaticWitnessLogic, DoorItemDefinition, ItemCategory, ProgressiveItemDefinition
from .utils import *
if TYPE_CHECKING:
from . import WitnessWorld
class WitnessPlayerLogic:
"""WITNESS LOGIC CLASS"""
@lru_cache(maxsize=None)
def reduce_req_within_region(self, panel_hex: str) -> FrozenSet[FrozenSet[str]]:
"""
Panels in this game often only turn on when other panels are solved.
Those other panels may have different item requirements.
It would be slow to recursively check solvability each time.
This is why we reduce the item dependencies within the region.
Panels outside of the same region will still be checked manually.
"""
if panel_hex in self.COMPLETELY_DISABLED_ENTITIES or panel_hex in self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES:
return frozenset()
entity_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel_hex]
these_items = frozenset({frozenset()})
if entity_obj["id"]:
these_items = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["items"]
these_items = frozenset({
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subset.intersection(self.THEORETICAL_ITEMS_NO_MULTI)
for subset in these_items
})
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for subset in these_items:
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(subset)
these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
if panel_hex in self.DOOR_ITEMS_BY_ID:
door_items = frozenset({frozenset([item]) for item in self.DOOR_ITEMS_BY_ID[panel_hex]})
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all_options: Set[FrozenSet[str]] = set()
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for dependentItem in door_items:
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(dependentItem)
for items_option in these_items:
all_options.add(items_option.union(dependentItem))
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# If this entity is not an EP, and it has an associated door item, ignore the original power dependencies
if StaticWitnessLogic.ENTITIES_BY_HEX[panel_hex]["entityType"] != "EP":
# 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved,
# except in Expert, where that dependency doesn't exist, but now there *is* a power dependency.
# In the future, it'd be wise to make a distinction between "power dependencies" and other dependencies.
if panel_hex == "0x28A0D" and not any("0x28998" in option for option in these_panels):
these_items = all_options
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# Another dependency that is not power-based: The Symmetry Island Upper Panel latches
elif panel_hex == "0x1C349":
these_items = all_options
else:
return frozenset(all_options)
else:
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these_items = all_options
disabled_eps = {eHex for eHex in self.COMPLETELY_DISABLED_ENTITIES
if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[eHex]["entityType"] == "EP"}
these_panels = frozenset({panels - disabled_eps
for panels in these_panels})
if these_panels == frozenset({frozenset()}):
return these_items
all_options = set()
for option in these_panels:
dependent_items_for_option = frozenset({frozenset()})
for option_entity in option:
dep_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX.get(option_entity)
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
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if option_entity in self.ALWAYS_EVENT_NAMES_BY_HEX:
new_items = frozenset({frozenset([option_entity])})
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
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elif (panel_hex, option_entity) in self.CONDITIONAL_EVENTS:
new_items = frozenset({frozenset([option_entity])})
self.USED_EVENT_NAMES_BY_HEX[option_entity] = self.CONDITIONAL_EVENTS[(panel_hex, option_entity)]
elif option_entity in {"7 Lasers", "11 Lasers", "7 Lasers + Redirect", "11 Lasers + Redirect",
"PP2 Weirdness", "Theater to Tunnels"}:
new_items = frozenset({frozenset([option_entity])})
else:
new_items = self.reduce_req_within_region(option_entity)
if dep_obj["region"] and entity_obj["region"] != dep_obj["region"]:
new_items = frozenset(
frozenset(possibility | {dep_obj["region"]["name"]})
for possibility in new_items
)
dependent_items_for_option = dnf_and([dependent_items_for_option, new_items])
for items_option in these_items:
for dependentItem in dependent_items_for_option:
all_options.add(items_option.union(dependentItem))
return dnf_remove_redundancies(frozenset(all_options))
def make_single_adjustment(self, adj_type: str, line: str):
from . import StaticWitnessItems
"""Makes a single logic adjustment based on additional logic file"""
if adj_type == "Items":
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line_split = line.split(" - ")
item_name = line_split[0]
if item_name not in StaticWitnessItems.item_data:
raise RuntimeError("Item \"" + item_name + "\" does not exist.")
