769 lines
37 KiB
Python
769 lines
37 KiB
Python
import logging
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from dataclasses import dataclass
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from typing import Tuple, List, TYPE_CHECKING, Set, Dict, Optional, Union
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from BaseClasses import Item, ItemClassification, Location, LocationProgressType, CollectionState
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from . import StaticWitnessLogic
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from .utils import weighted_sample
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if TYPE_CHECKING:
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from . import WitnessWorld
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CompactItemData = Tuple[str, Union[str, int], int]
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joke_hints = [
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"Have you tried Adventure?\n...Holy crud, that game is 17 years older than me.",
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"Have you tried A Link to the Past?\nThe Archipelago game that started it all!",
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"Waiting to get your items?\nTry BK Sudoku! Make progress even while stuck.",
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"Have you tried Blasphemous?\nYou haven't? Blasphemy!\n...Sorry. You should try it, though!",
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"Have you tried Bumper Stickers?\nDecades after its inception, people are still inventing unique twists on the match-3 genre.",
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"Have you tried Bumper Stickers?\nMaybe after spending so much time on this island, you are longing for a simpler puzzle game.",
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"Have you tried Celeste 64?\nYou need smol low-poly Madeline in your life. TRUST ME.",
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"Have you tried ChecksFinder?\nIf you like puzzles, you might enjoy it!",
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"Have you tried Clique?\nIt's certainly a lot less complicated than this game!",
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"Have you tried Dark Souls III?\nA tough game like this feels better when friends are helping you!",
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"Have you tried Donkey Kong Country 3?\nA legendary game from a golden age of platformers!",
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"Have you tried DLC Quest?\nI know you all like parody games.\nI got way too many requests to make a randomizer for \"The Looker\".",
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"Have you tried Doom?\nI wonder if a smart fridge can connect to Archipelago.",
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"Have you tried Doom II?\nGot a good game on your hands? Just make it bigger and better.",
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"Have you tried Factorio?\nAlone in an unknown multiworld. Sound familiar?",
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"Have you tried Final Fantasy?\nExperience a classic game improved to fit modern standards!",
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"Have you tried Final Fantasy Mystic Quest?\nApparently, it was made in an attempt to simplify Final Fantasy for the western market.\nThey were right, I suck at RPGs.",
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"Have you tried Heretic?\nWait, there is a Doom Engine game where you can look UP AND DOWN???",
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"Have you tried Hollow Knight?\nAnother independent hit revolutionising a genre!",
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"Have you tried Hylics 2?\nStop motion might just be the epitome of unique art styles.",
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"Have you tried Kirby's Dream Land 3?\nAll good things must come to an end, including Nintendo's SNES library.\nWent out with a bang though!",
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"Have you tried Kingdom Hearts II?\nI'll wait for you to name a more epic crossover.",
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"Have you tried Link's Awakening DX?\nHopefully, Link won't be obsessed with circles when he wakes up.",
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"Have you tried Landstalker?\nThe Witness player's greatest fear: A diagonal movement grid...\nWait, I guess we have the Monastery puzzles.",
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"Have you tried Lingo?\nIt's an open world puzzle game. It features puzzle panels with non-verbally explained mechanics.\nIf you like this game, you'll like Lingo too.",
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"(Middle Yellow)\nYOU AILED OVERNIGHT\nH--- --- ----- -----?",
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"Have you tried Lufia II?\nRoguelites are not just a 2010s phenomenon, turns out.",
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"Have you tried Meritous?\nYou should know that obscure games are often groundbreaking!",
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"Have you tried The Messenger?\nOld ideas made new again. It's how all art is made.",
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"Have you tried Minecraft?\nI have recently learned this is a question that needs to be asked.",
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"Have you tried Mega Man Battle Network 3?\nIt's a Mega Man RPG. How could you not want to try that?",
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"Have you tried Muse Dash?\nRhythm game with cute girls!\n(Maybe skip if you don't like the Jungle panels)",
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"Have you tried Noita?\nIf you like punishing yourself, you will like it.",
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"Have you tried Ocarina of Time?\nOne of the biggest randomizers, big inspiration for this one's features!",
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"Have you tried Overcooked 2?\nWhen you're done relaxing with puzzles, use your energy to yell at your friends.",
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"Have you tried Pokemon Emerald?\nI'm going to say it: 10/10, just the right amount of water.",
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"Have you tried Pokemon Red&Blue?\nA cute pet collecting game that fascinated an entire generation.",
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"Have you tried Raft?\nHaven't you always wanted to explore the ocean surrounding this island?",
