Archipelago/worlds/witness/items.py

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"""
Defines progression, junk and event items for The Witness
"""
import copy
from dataclasses import dataclass
from typing import Optional, Dict, List, Set
from BaseClasses import Item, MultiWorld, ItemClassification
from .Options import get_option_value, is_option_enabled, the_witness_options
from .locations import ID_START, WitnessPlayerLocations
from .player_logic import WitnessPlayerLogic
from .static_logic import ItemDefinition, DoorItemDefinition, ProgressiveItemDefinition, ItemCategory, \
StaticWitnessLogic, WeightedItemDefinition
from .utils import build_weighted_int_list
NUM_ENERGY_UPGRADES = 4
@dataclass()
class ItemData:
"""
ItemData for an item in The Witness
"""
ap_code: Optional[int]
definition: ItemDefinition
classification: ItemClassification
local_only: bool = False
class WitnessItem(Item):
"""
Item from the game The Witness
"""
game: str = "The Witness"
class StaticWitnessItems:
"""
Class that handles Witness items independent of world settings
"""
item_data: Dict[str, ItemData] = {}
item_groups: Dict[str, List[str]] = {}
# Useful items that are treated specially at generation time and should not be automatically added to the player's
# item list during get_progression_items.
special_usefuls: List[str] = ["Puzzle Skip"]
def __init__(self):
for item_name, definition in StaticWitnessLogic.all_items.items():
ap_item_code = definition.local_code + ID_START
classification: ItemClassification = ItemClassification.filler
local_only: bool = False
if definition.category is ItemCategory.SYMBOL:
classification = ItemClassification.progression
StaticWitnessItems.item_groups.setdefault("Symbols", []).append(item_name)
elif definition.category is ItemCategory.DOOR:
classification = ItemClassification.progression
StaticWitnessItems.item_groups.setdefault("Doors", []).append(item_name)
elif definition.category is ItemCategory.LASER:
classification = ItemClassification.progression
StaticWitnessItems.item_groups.setdefault("Lasers", []).append(item_name)
elif definition.category is ItemCategory.USEFUL:
classification = ItemClassification.useful
elif definition.category is ItemCategory.FILLER:
if item_name in ["Energy Fill (Small)"]:
local_only = True
classification = ItemClassification.filler
elif definition.category is ItemCategory.TRAP:
classification = ItemClassification.trap
elif definition.category is ItemCategory.JOKE:
classification = ItemClassification.filler
StaticWitnessItems.item_data[item_name] = ItemData(ap_item_code, definition,
classification, local_only)
@staticmethod
def get_item_to_door_mappings() -> Dict[int, List[int]]:
output: Dict[int, List[int]] = {}
for item_name, item_data in {name: data for name, data in StaticWitnessItems.item_data.items()
if isinstance(data.definition, DoorItemDefinition)}.items():
item = StaticWitnessItems.item_data[item_name]
output[item.ap_code] = [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
return output
class WitnessPlayerItems:
"""
Class that defines Items for a single world
"""
def __init__(self, multiworld: MultiWorld, player: int, logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
"""Adds event items after logic changes due to options"""
self._world: MultiWorld = multiworld
self._player_id: int = player
self._logic: WitnessPlayerLogic = logic
self._locations: WitnessPlayerLocations = locat
# Duplicate the static item data, then make any player-specific adjustments to classification.
self.item_data: Dict[str, ItemData] = copy.deepcopy(StaticWitnessItems.item_data)
# Remove all progression items that aren't actually in the game.
self.item_data = {name: data for (name, data) in self.item_data.items()
if data.classification is not ItemClassification.progression or
name in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME}
# Adjust item classifications based on game settings.
eps_shuffled = get_option_value(self._world, self._player_id, "shuffle_EPs") != 0
for item_name, item_data in self.item_data.items():
if not eps_shuffled and item_name in ["Monastery Garden Entry (Door)", "Monastery Shortcuts"]:
# Downgrade doors that only gate progress in EP shuffle.
item_data.classification = ItemClassification.useful
elif item_name in ["River Monastery Shortcut (Door)", "Jungle & River Shortcuts",
"Monastery Shortcut (Door)",
"Orchard Second Gate (Door)"]:
# Downgrade doors that don't gate progress.
item_data.classification = ItemClassification.useful
# Build the mandatory item list.
self._mandatory_items: Dict[str, int] = {}
# Add progression items to the mandatory item list.
for item_name, item_data in {name: data for (name, data) in self.item_data.items()
if data.classification == ItemClassification.progression}.items():
if isinstance(item_data.definition, ProgressiveItemDefinition):
num_progression = len(self._logic.MULTI_LISTS[item_name])
self._mandatory_items[item_name] = num_progression
else:
self._mandatory_items[item_name] = 1
# Add setting-specific useful items to the mandatory item list.
for item_name, item_data in {name: data for (name, data) in self.item_data.items()
if data.classification == ItemClassification.useful}.items():
if item_name in StaticWitnessItems.special_usefuls:
continue
elif item_name == "Energy Capacity":
self._mandatory_items[item_name] = NUM_ENERGY_UPGRADES
elif isinstance(item_data.classification, ProgressiveItemDefinition):
self._mandatory_items[item_name] = len(item_data.mappings)
else:
self._mandatory_items[item_name] = 1
# Add event items to the item definition list for later lookup.
for event_location in self._locations.EVENT_LOCATION_TABLE:
location_name = logic.EVENT_ITEM_PAIRS[event_location]
self.item_data[location_name] = ItemData(None, ItemDefinition(0, ItemCategory.EVENT),
ItemClassification.progression, False)
def get_mandatory_items(self) -> Dict[str, int]:
"""
Returns the list of items that must be in the pool for the game to successfully generate.