self.THEORETICAL_ITEMS.add(item_name)
if isinstance(StaticWitnessLogic.all_items[item_name], ProgressiveItemDefinition):
self.THEORETICAL_ITEMS_NO_MULTI.update(cast(ProgressiveItemDefinition,
StaticWitnessLogic.all_items[item_name]).child_item_names)
else:
self.THEORETICAL_ITEMS_NO_MULTI.add(item_name)
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if StaticWitnessLogic.all_items[item_name].category in [ItemCategory.DOOR, ItemCategory.LASER]:
panel_hexes = cast(DoorItemDefinition, StaticWitnessLogic.all_items[item_name]).panel_id_hexes
for panel_hex in panel_hexes:
self.DOOR_ITEMS_BY_ID.setdefault(panel_hex, []).append(item_name)
return
if adj_type == "Remove Items":
item_name = line
self.THEORETICAL_ITEMS.discard(item_name)
if isinstance(StaticWitnessLogic.all_items[item_name], ProgressiveItemDefinition):
self.THEORETICAL_ITEMS_NO_MULTI.difference_update(
cast(ProgressiveItemDefinition, StaticWitnessLogic.all_items[item_name]).child_item_names
)
else:
self.THEORETICAL_ITEMS_NO_MULTI.discard(item_name)
if StaticWitnessLogic.all_items[item_name].category in [ItemCategory.DOOR, ItemCategory.LASER]:
panel_hexes = cast(DoorItemDefinition, StaticWitnessLogic.all_items[item_name]).panel_id_hexes
for panel_hex in panel_hexes:
if panel_hex in self.DOOR_ITEMS_BY_ID and item_name in self.DOOR_ITEMS_BY_ID[panel_hex]:
self.DOOR_ITEMS_BY_ID[panel_hex].remove(item_name)
if adj_type == "Starting Inventory":
self.STARTING_INVENTORY.add(line)
if adj_type == "Event Items":
line_split = line.split(" - ")
new_event_name = line_split[0]
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
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entity_hex = line_split[1]
dependent_hex_set = line_split[2].split(",")
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
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for dependent_hex in dependent_hex_set:
self.CONDITIONAL_EVENTS[(entity_hex, dependent_hex)] = new_event_name
return
if adj_type == "Requirement Changes":
line_split = line.split(" - ")
requirement = {
"panels": parse_lambda(line_split[1]),
}
if len(line_split) > 2:
required_items = parse_lambda(line_split[2])
items_actually_in_the_game = [
item_name for item_name, item_definition in StaticWitnessLogic.all_items.items()
if item_definition.category is ItemCategory.SYMBOL
]
required_items = frozenset(
subset.intersection(items_actually_in_the_game)
for subset in required_items
)
requirement["items"] = required_items
self.DEPENDENT_REQUIREMENTS_BY_HEX[line_split[0]] = requirement
return
if adj_type == "Disabled Locations":
panel_hex = line[:7]
self.COMPLETELY_DISABLED_ENTITIES.add(panel_hex)
return
if adj_type == "Irrelevant Locations":
panel_hex = line[:7]
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES.add(panel_hex)
return
if adj_type == "Region Changes":
new_region_and_options = define_new_region(line + ":")
self.CONNECTIONS_BY_REGION_NAME[new_region_and_options[0]["name"]] = new_region_and_options[1]
return
if adj_type == "New Connections":
line_split = line.split(" - ")
source_region = line_split[0]
target_region = line_split[1]
panel_set_string = line_split[2]
for connection in self.CONNECTIONS_BY_REGION_NAME[source_region]:
if connection[0] == target_region:
self.CONNECTIONS_BY_REGION_NAME[source_region].remove(connection)
if panel_set_string == "TrueOneWay":
self.CONNECTIONS_BY_REGION_NAME[source_region].add(
(target_region, frozenset({frozenset(["TrueOneWay"])}))
)
else:
new_lambda = connection[1] | parse_lambda(panel_set_string)
self.CONNECTIONS_BY_REGION_NAME[source_region].add((target_region, new_lambda))
break
else: # Execute if loop did not break. TIL this is a thing you can do!