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"Have you tried Rogue Legacy?\nAfter solving so many puzzles it's the perfect way to rest your \"thinking\" brain.",
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"Have you tried Risk of Rain 2?\nI haven't either. But I hear it's incredible!",
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"Have you tried Sonic Adventure 2?\nIf the silence on this island is getting to you, there aren't many games more energetic.",
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"Have you tried Starcraft 2?\nUse strategy and management to crush your enemies!",
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"Have you tried Shivers?\nWitness 2 should totally feature a haunted museum.",
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"Have you tried Super Metroid?\nA classic game, yet still one of the best in the genre.",
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"Have you tried Super Mario 64?\n3-dimensional games like this owe everything to that game.",
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"Have you tried Super Mario World?\nI don't think I need to tell you that it is beloved by many.",
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"Have you tried SMZ3?\nWhy play one incredible game when you can play 2 at once?",
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"Have you tried Secret of Evermore?\nI haven't either. But I hear it's great!",
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"Have you tried Slay the Spire?\nExperience the thrill of combat without needing fast fingers!",
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"Have you tried Stardew Valley?\nThe Farming game that gave a damn. It's so easy to lose hours and days to it...",
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"Have you tried Subnautica?\nIf you like this game's lonely atmosphere, I would suggest you try it.",
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"Have you tried Terraria?\nA prime example of a survival sandbox game that beats the \"Wide as an ocean, deep as a puddle\" allegations.",
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"Have you tried Timespinner?\nEveryone who plays it ends up loving it!",
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"Have you tried The Legend of Zelda?\nIn some sense, it was the starting point of \"adventure\" in video games.",
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"Have you tried TUNC?\nWhat? No, I'm pretty sure I spelled that right.",
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"Have you tried TUNIC?\nRemember what discovering your first Environmental Puzzle was like?\nTUNIC will make you feel like that at least 5 times over.",
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"Have you tried Undertale?\nI hope I'm not the 10th person to ask you that. But it's, like, really good.",
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"Have you tried VVVVVV?\nExperience the essence of gaming distilled into its purest form!",
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"Have you tried Wargroove?\nI'm glad that for every abandoned series, enough people are yearning for its return that one of them will know how to code.",
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"Have you tried The Witness?\nOh. I guess you already have. Thanks for playing!",
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"Have you tried Zillion?\nMe neither. But it looks fun. So, let's try something new together?",
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"Quaternions break my brain",
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"Eclipse has nothing, but you should do it anyway.",
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"Beep",
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"Putting in custom subtitles shouldn't have been as hard as it was...",
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"BK mode is right around the corner.",
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"You can do it!",
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"I believe in you!",
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"The person playing is cute. <3",
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"dash dot, dash dash dash,\ndash, dot dot dot dot, dot dot,\ndash dot, dash dash dot",
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"When you think about it, there are actually a lot of bubbles in a stream.",
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"Never gonna give you up\nNever gonna let you down\nNever gonna run around and desert you",
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"Thanks to the Archipelago developers for making this possible.",
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"One day I was fascinated by the subject of generation of waves by wind.",
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"I don't like sandwiches. Why would you think I like sandwiches? Have you ever seen me with a sandwich?",
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"Where are you right now?\nI'm at soup!\nWhat do you mean you're at soup?",
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"Remember to ask in the Archipelago Discord what the Functioning Brain does.",
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"Don't use your puzzle skips, you might need them later.",
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"For an extra challenge, try playing blindfolded.",
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"Go to the top of the mountain and see if you can see your house.",
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"Yellow = Red + Green\nCyan = Green + Blue\nMagenta = Red + Blue",
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"Maybe that panel really is unsolvable.",
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"Did you make sure it was plugged in?",
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"Do not look into laser with remaining eye.",
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"Try pressing Space to jump.",
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"The Witness is a Doom clone.\nJust replace the demons with puzzles",
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"Test Hint please ignore",
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"Shapers can never be placed outside the panel boundaries, even if subtracted.",
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"The Keep laser panels use the same trick on both sides!",
