2022-04-28 22:42:11 +00:00
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"""
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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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2024-04-11 22:27:42 +00:00
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from typing import TYPE_CHECKING, Dict, List, Set
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from BaseClasses import Item, ItemClassification, MultiWorld
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from .data import static_items as static_witness_items
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from .data import static_logic as static_witness_logic
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from .data.item_definition_classes import (
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DoorItemDefinition,
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ItemCategory,
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ItemData,
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ItemDefinition,
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ProgressiveItemDefinition,
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WeightedItemDefinition,
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)
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from .data.utils import build_weighted_int_list
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from .locations import WitnessPlayerLocations
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2023-07-19 03:02:57 +00:00
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from .player_logic import WitnessPlayerLogic
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2022-04-28 22:42:11 +00:00
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2023-11-24 05:27:03 +00:00
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if TYPE_CHECKING:
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from . import WitnessWorld
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2023-07-19 03:02:57 +00:00
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NUM_ENERGY_UPGRADES = 4
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2022-04-28 22:42:11 +00:00
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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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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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2024-04-11 22:27:42 +00:00
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def __init__(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic,
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player_locations: WitnessPlayerLocations) -> None:
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2022-04-28 22:42:11 +00:00
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"""Adds event items after logic changes due to options"""
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2023-02-01 20:18:07 +00:00
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2023-11-24 05:27:03 +00:00
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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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2024-04-11 22:27:42 +00:00
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self._logic: WitnessPlayerLogic = player_logic
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self._locations: WitnessPlayerLocations = player_locations
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2023-07-19 03:02:57 +00:00
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# Duplicate the static item data, then make any player-specific adjustments to classification.
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2024-04-11 22:27:42 +00:00
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self.item_data: Dict[str, ItemData] = copy.deepcopy(static_witness_items.ITEM_DATA)
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2023-07-19 03:02:57 +00:00
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# Remove all progression items that aren't actually in the game.
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2023-11-24 05:27:03 +00:00
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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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2024-04-11 22:27:42 +00:00
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{ItemClassification.progression, ItemClassification.progression_skip_balancing}
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or name in player_logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME
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2023-11-24 05:27:03 +00:00
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}
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2023-07-19 03:02:57 +00:00
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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
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# Downgrade door items
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2023-07-19 03:02:57 +00:00
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for item_name, item_data in self.item_data.items():
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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
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if not isinstance(item_data.definition, DoorItemDefinition):
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continue
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if all(not self._logic.solvability_guaranteed(e_hex) for e_hex in item_data.definition.panel_id_hexes):
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2023-12-10 19:35:46 +00:00
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item_data.classification = ItemClassification.useful
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2023-07-19 03:02:57 +00:00
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# Build the mandatory item list.
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2023-07-20 00:10:48 +00:00
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self._mandatory_items: Dict[str, int] = {}
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2023-07-19 03:02:57 +00:00
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# Add progression items to the mandatory item list.
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2023-11-24 05:27:03 +00:00
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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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2023-07-19 03:02:57 +00:00
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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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2022-06-16 01:04:45 +00:00
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else:
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2023-07-19 03:02:57 +00:00
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self._mandatory_items[item_name] = 1
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2022-06-16 01:04:45 +00:00
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2023-07-19 03:02:57 +00:00
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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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2024-04-11 22:27:42 +00:00
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if item_name in static_witness_items._special_usefuls:
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2023-07-19 03:02:57 +00:00
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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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# 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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2024-04-11 22:27:42 +00:00
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location_name = player_logic.EVENT_ITEM_PAIRS[event_location]
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2023-07-19 03:02:57 +00:00
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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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2023-07-20 00:10:48 +00:00
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def get_mandatory_items(self) -> Dict[str, int]:
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2023-07-19 03:02:57 +00:00
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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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2023-09-10 21:29:42 +00:00
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return self._mandatory_items.copy()
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2023-07-19 03:02:57 +00:00
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2023-07-20 00:10:48 +00:00
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def get_filler_items(self, quantity: int) -> Dict[str, int]:
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2023-07-19 03:02:57 +00:00
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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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2023-07-20 00:10:48 +00:00
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output: Dict[str, int] = {}
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2023-07-19 03:02:57 +00:00
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remaining_quantity = quantity
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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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# Read trap configuration data.
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2023-11-24 05:27:03 +00:00
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trap_weight = self._world.options.trap_percentage / 100
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2024-02-29 06:40:08 +00:00
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trap_items = self._world.options.trap_weights.value
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if not sum(trap_items.values()):
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trap_weight = 0
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2023-07-19 03:02:57 +00:00
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# Add filler items to the list.