new_conn = (target_region, parse_lambda(panel_set_string))
self.CONNECTIONS_BY_REGION_NAME[source_region].add(new_conn)
if adj_type == "Added Locations":
if "0x" in line:
line = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[line]["checkName"]
self.ADDED_CHECKS.add(line)
@staticmethod
def handle_postgame(world: "WitnessWorld"):
# In shuffle_postgame, panels that become accessible "after or at the same time as the goal" are disabled.
# This has a lot of complicated considerations, which I'll try my best to explain.
postgame_adjustments = []
# Make some quick references to some options
doors = world.options.shuffle_doors >= 2 # "Panels" mode has no overarching region accessibility implications.
early_caves = world.options.early_caves
victory = world.options.victory_condition
mnt_lasers = world.options.mountain_lasers
chal_lasers = world.options.challenge_lasers
# Goal is "short box" but short box requires more lasers than long box
reverse_shortbox_goal = victory == "mountain_box_short" and mnt_lasers > chal_lasers
# Goal is "short box", and long box requires at least as many lasers as short box (as god intended)
proper_shortbox_goal = victory == "mountain_box_short" and chal_lasers >= mnt_lasers
# Goal is "long box", but short box requires at least as many lasers than long box.
reverse_longbox_goal = victory == "mountain_box_long" and mnt_lasers >= chal_lasers
# If goal is shortbox or "reverse longbox", you will never enter the mountain from the top before winning.
mountain_enterable_from_top = not (victory == "mountain_box_short" or reverse_longbox_goal)
# Caves & Challenge should never have anything if doors are vanilla - definitionally "post-game"
# This is technically imprecise, but it matches player expectations better.
if not (early_caves or doors):
postgame_adjustments.append(get_caves_exclusion_list())
postgame_adjustments.append(get_beyond_challenge_exclusion_list())
# If Challenge is the goal, some panels on the way need to be left on, as well as Challenge Vault box itself
if not victory == "challenge":
postgame_adjustments.append(get_path_to_challenge_exclusion_list())
postgame_adjustments.append(get_challenge_vault_box_exclusion_list())
# Challenge can only have something if the goal is not challenge or longbox itself.
# In case of shortbox, it'd have to be a "reverse shortbox" situation where shortbox requires *more* lasers.
# In that case, it'd also have to be a doors mode, but that's already covered by the previous block.
if not (victory == "elevator" or reverse_shortbox_goal):
postgame_adjustments.append(get_beyond_challenge_exclusion_list())
if not victory == "challenge":
postgame_adjustments.append(get_challenge_vault_box_exclusion_list())
# Mountain can't be reached if the goal is shortbox (or "reverse long box")
if not mountain_enterable_from_top:
postgame_adjustments.append(get_mountain_upper_exclusion_list())
# Same goes for lower mountain, but that one *can* be reached in remote doors modes.
if not doors:
postgame_adjustments.append(get_mountain_lower_exclusion_list())
# The Mountain Bottom Floor Discard is a bit complicated, so we handle it separately. ("it" == the Discard)
# In Elevator Goal, it is definitionally in the post-game, unless remote doors is played.
# In Challenge Goal, it is before the Challenge, so it is not post-game.
# In Short Box Goal, you can win before turning it on, UNLESS Short Box requires MORE lasers than long box.
# In Long Box Goal, it is always in the post-game because solving long box is what turns it on.
if not ((victory == "elevator" and doors) or victory == "challenge" or (reverse_shortbox_goal and doors)):
# We now know Bottom Floor Discard is in the post-game.
# This has different consequences depending on whether remote doors is being played.
# If doors are vanilla, Bottom Floor Discard locks a door to an area, which has to be disabled as well.
if doors:
postgame_adjustments.append(get_bottom_floor_discard_exclusion_list())
else:
postgame_adjustments.append(get_bottom_floor_discard_nondoors_exclusion_list())
# In Challenge goal + early_caves + vanilla doors, you could find something important on Bottom Floor Discard,
# including the Caves Shortcuts themselves if playing "early_caves: start_inventory".
# This is another thing that was deemed "unfun" more than fitting the actual definition of post-game.
if victory == "challenge" and early_caves and not doors:
postgame_adjustments.append(get_bottom_floor_discard_nondoors_exclusion_list())
# If we have a proper short box goal, long box will never be activated first.
if proper_shortbox_goal:
postgame_adjustments.append(["Disabled Locations:", "0xFFF00 (Mountain Box Long)"])
return postgame_adjustments
def make_options_adjustments(self, world: "WitnessWorld"):
"""Makes logic adjustments based on options"""
adjustment_linesets_in_order = []
# Make condensed references to some options
doors = world.options.shuffle_doors >= 2 # "Panels" mode has no overarching region accessibility implications.