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"Can't get past a door? Try going around. Can't go around? Try building a nether portal.",
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"We've been trying to reach you about your car's extended warranty.",
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"I hate this game. I hate this game. I hate this game.\n- Chess player Bobby Fischer",
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"Dear Mario,\nPlease come to the castle. I've baked a cake for you!",
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"Have you tried waking up?\nYeah, me neither.",
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"Why do they call it The Witness, when wit game the player view play of with the game.",
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"THE WIND FISH IN NAME ONLY, FOR IT IS NEITHER",
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"Like this game?\nTry The Wit.nes, Understand, INSIGHT, Taiji What the Witness?, and Tametsi.",
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"In a race, It's survival of the Witnesst.",
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"This hint has been removed. We apologize for your inconvenience.",
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"O-----------",
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"Circle is draw\nSquare is separate\nLine is win",
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"Circle is draw\nStar is pair\nLine is win",
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"Circle is draw\nCircle is copy\nLine is win",
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"Circle is draw\nDot is eat\nLine is win",
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"Circle is start\nWalk is draw\nLine is win",
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"Circle is start\nLine is win\nWitness is you",
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"Can't find any items?\nConsider a relaxing boat trip around the island!",
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"Don't forget to like, comment, and subscribe.",
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"Ah crap, gimme a second.\n[papers rustling]\nSorry, nothing.",
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"Trying to get a hint? Too bad.",
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"Here's a hint: Get good at the game.",
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"I'm still not entirely sure what we're witnessing here.",
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"Have you found a red page yet? No? Then have you found a blue page?",
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"And here we see the Witness player, seeking answers where there are none-\nDid someone turn on the loudspeaker?",
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"Be quiet. I can't hear the elevator.",
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"Witness me.\n- The famous last words of John Witness.",
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"It's okay, I always have to skip the Rotated Shaper puzzles too.",
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"Alan please add hint.",
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"Rumor has it there's an audio log with a hint nearby.",
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"In the future, war will break out between obelisk_sides and individual EP players.\nWhich side are you on?",
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"Droplets: Low, High, Mid.\nAmbience: Mid, Low, Mid, High.",
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"Name a better game involving lines. I'll wait.",
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"\"You have to draw a line in the sand.\"\n- Arin \"Egoraptor\" Hanson",
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"Have you tried?\nThe puzzles tend to get easier if you do.",
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"Sorry, I accidentally left my phone in the Jungle.\nAnd also all my fragile dishes.",
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"Winner of the \"Most Irrelevant PR in AP History\" award!",
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"I bet you wish this was a real hint :)",
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"\"This hint is an impostor.\"- Junk hint submitted by T1mshady.\n...wait, I'm not supposed to say that part?",
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"Wouldn't you like to know, weather buoy?",
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"Give me a few minutes, I should have better material by then.",
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"Just pet the doggy! You know you want to!!!",
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"ceci n'est pas une metroidvania",
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"HINT is MELT\nYOU is HOT",
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"Who's that behind you?",
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":3",
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"^v ^^v> >>^>v\n^^v>v ^v>> v>^> v>v^",
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"Statement #0162601, regarding a strange island that--\nOh, wait, sorry. I'm not supposed to be here.",
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"Hollow Bastion has 6 progression items.\nOr maybe it doesn't.\nI wouldn't know.",
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"Set your hint count lower so I can tell you more jokes next time.",
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"A non-edge start point is similar to a cat.\nIt must be either inside or outside, it can't be both.",
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"What if we kissed on the Bunker Laser Platform?\nJk... unless?",
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"You don't have Boat? Invisible boat time!\nYou do have boat? Boat clipping time!",
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"Cet indice est en français. Nous nous excusons de tout inconvénients engendrés par cela.",
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"How many of you have personally witnessed a total solar eclipse?",
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"In the Treehouse area, you will find 69 progression items.\nNice.\n(Source: Just trust me)",
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"Lingo\nLingoing\nLingone",
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"The name of the captain was Albert Einstein.",
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"Panel impossible Sigma plz fix",
