The Witness: Change all option name comparisons to strings instead of numeric values (#2503)

* Refactor postgame code to be more readable

* Change all references to options to strings

* oops

* Fix some outdated code related to yaml-disabled EPs

* Small fixes to short/longbox stuff (thanks Medic)

* comment

* fix duplicate

* Removed triplicate lmfao

* Better comment

* added another 'unfun' postgame consideration

* comment

* more option strings

* oops

* Remove an unnecessary comparison

* another string missed

* Another was missed

* This would create a really bad merge error
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NewSoupVi 2024-02-11 02:25:03 +01:00 committed by GitHub
parent 77c326cb81
commit a6deffb9f2
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6 changed files with 123 additions and 77 deletions

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@ -161,7 +161,7 @@ class WitnessWorld(World):
early_items = [item for item in self.items.get_early_items() if item in self.items.get_mandatory_items()]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == 1:
if self.options.puzzle_randomization == "sigma_expert":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
@ -184,7 +184,7 @@ class WitnessWorld(World):
# Adjust the needed size for sphere 1 based on how restrictive the settings are in terms of items
needed_size = 3
needed_size += self.options.puzzle_randomization == 1
needed_size += self.options.puzzle_randomization == "sigma_expert"
needed_size += self.options.shuffle_symbols
needed_size += self.options.shuffle_doors > 0
@ -284,7 +284,7 @@ class WitnessWorld(World):
audio_logs = get_audio_logs().copy()
if hint_amount != 0:
if hint_amount:
generated_hints = make_hints(self, hint_amount, self.own_itempool)
self.random.shuffle(audio_logs)

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@ -176,15 +176,15 @@ def get_always_hint_items(world: "WitnessWorld") -> List[str]:
wincon = world.options.victory_condition
if discards:
if difficulty == 1:
if difficulty == "sigma_expert":
always.append("Arrows")
else:
always.append("Triangles")
if wincon == 0:
if wincon == "elevator":
always += ["Mountain Bottom Floor Final Room Entry (Door)", "Mountain Bottom Floor Doors"]
if wincon == 1:
if wincon == "challenge":
always += ["Challenge Entry (Panel)", "Caves Panels"]
return always

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@ -228,7 +228,7 @@ class WitnessPlayerItems:
output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
if self._world.options.shuffle_discarded_panels:
if self._world.options.puzzle_randomization == 1:
if self._world.options.puzzle_randomization == "sigma_expert":
output.add("Arrows")
else:
output.add("Triangles")

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@ -509,9 +509,9 @@ class WitnessPlayerLocations:
if world.options.shuffle_vault_boxes:
self.PANEL_TYPES_TO_SHUFFLE.add("Vault")
if world.options.shuffle_EPs == 1:
if world.options.shuffle_EPs == "individual":
self.PANEL_TYPES_TO_SHUFFLE.add("EP")
elif world.options.shuffle_EPs == 2:
elif world.options.shuffle_EPs == "obelisk_sides":
self.PANEL_TYPES_TO_SHUFFLE.add("Obelisk Side")
for obelisk_loc in StaticWitnessLocations.OBELISK_SIDES:

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@ -253,51 +253,101 @@ class WitnessPlayerLogic:
line = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[line]["checkName"]
self.ADDED_CHECKS.add(line)
def make_options_adjustments(self, world: "WitnessWorld"):
"""Makes logic adjustments based on options"""
adjustment_linesets_in_order = []
@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 = []
# Postgame
doors = world.options.shuffle_doors >= 2
lasers = world.options.shuffle_lasers
early_caves = world.options.early_caves > 0
# 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
mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mnt_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:
if not (early_caves or doors):
adjustment_linesets_in_order.append(get_caves_exclusion_list())
if not victory == 1:
adjustment_linesets_in_order.append(get_path_to_challenge_exclusion_list())
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
if not ((doors or early_caves) and (victory == 0 or (victory == 2 and mnt_lasers > chal_lasers))):
adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
if not victory == 1:
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
if not (doors or mountain_enterable_from_top):
adjustment_linesets_in_order.append(get_mountain_lower_exclusion_list())
if not mountain_enterable_from_top:
adjustment_linesets_in_order.append(get_mountain_upper_exclusion_list())
if not ((victory == 0 and doors) or victory == 1 or (victory == 2 and mnt_lasers > chal_lasers and doors)):
if doors:
adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
else:
adjustment_linesets_in_order.append(get_bottom_floor_discard_nondoors_exclusion_list())
if victory == 2 and chal_lasers >= mnt_lasers:
adjustment_linesets_in_order.append(["Disabled Locations:", "0xFFF00 (Mountain Box Long)"])
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.
@ -309,18 +359,18 @@ class WitnessPlayerLogic:
if not world.options.shuffle_vault_boxes:
adjustment_linesets_in_order.append(get_vault_exclusion_list())
if not victory == 1:
if not victory == "challenge":
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
# Victory Condition
if victory == 0:
if victory == "elevator":
self.VICTORY_LOCATION = "0x3D9A9"
elif victory == 1:
elif victory == "challenge":
self.VICTORY_LOCATION = "0x0356B"
elif victory == 2:
elif victory == "mountain_box_short":
self.VICTORY_LOCATION = "0x09F7F"
elif victory == 3:
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
@ -338,36 +388,36 @@ class WitnessPlayerLogic:
if world.options.shuffle_symbols:
adjustment_linesets_in_order.append(get_symbol_shuffle_list())
if world.options.EP_difficulty == 0:
if world.options.EP_difficulty == "normal":
adjustment_linesets_in_order.append(get_ep_easy())
elif world.options.EP_difficulty == 1:
elif world.options.EP_difficulty == "tedious":
adjustment_linesets_in_order.append(get_ep_no_eclipse())
if world.options.door_groupings == 1:
if world.options.shuffle_doors == 1:
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 == 2:
elif world.options.shuffle_doors == "doors":
adjustment_linesets_in_order.append(get_simple_doors())
elif world.options.shuffle_doors == 3:
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 == 1:
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 == 2:
elif world.options.shuffle_doors == "doors":
adjustment_linesets_in_order.append(get_complex_doors())
elif world.options.shuffle_doors == 3:
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 == 2:
if world.options.early_caves == "starting_inventory":
adjustment_linesets_in_order.append(get_early_caves_start_list())
if world.options.early_caves == 1 and not doors:
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:
@ -391,25 +441,21 @@ class WitnessPlayerLogic:
else:
adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_obelisks()[1:])
if world.options.shuffle_EPs == 0:
if not world.options.shuffle_EPs:
adjustment_linesets_in_order.append(["Irrelevant Locations:"] + get_ep_all_individual()[1:])
yaml_disabled_eps = []
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" and world.options.shuffle_EPs != 0:
yaml_disabled_eps.append(loc_obj["entity_hex"])
if loc_obj["entityType"] == "EP":
self.COMPLETELY_DISABLED_ENTITIES.add(loc_obj["entity_hex"])
if loc_obj["entityType"] in {"EP", "General", "Vault", "Discard"}:
elif loc_obj["entityType"] in {"General", "Vault", "Discard"}:
self.EXCLUDED_LOCATIONS.add(loc_obj["entity_hex"])
adjustment_linesets_in_order.append(["Disabled Locations:"] + yaml_disabled_eps)
for adjustment_lineset in adjustment_linesets_in_order:
current_adjustment_type = None
@ -519,13 +565,13 @@ class WitnessPlayerLogic:
self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
self.STARTING_INVENTORY = set()
self.DIFFICULTY = world.options.puzzle_randomization.value
self.DIFFICULTY = world.options.puzzle_randomization
if self.DIFFICULTY == 0:
if self.DIFFICULTY == "sigma_normal":
self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_normal
elif self.DIFFICULTY == 1:
elif self.DIFFICULTY == "sigma_expert":
self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_expert
elif self.DIFFICULTY == 2:
elif self.DIFFICULTY == "none":
self.REFERENCE_LOGIC = StaticWitnessLogic.vanilla
self.CONNECTIONS_BY_REGION_NAME = copy.copy(self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME)

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@ -134,13 +134,13 @@ class WitnessRegions:
world.multiworld.regions += final_regions_list
def __init__(self, locat: WitnessPlayerLocations, world: "WitnessWorld"):
difficulty = world.options.puzzle_randomization.value
difficulty = world.options.puzzle_randomization
if difficulty == 0:
if difficulty == "sigma_normal":
self.reference_logic = StaticWitnessLogic.sigma_normal
elif difficulty == 1:
elif difficulty == "sigma_expert":
self.reference_logic = StaticWitnessLogic.sigma_expert
elif difficulty == 2:
elif difficulty == "none":
self.reference_logic = StaticWitnessLogic.vanilla
self.locat = locat