from __future__ import annotations from dataclasses import dataclass, field from functools import cached_property, singledispatch from typing import Iterable from BaseClasses import CollectionState from worlds.generic.Rules import CollectionRule from ...stardew_rule import StardewRule, AggregatingStardewRule, Count, Has, TotalReceived, Received, Reach max_explanation_depth = 10 @dataclass class RuleExplanation: rule: StardewRule state: CollectionState expected: bool sub_rules: Iterable[StardewRule] = field(default_factory=list) def summary(self, depth=0): return " " * depth + f"{str(self.rule)} -> {self.result}" def __str__(self, depth=0): if not self.sub_rules or depth >= max_explanation_depth: return self.summary(depth) return self.summary(depth) + "\n" + "\n".join(RuleExplanation.__str__(i, depth + 1) if i.result is not self.expected else i.summary(depth + 1) for i in sorted(self.explained_sub_rules, key=lambda x: x.result)) def __repr__(self, depth=0): if not self.sub_rules or depth >= max_explanation_depth: return self.summary(depth) return self.summary(depth) + "\n" + "\n".join(RuleExplanation.__repr__(i, depth + 1) for i in sorted(self.explained_sub_rules, key=lambda x: x.result)) @cached_property def result(self): return self.rule(self.state) @cached_property def explained_sub_rules(self): return [_explain(i, self.state, self.expected) for i in self.sub_rules] def explain(rule: CollectionRule, state: CollectionState, expected: bool = True) -> RuleExplanation: if isinstance(rule, StardewRule): return _explain(rule, state, expected) else: return f"Value of rule {str(rule)} was not {str(expected)} in {str(state)}" # noqa @singledispatch def _explain(rule: StardewRule, state: CollectionState, expected: bool) -> RuleExplanation: return RuleExplanation(rule, state, expected) @_explain.register def _(rule: AggregatingStardewRule, state: CollectionState, expected: bool) -> RuleExplanation: return RuleExplanation(rule, state, expected, rule.original_rules) @_explain.register def _(rule: Count, state: CollectionState, expected: bool) -> RuleExplanation: return RuleExplanation(rule, state, expected, rule.rules) @_explain.register def _(rule: Has, state: CollectionState, expected: bool) -> RuleExplanation: return RuleExplanation(rule, state, expected, [rule.other_rules[rule.item]]) @_explain.register def _(rule: TotalReceived, state: CollectionState, expected=True) -> RuleExplanation: return RuleExplanation(rule, state, expected, [Received(i, rule.player, 1) for i in rule.items]) @_explain.register def _(rule: Reach, state: CollectionState, expected=True) -> RuleExplanation: access_rules = None if rule.resolution_hint == 'Location': spot = state.multiworld.get_location(rule.spot, rule.player) if isinstance(spot.access_rule, StardewRule): access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)] elif rule.resolution_hint == 'Entrance': spot = state.multiworld.get_entrance(rule.spot, rule.player) if isinstance(spot.access_rule, StardewRule): access_rules = [spot.access_rule, Reach(spot.parent_region.name, "Region", rule.player)] else: spot = state.multiworld.get_region(rule.spot, rule.player) access_rules = [*(Reach(e.name, "Entrance", rule.player) for e in spot.entrances)] if not access_rules: return RuleExplanation(rule, state, expected) return RuleExplanation(rule, state, expected, access_rules)