lasers = world.options.shuffle_lasers
victory = world.options.victory_condition
mnt_lasers = world.options.mountain_lasers
chal_lasers = world.options.challenge_lasers
# Exclude panels from the post-game if shuffle_postgame is false.
if not world.options.shuffle_postgame:
adjustment_linesets_in_order += self.handle_postgame(world)
# Exclude Discards / Vaults
if not world.options.shuffle_discarded_panels:
# In disable_non_randomized, the discards are needed for alternate activation triggers, UNLESS both
# (remote) doors and lasers are shuffled.
if not world.options.disable_non_randomized_puzzles or (doors and lasers):
adjustment_linesets_in_order.append(get_discard_exclusion_list())
if doors:
adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
if not world.options.shuffle_vault_boxes:
adjustment_linesets_in_order.append(get_vault_exclusion_list())
if not victory == "challenge":
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
# Victory Condition
if victory == "elevator":
self.VICTORY_LOCATION = "0x3D9A9"
elif victory == "challenge":
self.VICTORY_LOCATION = "0x0356B"
elif victory == "mountain_box_short":
self.VICTORY_LOCATION = "0x09F7F"
elif victory == "mountain_box_long":
self.VICTORY_LOCATION = "0xFFF00"
# Long box can usually only be solved by opening Mountain Entry. However, if it requires 7 lasers or less
# (challenge_lasers <= 7), you can now solve it without opening Mountain Entry first.
# Furthermore, if the user sets mountain_lasers > 7, the box is rotated to not require Mountain Entry either.
if chal_lasers <= 7 or mnt_lasers > 7:
adjustment_linesets_in_order.append([
"Requirement Changes:",
"0xFFF00 - 11 Lasers - True",
])
if world.options.disable_non_randomized_puzzles:
adjustment_linesets_in_order.append(get_disable_unrandomized_list())
if world.options.shuffle_symbols:
adjustment_linesets_in_order.append(get_symbol_shuffle_list())
if world.options.EP_difficulty == "normal":
adjustment_linesets_in_order.append(get_ep_easy())
elif world.options.EP_difficulty == "tedious":
adjustment_linesets_in_order.append(get_ep_no_eclipse())
if world.options.door_groupings == "regional":
if world.options.shuffle_doors == "panels":
adjustment_linesets_in_order.append(get_simple_panels())
elif world.options.shuffle_doors == "doors":
adjustment_linesets_in_order.append(get_simple_doors())
elif world.options.shuffle_doors == "mixed":
adjustment_linesets_in_order.append(get_simple_doors())
adjustment_linesets_in_order.append(get_simple_additional_panels())
else:
if world.options.shuffle_doors == "panels":
adjustment_linesets_in_order.append(get_complex_door_panels())
adjustment_linesets_in_order.append(get_complex_additional_panels())
elif world.options.shuffle_doors == "doors":
adjustment_linesets_in_order.append(get_complex_doors())
elif world.options.shuffle_doors == "mixed":
adjustment_linesets_in_order.append(get_complex_doors())
adjustment_linesets_in_order.append(get_complex_additional_panels())
if world.options.shuffle_boat:
adjustment_linesets_in_order.append(get_boat())
if world.options.early_caves == "starting_inventory":
adjustment_linesets_in_order.append(get_early_caves_start_list())
if world.options.early_caves == "add_to_pool" and not doors:
adjustment_linesets_in_order.append(get_early_caves_list())
if world.options.elevators_come_to_you:
adjustment_linesets_in_order.append(get_elevators_come_to_you())
for item in self.YAML_ADDED_ITEMS:
adjustment_linesets_in_order.append(["Items:", item])
if lasers:
adjustment_linesets_in_order.append(get_laser_shuffle())
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if world.options.shuffle_EPs and world.options.obelisk_keys:
adjustment_linesets_in_order.append(get_obelisk_keys())