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"Welcome Back! (:",
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"R R R U L L U L U R U R D R D R U U",
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"Have you tried checking your tracker?",
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"Lines are drawn on grids\nAll symbols must be obeyed\nIt's snowing on Mt. Fuji",
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"If you're BK, you could try today's Wittle:\nhttps://www.fourisland.com/wittle/",
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"They say that plundering Outside Ganon's Castle is a foolish choice.",
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"You should try to BLJ. Maybe that'll get you through that door.",
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"Error: Witness Randomizer disconnected from Archipelago.\n(lmao gottem)",
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"You have found: One (1) Audio Log!\nSeries of 49! Collect them all!",
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"In the Town area, you will find 1 good boi.\nGo pet him.",
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"If you're ever stuck on a panel, feel free to ask Rever.\nSurely you'll understand his drawing!",
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"[This hint has been removed as part of the Witness Protection Program]",
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"Panel Diddle",
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"Witness AP when",
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"This game is my favorite walking simulator.",
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"Did you hear that? It said --\n\nCosmic background radiation is a riot!",
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"Well done solving those puzzles.\nPray return to the Waking Sands.",
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"Having trouble finding your checks?\nTry the PopTracker pack!\nIt's got auto-tracking and a detailed map.",
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"Hints suggested by:\nIHNN, Beaker, MrPokemon11, Ember, TheM8, NewSoupVi, Jasper Bird, T1mshady, "
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"KF, Yoshi348, Berserker, BowlinJim, oddGarrett, Pink Switch, Rever, Ishigh, snolid.",
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]
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@dataclass
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class WitnessLocationHint:
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location: Location
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hint_came_from_location: bool
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# If a hint gets added to a set twice, but once as an item hint and once as a location hint, those are the same
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def __hash__(self):
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return hash(self.location)
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def __eq__(self, other):
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return self.location == other.location
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@dataclass
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class WitnessWordedHint:
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wording: str
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location: Optional[Location] = None
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area: Optional[str] = None
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area_amount: Optional[int] = None
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def get_always_hint_items(world: "WitnessWorld") -> List[str]:
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always = [
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"Boat",
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"Caves Shortcuts",
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"Progressive Dots",
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]
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difficulty = world.options.puzzle_randomization
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discards = world.options.shuffle_discarded_panels
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wincon = world.options.victory_condition
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if discards:
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if difficulty == "sigma_expert":
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always.append("Arrows")
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else:
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always.append("Triangles")
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if wincon == "elevator":
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always += ["Mountain Bottom Floor Pillars Room Entry (Door)", "Mountain Bottom Floor Doors"]
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if wincon == "challenge":
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always += ["Challenge Entry (Panel)", "Caves Panels"]
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return always
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def get_always_hint_locations(world: "WitnessWorld") -> List[str]:
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always = [
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"Challenge Vault Box",
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"Mountain Bottom Floor Discard",
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"Theater Eclipse EP",
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"Shipwreck Couch EP",
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"Mountainside Cloud Cycle EP",
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]
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# Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side
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if "0x339B6" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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always.append("Town Obelisk Side 6") # Eclipse EP
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if "0x3388F" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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always.append("Treehouse Obelisk Side 4") # Couch EP
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if "0x335AE" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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always.append("Mountainside Obelisk Side 1") # Cloud Cycle EP.
