""" Defines the rules by which locations can be accessed, depending on the items received """ from collections import Counter from typing import TYPE_CHECKING, Dict, List, NamedTuple, Optional, Union from BaseClasses import CollectionState from worlds.generic.Rules import CollectionRule, set_rule from .data import static_logic as static_witness_logic from .data.utils import WitnessRule from .player_logic import WitnessPlayerLogic if TYPE_CHECKING: from . import WitnessWorld class SimpleItemRepresentation(NamedTuple): item_name: str item_count: int def _can_do_panel_hunt(world: "WitnessWorld") -> SimpleItemRepresentation: required = world.panel_hunt_required_count return SimpleItemRepresentation("+1 Panel Hunt", required) def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule: if redirect_required: return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Redirected)"], world.player, amount) return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Unredirected)"], world.player, amount) def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool: """ For Expert PP2, you need a way to access PP2 from the front, and a separate way from the back. This condition is quite complicated. We'll attempt to evaluate it as lazily as possible. """ player = world.player two_way_entrance_register = world.player_regions.two_way_entrance_register front_access = ( any(e.can_reach(state) for e in two_way_entrance_register["Keep 2nd Pressure Plate", "Keep"]) and state.can_reach_region("Keep", player) ) # If we don't have front access, we can't do PP2. if not front_access: return False # Front access works. Now, we need to check for the many ways to access PP2 from the back. # All of those ways lead through the PP3 exit door from PP4. So we check this first. fourth_to_third = any(e.can_reach(state) for e in two_way_entrance_register[ "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate" ]) # If we can't get from PP4 to PP3, we can't do PP2. if not fourth_to_third: return False # We can go from PP4 to PP3. We now need to find a way to PP4. # The shadows shortcut is the simplest way. shadows_shortcut = ( any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Pressure Plate", "Shadows"]) ) if shadows_shortcut: return True # We don't have the Shadows shortcut. This means we need to come in through the PP4 exit door instead. tower_to_pp4 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Pressure Plate", "Keep Tower"]) # If we don't have the PP4 exit door, we've run out of options. if not tower_to_pp4: return False # We have the PP4 exit door. If we can get to Keep Tower from behind, we can do PP2. # The simplest way would be the Tower Shortcut. tower_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep", "Keep Tower"]) if tower_shortcut: return True # We don't have the Tower shortcut. At this point, there is one possibility remaining: # Getting to Keep Tower through the hedge mazes. This can be done in a multitude of ways. # No matter what, though, we would need Hedge Maze 4 Exit to Keep Tower. tower_access_from_hedges = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep Tower"]) if not tower_access_from_hedges: return False # We can reach Keep Tower from Hedge Maze 4. If we now have the Hedge 4 Shortcut, we are immediately good. hedge_4_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep"]) # If we have the hedge 4 shortcut, that works. if hedge_4_shortcut: return True # We don't have the hedge 4 shortcut. This means we would now need to come through Hedge Maze 3. hedge_3_to_4 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep 3rd Maze"]) if not hedge_3_to_4: return False # We can get to Hedge 4 from Hedge 3. If we have the Hedge 3 Shortcut, we're good. hedge_3_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep 3rd Maze", "Keep"]) if hedge_3_shortcut: return True # We don't have Hedge 3 Shortcut. This means we would now need to come through Hedge Maze 2. hedge_2_to_3 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 3rd Maze", "Keep 2nd Maze"]) if not hedge_2_to_3: return False # We can get to Hedge 3 from Hedge 2. If we can get from Keep to Hedge 2, we're good. # This covers both Hedge 1 Exit and Hedge 2 Shortcut, because Hedge 1 is just part of the Keep region. return any(e.can_reach(state) for e in two_way_entrance_register["Keep 2nd Maze", "Keep"]) def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool: """ To do Tunnels Theater Flowers EP, you need to quickly move from Theater to Tunnels. This condition is a little tricky. We'll attempt to evaluate it as lazily as possible. """ # Checking for access to Theater is not necessary, as solvability of Tutorial Video is checked in the other half # of the Theater Flowers EP condition. two_way_entrance_register = world.player_regions.two_way_entrance_register direct_access = ( any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Windmill Interior"]) and any(e.can_reach(state) for e in two_way_entrance_register["Theater", "Windmill Interior"]) ) if direct_access: return True # We don't have direct access through the shortest path. # This means we somehow need to exit Theater to the Main Island, and then enter Tunnels from the Main Island. # Getting to Tunnels through Mountain -> Caves -> Tunnels is way too slow, so we only expect paths through Town. # We need a way from Theater to Town. This is actually guaranteed, otherwise we wouldn't be in Theater. # The only ways to Theater are through Town and Tunnels. We