if world.options.shuffle_EPs == "obelisk_sides":
ep_gen = ((ep_hex, ep_obj) for (ep_hex, ep_obj) in self.REFERENCE_LOGIC.ENTITIES_BY_HEX.items()
if ep_obj["entityType"] == "EP")
for ep_hex, ep_obj in ep_gen:
obelisk = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[self.REFERENCE_LOGIC.EP_TO_OBELISK_SIDE[ep_hex]]
obelisk_name = obelisk["checkName"]
ep_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[ep_hex]["checkName"]
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.ALWAYS_EVENT_NAMES_BY_HEX[ep_hex] = f"{obelisk_name} - {ep_name}"
else:
adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_obelisks()[1:])
if not world.options.shuffle_EPs:
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adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_all_individual()[1:])
for yaml_disabled_location in self.YAML_DISABLED_LOCATIONS:
if yaml_disabled_location not in self.REFERENCE_LOGIC.ENTITIES_BY_NAME:
continue
loc_obj = self.REFERENCE_LOGIC.ENTITIES_BY_NAME[yaml_disabled_location]
if loc_obj["entityType"] == "EP":
self.COMPLETELY_DISABLED_ENTITIES.add(loc_obj["entity_hex"])
elif loc_obj["entityType"] in {"General", "Vault", "Discard"}:
self.EXCLUDED_LOCATIONS.add(loc_obj["entity_hex"])
for adjustment_lineset in adjustment_linesets_in_order:
current_adjustment_type = None
for line in adjustment_lineset:
if len(line) == 0:
continue
if line[-1] == ":":
current_adjustment_type = line[:-1]
continue
self.make_single_adjustment(current_adjustment_type, line)
for entity_id in self.COMPLETELY_DISABLED_ENTITIES:
if entity_id in self.DOOR_ITEMS_BY_ID:
del self.DOOR_ITEMS_BY_ID[entity_id]
def make_dependency_reduced_checklist(self):
"""
Turns dependent check set into semi-independent check set
"""
for entity_hex in self.DEPENDENT_REQUIREMENTS_BY_HEX.keys():
indep_requirement = self.reduce_req_within_region(entity_hex)
self.REQUIREMENTS_BY_HEX[entity_hex] = indep_requirement
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for item in self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI:
if item not in self.THEORETICAL_ITEMS:
progressive_item_name = StaticWitnessLogic.get_parent_progressive_item(item)
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(progressive_item_name)
child_items = cast(ProgressiveItemDefinition,
StaticWitnessLogic.all_items[progressive_item_name]).child_item_names
multi_list = [child_item for child_item in child_items
if child_item in self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI]
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self.MULTI_AMOUNTS[item] = multi_list.index(item) + 1
self.MULTI_LISTS[progressive_item_name] = multi_list
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else:
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(item)
for region, connections in self.CONNECTIONS_BY_REGION_NAME.items():
new_connections = []
for connection in connections:
overall_requirement = frozenset()
for option in connection[1]:
individual_entity_requirements = []
for entity in option:
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
if (entity in self.ALWAYS_EVENT_NAMES_BY_HEX
or entity not in self.REFERENCE_LOGIC.ENTITIES_BY_HEX):
individual_entity_requirements.append(frozenset({frozenset({entity})}))
else:
entity_req = self.reduce_req_within_region(entity)
if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]:
region_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]["name"]
entity_req = dnf_and([entity_req, frozenset({frozenset({region_name})})])
individual_entity_requirements.append(entity_req)
overall_requirement |= dnf_and(individual_entity_requirements)
new_connections.append((connection[0], overall_requirement))
self.CONNECTIONS_BY_REGION_NAME[region] = new_connections