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return always
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def get_priority_hint_items(world: "WitnessWorld") -> List[str]:
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priority = {
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"Caves Mountain Shortcut (Door)",
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"Caves Swamp Shortcut (Door)",
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"Swamp Entry (Panel)",
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"Swamp Laser Shortcut (Door)",
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}
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if world.options.shuffle_symbols:
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symbols = [
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"Progressive Dots",
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"Progressive Stars",
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"Shapers",
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"Rotated Shapers",
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"Negative Shapers",
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"Arrows",
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"Triangles",
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"Eraser",
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"Black/White Squares",
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"Colored Squares",
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"Sound Dots",
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"Progressive Symmetry"
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]
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priority.update(world.random.sample(symbols, 5))
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if world.options.shuffle_lasers:
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lasers = [
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"Symmetry Laser",
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"Town Laser",
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"Keep Laser",
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"Swamp Laser",
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"Treehouse Laser",
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"Monastery Laser",
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"Jungle Laser",
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"Quarry Laser",
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"Bunker Laser",
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"Shadows Laser",
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]
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if world.options.shuffle_doors >= 2:
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priority.add("Desert Laser")
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priority.update(world.random.sample(lasers, 5))
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else:
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lasers.append("Desert Laser")
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priority.update(world.random.sample(lasers, 6))
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return sorted(priority)
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def get_priority_hint_locations(world: "WitnessWorld") -> List[str]:
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priority = [
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"Tutorial Patio Floor",
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"Tutorial Patio Flowers EP",
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"Swamp Purple Underwater",
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"Shipwreck Vault Box",
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"Town RGB House Upstairs Left",
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"Town RGB House Upstairs Right",
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"Treehouse Green Bridge 7",
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"Treehouse Green Bridge Discard",
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"Shipwreck Discard",
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"Desert Vault Box",
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"Mountainside Vault Box",
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"Mountainside Discard",
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"Tunnels Theater Flowers EP",
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"Boat Shipwreck Green EP",
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"Quarry Stoneworks Control Room Left",
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]
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# Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side
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if "0x33A20" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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priority.append("Town Obelisk Side 6") # Theater Flowers EP
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if "0x28B29" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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priority.append("Treehouse Obelisk Side 4") # Shipwreck Green EP
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if "0x33600" not in world.player_logic.COMPLETELY_DISABLED_ENTITIES:
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priority.append("Town Obelisk Side 2") # Tutorial Patio Flowers EP.
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return priority
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def word_direct_hint(world: "WitnessWorld", hint: WitnessLocationHint):
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location_name = hint.location.name
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if hint.location.player != world.player:
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location_name += " (" + world.multiworld.get_player_name(hint.location.player) + ")"
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item = hint.location.item
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item_name = item.name
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if item.player != world.player:
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item_name += " (" + world.multiworld.get_player_name(item.player) + ")"
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if hint.hint_came_from_location:
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hint_text = f"{location_name} contains {item_name}."
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else:
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hint_text = f"{item_name} can be found at {location_name}."
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return WitnessWordedHint(hint_text, hint.location)
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def hint_from_item(world: "WitnessWorld", item_name: str, own_itempool: List[Item]) -> Optional[WitnessLocationHint]:
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locations = [item.location for item in own_itempool if item.name == item_name and item.location]
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if not locations:
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return None
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location_obj = world.random.choice(locations)
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location_name = location_obj.name
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if location_obj.player != world.player:
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location_name += " (" + world.multiworld.get_player_name(location_obj.player) + ")"
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return WitnessLocationHint(location_obj, False)
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def hint_from_location(world: "WitnessWorld", location: str) -> Optional[WitnessLocationHint]:
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location_obj = world.multiworld.get_location(location, world.player)
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item_obj = world.multiworld.get_location(location, world.player).item
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item_name = item_obj.name
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if item_obj.player != world.player:
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item_name += " (" + world.multiworld.get_player_name(item_obj.player) + ")"
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return WitnessLocationHint(location_obj, True)
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def get_items_and_locations_in_random_order(world: "WitnessWorld", own_itempool: List[Item]):
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prog_items_in_this_world = sorted(
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item.name for item in own_itempool
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if item.advancement and item.code and item.location
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)
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|
locations_in_this_world = sorted(
|
|
location.name for location in world.multiworld.get_locations(world.player)
|
|
if location.address and location.progress_type != LocationProgressType.EXCLUDED
|
|
)
|
|
|
|
world.random.shuffle(prog_items_in_this_world)
|
|
world.random.shuffle(locations_in_this_world)
|
|
|
|
return prog_items_in_this_world, locations_in_this_world
|
|
|
|
|
|
def make_always_and_priority_hints(world: "WitnessWorld", own_itempool: List[Item],
|
|
already_hinted_locations: Set[Location]
|
|
) -> Tuple[List[WitnessLocationHint], List[WitnessLocationHint]]:
|
|
prog_items_in_this_world, loc_in_this_world = get_items_and_locations_in_random_order(world, own_itempool)
|
|
|
|
always_locations = [
|
|
location for location in get_always_hint_locations(world)
|
|
if location in loc_in_this_world
|
|
]
|
|
always_items = [
|
|
item for item in get_always_hint_items(world)
|
|
if item in prog_items_in_this_world
|
|
]
|
|
priority_locations = [
|
|
location for location in get_priority_hint_locations(world)
|
|
if location in loc_in_this_world
|
|
]
|
|
priority_items = [
|
|
item for item in get_priority_hint_items(world)
|
|
if item in prog_items_in_this_world
|
|
]
|
|
|
|
# Get always and priority location/item hints
|
|
always_location_hints = {hint_from_location(world, location) for location in always_locations}
|
|
always_item_hints = {hint_from_item(world, item, own_itempool) for item in always_items}
|
|
priority_location_hints = {hint_from_location(world, location) for location in priority_locations}
|
|
priority_item_hints = {hint_from_item(world, item, own_itempool) for item in priority_items}
|
|
|
|
# Combine the sets. This will get rid of duplicates
|
|
always_hints_set = always_item_hints | always_location_hints
|
|
priority_hints_set = priority_item_hints | priority_location_hints
|
|
|
|
# Make sure priority hints doesn't contain any hints that are already always hints.
|
|
priority_hints_set -= always_hints_set
|
|
|
|
always_generator = [hint for hint in always_hints_set if hint and hint.location not in already_hinted_locations]
|
|
priority_generator = [hint for hint in priority_hints_set if hint and hint.location not in already_hinted_locations]
|
|
|
|
# Convert both hint types to list and then shuffle. Also, get rid of None and Tutorial Gate Open.
|
|
always_hints = sorted(always_generator, key=lambda h: h.location)
|
|
priority_hints = sorted(priority_generator, key=lambda h: h.location)
|
|
world.random.shuffle(always_hints)
|
|
world.random.shuffle(priority_hints)
|
|
|
|
return always_hints, priority_hints
|
|
|
|
|
|
def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itempool: List[Item],
|
|
already_hinted_locations: Set[Location], hints_to_use_first: List[WitnessLocationHint],
|
|
unhinted_locations_for_hinted_areas: Dict[str, Set[Location]]) -> List[WitnessWordedHint]:
|
|
prog_items_in_this_world, locations_in_this_world = get_items_and_locations_in_random_order(world, own_itempool)
|
|
|
|
next_random_hint_is_location = world.random.randrange(0, 2)
|
|
|
|
hints = []
|
|
|
|
# This is a way to reverse a Dict[a,List[b]] to a Dict[b,a]
|
|
area_reverse_lookup = {v: k for k, l in unhinted_locations_for_hinted_areas.items() for v in l}
|
|
|
|
while len(hints) < hint_amount:
|
|
if not prog_items_in_this_world and not locations_in_this_world and not hints_to_use_first:
|
|
player_name = world.multiworld.get_player_name(world.player)
|
|
logging.warning(f"Ran out of items/locations to hint for player {player_name}.")