"""
return self._mandatory_items
def get_filler_items(self, quantity: int) -> Dict[str, int]:
"""
Generates a list of filler items of the given length.
"""
if quantity <= 0:
return {}
output: Dict[str, int] = {}
remaining_quantity = quantity
# Add joke items.
output.update({name: 1 for (name, data) in self.item_data.items()
if data.definition.category is ItemCategory.JOKE})
remaining_quantity -= len(output)
# Read trap configuration data.
trap_weight = get_option_value(self._world, self._player_id, "trap_percentage") / 100
filler_weight = 1 - trap_weight
# Add filler items to the list.
filler_items: Dict[str, float]
filler_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.FILLER}
filler_items = {name: base_weight * filler_weight / sum(filler_items.values())
for name, base_weight in filler_items.items() if base_weight > 0}
# Add trap items.
if trap_weight > 0:
trap_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.TRAP}
filler_items.update({name: base_weight * trap_weight / sum(trap_items.values())
for name, base_weight in trap_items.items() if base_weight > 0})
# Get the actual number of each item by scaling the float weight values to match the target quantity.
int_weights: List[int] = build_weighted_int_list(filler_items.values(), remaining_quantity)
output.update(zip(filler_items.keys(), int_weights))
return output
def get_early_items(self) -> List[str]:
"""
Returns items that are ideal for placing on extremely early checks, like the tutorial gate.
"""
output: Set[str] = set()
if "shuffle_symbols" not in the_witness_options.keys() \
or is_option_enabled(self._world, self._player_id, "shuffle_symbols"):
if get_option_value(self._world, self._player_id, "shuffle_doors") > 0:
output = {"Dots", "Black/White Squares", "Symmetry"}
else:
output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
if is_option_enabled(self._world, self._player_id, "shuffle_discarded_panels"):
if get_option_value(self._world, self._player_id, "puzzle_randomization") == 1:
output.add("Arrows")
Witness: Bugfixes in response to beta tests (#1473) * Make all Keep Pressure Plates logically required for the Laser Panel * Added more Tutorial checks * Added the remaining two Shipwreck Boat EPs to the exclude list for normal * Improved itempool filling system, added warning if usefuls had to be eaten * Moved creation of said warning string to utils * Fixed logic bug causing broken seeds on Mountain Floor 2 * Hints system change * Expert Logic Fix * Fixed typo * Better wording * Added missing games to junk hints * Made sure Entrance names are unique * Fixed missing Obelisk Side * Disable Non Randomized + EP Shuffle fix * Fixed disable_non_randomized precompleted EPs being 'disabled' instead of 'precompleted' * Fixed if/elif error * Tutorial Gate Open local symbol item becomes local_early_item in expert instead * Bump required client version. There is a beta client that sends 0.3.9. * Removed print statement, oops * Fixed itempool manipulation in pre_fill * Replaced string concats with fstrings * Improved make_warning_string function signature Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com> * Improved performance on removing multiple items from multiworld itempool * Comment * Fixed errors with the code * Made removal from itempool not fail unit test for multiple references * Moved all item creation to create_items, got rid of itempool modifying system * Colored Squares is no longer a good item, that's outdated * Removed double if * React to from_pool: false by removing a junk item * Fixed warning if only Fnc Brain was removed * Make use of string truthiness instead * Made reading of plandoed items safer --------- Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2023-03-02 23:08:24 +00:00
else:
output.add("Triangles")
# Replace progressive items with their parents.
output = {StaticWitnessLogic.get_parent_progressive_item(item) for item in output}
# Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
# before create_items so that we'll be able to check placed items instead of just removing all items mentioned
# regardless of whether or not they actually wind up being manually placed.
for plando_setting in self._world.plando_items[self._player_id]:
if plando_setting.get("from_pool", True):
for item_setting_key in (key for key in ["item", "items"] if key in plando_setting):
if type(plando_setting[item_setting_key]) is str:
output.remove(plando_setting[item_setting_key])
elif type(plando_setting[item_setting_key]) is dict:
output -= {item for item, weight in plando_setting[item_setting_key].items() if weight}
else:
# Assume this is some other kind of iterable.
output -= plando_setting[item_setting_key]
# Sort the output for consistency across versions if the implementation changes but the logic does not.
return sorted(output)
def get_door_ids_in_pool(self) -> List[int]:
"""
Returns the total set of all door IDs that are controlled by items in the pool.
"""
output: List[int] = []
for item_name, item_data in {name: data for name, data in self.item_data.items()
if isinstance(data.definition, DoorItemDefinition)}.items():
output += [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
return output
def get_symbol_ids_not_in_pool(self) -> List[int]:
"""
Returns the item IDs of symbol items that were defined in the configuration file but are not in the pool.
"""
return [data.ap_code for name, data in StaticWitnessItems.item_data.items()
if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL]
def get_progressive_item_ids_in_pool(self) -> Dict[int, List[int]]:
output: Dict[int, List[int]] = {}
for item_name, quantity in {name: quantity for name, quantity in self._mandatory_items.items()}.items():
item = self.item_data[item_name]
if isinstance(item.definition, ProgressiveItemDefinition):
# Note: we need to reference the static table here rather than the player-specific one because the child
# items were removed from the pool when we pruned out all progression items not in the settings.
output[item.ap_code] = [StaticWitnessItems.item_data[child_item].ap_code
for child_item in item.definition.child_item_names]
return output