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
def solvability_guaranteed(self, entity_hex: str):
return not (
entity_hex in self.ENTITIES_WITHOUT_ENSURED_SOLVABILITY
or entity_hex in self.COMPLETELY_DISABLED_ENTITIES
or entity_hex in self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES
)
def determine_unrequired_entities(self, world: "WitnessWorld"):
"""Figure out which major items are actually useless in this world's settings"""
# Gather quick references to relevant options
eps_shuffled = world.options.shuffle_EPs
come_to_you = world.options.elevators_come_to_you
difficulty = world.options.puzzle_randomization
discards_shuffled = world.options.shuffle_discarded_panels
boat_shuffled = world.options.shuffle_boat
symbols_shuffled = world.options.shuffle_symbols
disable_non_randomized = world.options.disable_non_randomized_puzzles
postgame_included = world.options.shuffle_postgame
goal = world.options.victory_condition
doors = world.options.shuffle_doors
shortbox_req = world.options.mountain_lasers
longbox_req = world.options.challenge_lasers
# Make some helper booleans so it is easier to follow what's going on
mountain_upper_is_in_postgame = (
goal == "mountain_box_short"
or goal == "mountain_box_long" and longbox_req <= shortbox_req
)
mountain_upper_included = postgame_included or not mountain_upper_is_in_postgame
remote_doors = doors >= 2
door_panels = doors == "panels" or doors == "mixed"
# It is easier to think about when these items *are* required, so we make that dict first
# If the entity is disabled anyway, we don't need to consider that case
is_item_required_dict = {
"0x03750": eps_shuffled, # Monastery Garden Entry Door
"0x275FA": eps_shuffled, # Boathouse Hook Control
"0x17D02": eps_shuffled, # Windmill Turn Control
"0x0368A": symbols_shuffled or door_panels, # Quarry Stoneworks Stairs Door
"0x3865F": symbols_shuffled or door_panels or eps_shuffled, # Quarry Boathouse 2nd Barrier
"0x17CC4": come_to_you or eps_shuffled, # Quarry Elevator Panel
"0x17E2B": come_to_you and boat_shuffled or eps_shuffled, # Swamp Long Bridge
"0x0CF2A": False, # Jungle Monastery Garden Shortcut
"0x17CAA": remote_doors, # Jungle Monastery Garden Shortcut Panel
"0x0364E": False, # Monastery Laser Shortcut Door
"0x03713": remote_doors, # Monastery Laser Shortcut Panel
"0x03313": False, # Orchard Second Gate
"0x337FA": remote_doors, # Jungle Bamboo Laser Shortcut Panel
"0x3873B": False, # Jungle Bamboo Laser Shortcut Door
"0x335AB": False, # Caves Elevator Controls
"0x335AC": False, # Caves Elevator Controls
"0x3369D": False, # Caves Elevator Controls
"0x01BEA": difficulty == "none" and eps_shuffled, # Keep PP2
"0x0A0C9": eps_shuffled or discards_shuffled or disable_non_randomized, # Cargo Box Entry Door
"0x09EEB": discards_shuffled or mountain_upper_included, # Mountain Floor 2 Elevator Control Panel
"0x09EDD": mountain_upper_included, # Mountain Floor 2 Exit Door
"0x17CAB": symbols_shuffled or not disable_non_randomized or "0x17CAB" not in self.DOOR_ITEMS_BY_ID,
# Jungle Popup Wall Panel
}
# Now, return the keys of the dict entries where the result is False to get unrequired major items
self.ENTITIES_WITHOUT_ENSURED_SOLVABILITY |= {
item_name for item_name, is_required in is_item_required_dict.items() if not is_required
}
def make_event_item_pair(self, panel: str):
"""
Makes a pair of an event panel and its event item
"""
action = " Opened" if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["entityType"] == "Door" else " Solved"
name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["checkName"] + action
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
if panel not in self.USED_EVENT_NAMES_BY_HEX:
warning("Panel \"" + name + "\" does not have an associated event name.")