|
|
break
|
|
|
|
if hints_to_use_first:
|
|
location_hint = hints_to_use_first.pop()
|
|
elif next_random_hint_is_location and locations_in_this_world:
|
|
location_hint = hint_from_location(world, locations_in_this_world.pop())
|
|
elif not next_random_hint_is_location and prog_items_in_this_world:
|
|
location_hint = hint_from_item(world, prog_items_in_this_world.pop(), own_itempool)
|
|
# The list that the hint was supposed to be taken from was empty.
|
|
# Try the other list, which has to still have something, as otherwise, all lists would be empty,
|
|
# which would have triggered the guard condition above.
|
|
else:
|
|
next_random_hint_is_location = not next_random_hint_is_location
|
|
continue
|
|
|
|
if not location_hint or location_hint.location in already_hinted_locations:
|
|
continue
|
|
|
|
# Don't hint locations in areas that are almost fully hinted out already
|
|
if location_hint.location in area_reverse_lookup:
|
|
area = area_reverse_lookup[location_hint.location]
|
|
if len(unhinted_locations_for_hinted_areas[area]) == 1:
|
|
continue
|
|
del area_reverse_lookup[location_hint.location]
|
|
unhinted_locations_for_hinted_areas[area] -= {location_hint.location}
|
|
|
|
hints.append(word_direct_hint(world, location_hint))
|
|
already_hinted_locations.add(location_hint.location)
|
|
|
|
next_random_hint_is_location = not next_random_hint_is_location
|
|
|
|
return hints
|
|
|
|
|
|
def generate_joke_hints(world: "WitnessWorld", amount: int) -> List[Tuple[str, int, int]]:
|
|
return [(x, -1, -1) for x in world.random.sample(joke_hints, amount)]
|
|
|
|
|
|
def choose_areas(world: "WitnessWorld", amount: int, locations_per_area: Dict[str, List[Location]],
|
|
already_hinted_locations: Set[Location]) -> Tuple[List[str], Dict[str, Set[Location]]]:
|
|
"""
|
|
Choose areas to hint.
|
|
This takes into account that some areas may already have had items hinted in them through location hints.
|
|
When this happens, they are made less likely to receive an area hint.
|
|
"""
|
|
|
|
unhinted_locations_per_area = dict()
|
|
unhinted_location_percentage_per_area = dict()
|
|
|
|
for area_name, locations in locations_per_area.items():
|
|
not_yet_hinted_locations = sum(location not in already_hinted_locations for location in locations)
|
|
unhinted_locations_per_area[area_name] = {loc for loc in locations if loc not in already_hinted_locations}
|
|
unhinted_location_percentage_per_area[area_name] = not_yet_hinted_locations / len(locations)
|
|
|
|
items_per_area = {area_name: [location.item for location in locations]
|
|
for area_name, locations in locations_per_area.items()}
|
|
|
|
areas = sorted(area for area in items_per_area if unhinted_location_percentage_per_area[area])
|
|
weights = [unhinted_location_percentage_per_area[area] for area in areas]
|
|
|
|
amount = min(amount, len(weights))
|
|
|
|
hinted_areas = weighted_sample(world.random, areas, weights, amount)
|
|
|
|
return hinted_areas, unhinted_locations_per_area
|
|
|
|
|
|
def get_hintable_areas(world: "WitnessWorld") -> Tuple[Dict[str, List[Location]], Dict[str, List[Item]]]:
|
|
potential_areas = list(StaticWitnessLogic.ALL_AREAS_BY_NAME.keys())
|
|
|
|
locations_per_area = dict()
|
|
items_per_area = dict()
|
|
|
|
for area in potential_areas:
|
|
regions = [
|
|
world.regio.created_regions[region]
|
|
for region in StaticWitnessLogic.ALL_AREAS_BY_NAME[area]["regions"]
|
|
if region in world.regio.created_regions
|
|
]
|
|
locations = [location for region in regions for location in region.get_locations() if location.address]
|
|
|
|
if locations:
|
|
locations_per_area[area] = locations
|
|
items_per_area[area] = [location.item for location in locations]
|
|
|
|
return locations_per_area, items_per_area
|
|
|
|
|
|
def word_area_hint(world: "WitnessWorld", hinted_area: str, corresponding_items: List[Item]) -> Tuple[str, int]:
|
|
"""
|
|
Word the hint for an area using natural sounding language.
|
|
This takes into account how much progression there is, how much of it is local/non-local, and whether there are
|
|
any local lasers to be found in this area.