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2024-02-29 06:40:08 +00:00
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filler_weight = 1 - trap_weight
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2023-07-20 00:10:48 +00:00
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filler_items: Dict[str, float]
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2023-07-19 03:02:57 +00:00
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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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# Add trap items.
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if trap_weight > 0:
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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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# Get the actual number of each item by scaling the float weight values to match the target quantity.
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2023-07-20 00:10:48 +00:00
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int_weights: List[int] = build_weighted_int_list(filler_items.values(), remaining_quantity)
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2023-07-19 03:02:57 +00:00
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output.update(zip(filler_items.keys(), int_weights))
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return output
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2023-07-20 00:10:48 +00:00
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def get_early_items(self) -> List[str]:
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2023-07-19 03:02:57 +00:00
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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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2023-07-28 07:39:56 +00:00
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output: Set[str] = set()
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2023-11-24 05:27:03 +00:00
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if self._world.options.shuffle_symbols:
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2024-04-18 16:49:15 +00:00
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output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
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2023-02-01 20:18:07 +00:00
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2023-11-24 05:27:03 +00:00
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if self._world.options.shuffle_discarded_panels:
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2024-02-11 01:25:03 +00:00
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if self._world.options.puzzle_randomization == "sigma_expert":
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2023-07-28 07:39:56 +00:00
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output.add("Arrows")
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2023-03-02 23:08:24 +00:00
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else:
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2023-07-28 07:39:56 +00:00
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output.add("Triangles")
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2023-07-19 03:02:57 +00:00
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# Replace progressive items with their parents.
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2024-04-11 22:27:42 +00:00
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output = {static_witness_logic.get_parent_progressive_item(item) for item in output}
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2023-07-19 03:02:57 +00:00
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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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2023-11-24 05:27:03 +00:00
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for plando_setting in self._multiworld.plando_items[self._player_id]:
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2023-07-19 03:02:57 +00:00
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if plando_setting.get("from_pool", True):
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2023-08-16 14:03:41 +00:00
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for item_setting_key in [key for key in ["item", "items"] if key in plando_setting]:
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2024-04-11 22:27:42 +00:00
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if isinstance(plando_setting[item_setting_key], str):
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2023-08-16 14:03:41 +00:00
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output -= {plando_setting[item_setting_key]}
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2024-04-11 22:27:42 +00:00
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elif isinstance(plando_setting[item_setting_key], dict):
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2023-07-28 07:39:56 +00:00
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output -= {item for item, weight in plando_setting[item_setting_key].items() if weight}
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2023-07-19 03:02:57 +00:00
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else:
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# Assume this is some other kind of iterable.
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2023-08-16 14:03:41 +00:00
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for inner_item in plando_setting[item_setting_key]:
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2024-04-11 22:27:42 +00:00
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if isinstance(inner_item, str):
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2023-08-16 14:03:41 +00:00
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output -= {inner_item}
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2024-04-11 22:27:42 +00:00
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elif isinstance(inner_item, dict):
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2023-08-16 14:03:41 +00:00
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output -= {item for item, weight in inner_item.items() if weight}
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2023-07-19 03:02:57 +00:00
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# Sort the output for consistency across versions if the implementation changes but the logic does not.
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2023-08-16 14:03:41 +00:00
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return sorted(list(output))
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2023-07-19 03:02:57 +00:00
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2023-07-20 00:10:48 +00:00
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def get_door_ids_in_pool(self) -> List[int]:
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2023-07-19 03:02:57 +00:00
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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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2023-07-20 00:10:48 +00:00
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output: List[int] = []
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2023-07-19 03:02:57 +00:00
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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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2023-11-24 05:27:03 +00:00
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2023-07-19 03:02:57 +00:00
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return output
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2023-07-20 00:10:48 +00:00
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def get_symbol_ids_not_in_pool(self) -> List[int]:
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2023-07-19 03:02:57 +00:00
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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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2024-04-11 22:27:42 +00:00
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return [data.ap_code for name, data in static_witness_items.ITEM_DATA.items()
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2023-07-19 03:02:57 +00:00
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if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL]
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2023-07-20 00:10:48 +00:00
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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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2023-07-19 03:02:57 +00:00
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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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2024-04-11 22:27:42 +00:00
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output[item.ap_code] = [static_witness_items.ITEM_DATA[child_item].ap_code
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2023-07-19 03:02:57 +00:00
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for child_item in item.definition.child_item_names]
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return output
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2024-02-29 06:40:08 +00:00
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