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.USED_EVENT_NAMES_BY_HEX[panel] = name + " Event"
pair = (name, self.USED_EVENT_NAMES_BY_HEX[panel])
return pair
def make_event_panel_lists(self):
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.ALWAYS_EVENT_NAMES_BY_HEX[self.VICTORY_LOCATION] = "Victory"
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.USED_EVENT_NAMES_BY_HEX.update(self.ALWAYS_EVENT_NAMES_BY_HEX)
self.USED_EVENT_NAMES_BY_HEX = {
event_hex: event_name for event_hex, event_name in self.USED_EVENT_NAMES_BY_HEX.items()
if self.solvability_guaranteed(event_hex)
}
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
for panel in self.USED_EVENT_NAMES_BY_HEX:
pair = self.make_event_item_pair(panel)
self.EVENT_ITEM_PAIRS[pair[0]] = pair[1]
def __init__(self, world: "WitnessWorld", disabled_locations: Set[str], start_inv: Dict[str, int]):
self.YAML_DISABLED_LOCATIONS = disabled_locations
self.YAML_ADDED_ITEMS = start_inv
self.EVENT_PANELS_FROM_PANELS = set()
self.EVENT_PANELS_FROM_REGIONS = set()
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES = set()
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.ENTITIES_WITHOUT_ENSURED_SOLVABILITY = set()
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self.THEORETICAL_ITEMS = set()
self.THEORETICAL_ITEMS_NO_MULTI = set()
self.MULTI_AMOUNTS = defaultdict(lambda: 1)
2022-10-09 02:13:52 +00:00
self.MULTI_LISTS = dict()
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI = set()
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME = set()
self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
self.STARTING_INVENTORY = set()
self.DIFFICULTY = world.options.puzzle_randomization
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if self.DIFFICULTY == "sigma_normal":
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self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_normal
elif self.DIFFICULTY == "sigma_expert":
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self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_expert
elif self.DIFFICULTY == "none":
self.REFERENCE_LOGIC = StaticWitnessLogic.vanilla
2022-10-09 02:13:52 +00:00
self.CONNECTIONS_BY_REGION_NAME = copy.deepcopy(self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME)
self.DEPENDENT_REQUIREMENTS_BY_HEX = copy.deepcopy(self.REFERENCE_LOGIC.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX)
self.REQUIREMENTS_BY_HEX = dict()
# Determining which panels need to be events is a difficult process.
# At the end, we will have EVENT_ITEM_PAIRS for all the necessary ones.
self.EVENT_ITEM_PAIRS = dict()
self.COMPLETELY_DISABLED_ENTITIES = set()
self.PRECOMPLETED_LOCATIONS = set()
self.EXCLUDED_LOCATIONS = set()
self.ADDED_CHECKS = set()
self.VICTORY_LOCATION = "0x0356B"
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.ALWAYS_EVENT_NAMES_BY_HEX = {
"0x00509": "+1 Laser (Symmetry Laser)",
"0x012FB": "+1 Laser (Desert Laser)",
"0x09F98": "Desert Laser Redirection",
"0x01539": "+1 Laser (Quarry Laser)",
"0x181B3": "+1 Laser (Shadows Laser)",
"0x014BB": "+1 Laser (Keep Laser)",
"0x17C65": "+1 Laser (Monastery Laser)",
"0x032F9": "+1 Laser (Town Laser)",
"0x00274": "+1 Laser (Jungle Laser)",
"0x0C2B2": "+1 Laser (Bunker Laser)",
"0x00BF6": "+1 Laser (Swamp Laser)",
"0x028A4": "+1 Laser (Treehouse Laser)",
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
"0x17C34": "Mountain Entry",
"0xFFF00": "Bottom Floor Discard Turns On",
}
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.USED_EVENT_NAMES_BY_HEX = {}
self.CONDITIONAL_EVENTS = {}
self.make_options_adjustments(world)
The Witness: Event System & Item Classification System revamp (#2652) Two things have been happening. **Incorrect Events** Spoiler logs containing events that just straight up have an incorrect name and shouldn't be there. E.g. "Symmetry Island Yellow 3 solved - Monastery Laser Activation" when playing Laser Shuffle where this event should not exist, because Laser Activations are governed by the Laser items. Now to be clear - There are no logic issues with it. The event will be in the spoiler log, but it won't actually be used in the way that its name suggests. Basically, every panel in the game has exactly one event name. If the panel is referenced by another panel, it will reference the event instead. So, the Symmetry Laser Panel location will reference Symmetry Island Yellow 3, and an event is created for Symmetry Island Yellow 3. The only problem is the **name**: The canonical name for the event is related to "Symmetry Island Yellow 3" is "Monastery Laser Activation", because that's another thing that panel does sometimes. From now on, event names are tied to both the panel referencing and the panel being referenced. Only once the referincing panel actually references the dependent panel (during the dependency reduction process in generate_early), is the event actually created. This also removes some spoiler log clutter where unused events were just in the location list. **Item classifications** When playing shuffle_doors, there are a lot of doors in the game that are logically useless depending on settings. When that happens, they should get downgraded from progression to useful. The previous system for this was jank and terrible. Now there is a better system for it, and many items have been added to it. :)
2024-02-13 21:47:19 +00:00
self.determine_unrequired_entities(world)
self.make_dependency_reduced_checklist()
self.make_event_panel_lists()