just checked the Tunnels way. # This might need to be changed when warps are implemented. # We also need a way from Town to Tunnels. return ( any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Windmill Interior"]) and any(e.can_reach(state) for e in two_way_entrance_register["Outside Windmill", "Windmill Interior"]) or any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Town"]) ) def _has_item(item: str, world: "WitnessWorld", player_logic: WitnessPlayerLogic) -> Union[CollectionRule, SimpleItemRepresentation]: """ Convert a single element of a WitnessRule into a CollectionRule, unless it is referring to an item, in which case we return it as an item-count pair ("SimpleItemRepresentation"). This allows some optimisation later. """ assert item not in static_witness_logic.ENTITIES_BY_HEX, "Requirements can no longer contain entity hexes directly." if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME: region = world.get_region(item) return region.can_reach if item == "7 Lasers": laser_req = world.options.mountain_lasers.value return _has_lasers(laser_req, world, False) if item == "7 Lasers + Redirect": laser_req = world.options.mountain_lasers.value return _has_lasers(laser_req, world, True) if item == "11 Lasers": laser_req = world.options.challenge_lasers.value return _has_lasers(laser_req, world, False) if item == "11 Lasers + Redirect": laser_req = world.options.challenge_lasers.value return _has_lasers(laser_req, world, True) if item == "Entity Hunt": # Right now, panel hunt is the only type of entity hunt. This may need to be changed later return _can_do_panel_hunt(world) if item == "PP2 Weirdness": return lambda state: _can_do_expert_pp2(state, world) if item == "Theater to Tunnels": return lambda state: _can_do_theater_to_tunnels(state, world) prog_item = static_witness_logic.get_parent_progressive_item(item) needed_amount = player_logic.MULTI_AMOUNTS[item] simple_rule: SimpleItemRepresentation = SimpleItemRepresentation(prog_item, needed_amount) return simple_rule def optimize_requirement_option(requirement_option: List[Union[CollectionRule, SimpleItemRepresentation]])\ -> List[Union[CollectionRule, SimpleItemRepresentation]]: """ This optimises out a requirement like [("Progressive Dots": 1), ("Progressive Dots": 2)] to only the "2" version. """ direct_items = [rule for rule in requirement_option if isinstance(rule, SimpleItemRepresentation)] if not direct_items: return requirement_option max_per_item: Dict[str, int] = Counter() for item_rule in direct_items: max_per_item[item_rule[0]] = max(max_per_item[item_rule[0]], item_rule[1]) return [ rule for rule in requirement_option if not (isinstance(rule, SimpleItemRepresentation) and rule[1] < max_per_item[rule[0]]) ] def convert_requirement_option(requirement: List[Union[CollectionRule, SimpleItemRepresentation]], player: int) -> List[CollectionRule]: """ Converts a list of CollectionRules and SimpleItemRepresentations to just a list of CollectionRules. If the list is ONLY SimpleItemRepresentations, we can just return a CollectionRule based on state.has_all_counts() """ collection_rules = [rule for rule in requirement if not isinstance(rule, SimpleItemRepresentation)] item_rules = [rule for rule in requirement if isinstance(rule, SimpleItemRepresentation)] if len(item_rules) == 0: item_rules_converted = [] elif len(item_rules) == 1: item = item_rules[0][0] count = item_rules[0][1] item_rules_converted = [lambda state: state.has(item, player, count)] else: item_counts = {item_rule.item_name: item_rule.item_count for item_rule in item_rules} item_rules_converted = [lambda state: state.has_all_counts(item_counts, player)] return collection_rules + item_rules_converted def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]: """ Converts a WitnessRule into a CollectionRule. """ player = world.player if requirements == frozenset({frozenset()}): return None rule_conversion = [ [_has_item(item, world, world.player_logic) for item in subset] for subset in requirements ] optimized_rule_conversion = [optimize_requirement_option(sublist) for sublist in rule_conversion] fully_converted_rules = [convert_requirement_option(sublist, player) for sublist in optimized_rule_conversion] if len(fully_converted_rules) == 1: if len(fully_converted_rules[0]) == 1: return fully_converted_rules[0][0] return lambda state: all(condition(state) for condition in fully_converted_rules[0]) return lambda state: any( all(condition(state) for condition in sub_requirement) for sub_requirement in fully_converted_rules ) def make_lambda(entity_hex: str, world: "WitnessWorld") -> Optional[CollectionRule]: """ Lambdas are created in a for loop so values need to be captured """ entity_req = world.player_logic.REQUIREMENTS_BY_HEX[entity_hex] return _meets_item_requirements(entity_req, world) def set_rules(world: "WitnessWorld") -> None: """ Sets all rules for all locations """ for location in world.player_locations.CHECK_LOCATION_TABLE: real_location = location if location in world.player_locations.EVENT_LOCATION_TABLE: entity_hex = world.player_logic.EVENT_ITEM_PAIRS[location][1] real_location = static_witness_logic.ENTITIES_BY_HEX[entity_hex]["checkName"] associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location] entity_hex = associated_entity["entity_hex"] rule = make_lambda(entity_hex, world) if rule is None: continue location = world.get_location(location) set_rule(location, rule) world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)