|
|
"""
|
|
|
|
local_progression = sum(item.player == world.player and item.advancement for item in corresponding_items)
|
|
non_local_progression = sum(item.player != world.player and item.advancement for item in corresponding_items)
|
|
|
|
laser_names = {"Symmetry Laser", "Desert Laser", "Quarry Laser", "Shadows Laser", "Town Laser", "Monastery Laser",
|
|
"Jungle Laser", "Bunker Laser", "Swamp Laser", "Treehouse Laser", "Keep Laser", }
|
|
|
|
local_lasers = sum(
|
|
item.player == world.player and item.name in laser_names
|
|
for item in corresponding_items
|
|
)
|
|
|
|
total_progression = non_local_progression + local_progression
|
|
|
|
player_count = world.multiworld.players
|
|
|
|
area_progression_word = "Both" if total_progression == 2 else "All"
|
|
|
|
if not total_progression:
|
|
hint_string = f"In the {hinted_area} area, you will find no progression items."
|
|
|
|
elif total_progression == 1:
|
|
hint_string = f"In the {hinted_area} area, you will find 1 progression item."
|
|
|
|
if player_count > 1:
|
|
if local_lasers:
|
|
hint_string += "\nThis item is a laser for this world."
|
|
elif non_local_progression:
|
|
other_player_str = "the other player" if player_count == 2 else "another player"
|
|
hint_string += f"\nThis item is for {other_player_str}."
|
|
else:
|
|
hint_string += "\nThis item is for this world."
|
|
else:
|
|
if local_lasers:
|
|
hint_string += "\nThis item is a laser."
|
|
|
|
else:
|
|
hint_string = f"In the {hinted_area} area, you will find {total_progression} progression items."
|
|
|
|
if local_lasers == total_progression:
|
|
sentence_end = (" for this world." if player_count > 1 else ".")
|
|
hint_string += f"\nAll of them are lasers" + sentence_end
|
|
|
|
elif player_count > 1:
|
|
if local_progression and non_local_progression:
|
|
if non_local_progression == 1:
|
|
other_player_str = "the other player" if player_count == 2 else "another player"
|
|
hint_string += f"\nOne of them is for {other_player_str}."
|
|
else:
|
|
other_player_str = "the other player" if player_count == 2 else "other players"
|
|
hint_string += f"\n{non_local_progression} of them are for {other_player_str}."
|
|
elif non_local_progression:
|
|
other_players_str = "the other player" if player_count == 2 else "other players"
|
|
hint_string += f"\n{area_progression_word} of them are for {other_players_str}."
|
|
elif local_progression:
|
|
hint_string += f"\n{area_progression_word} of them are for this world."
|
|
|
|
if local_lasers == 1:
|
|
if not non_local_progression:
|
|
hint_string += "\nAlso, one of them is a laser."
|
|
else:
|
|
hint_string += "\nAlso, one of them is a laser for this world."
|
|
elif local_lasers:
|
|
if not non_local_progression:
|
|
hint_string += f"\nAlso, {local_lasers} of them are lasers."
|
|
else:
|
|
hint_string += f"\nAlso, {local_lasers} of them are lasers for this world."
|
|
|
|
else:
|
|
if local_lasers == 1:
|
|
hint_string += "\nOne of them is a laser."
|
|
elif local_lasers:
|
|
hint_string += f"\n{local_lasers} of them are lasers."
|
|
|
|
return hint_string, total_progression
|
|
|
|
|
|
def make_area_hints(world: "WitnessWorld", amount: int, already_hinted_locations: Set[Location]
|
|
) -> Tuple[List[WitnessWordedHint], Dict[str, Set[Location]]]:
|
|
locs_per_area, items_per_area = get_hintable_areas(world)
|
|
|
|
hinted_areas, unhinted_locations_per_area = choose_areas(world, amount, locs_per_area, already_hinted_locations)
|
|
|
|
hints = []
|
|
|
|
for hinted_area in hinted_areas:
|
|
hint_string, prog_amount = word_area_hint(world, hinted_area, items_per_area[hinted_area])
|
|
|
|
hints.append(WitnessWordedHint(hint_string, None, f"hinted_area:{hinted_area}", prog_amount))
|
|
|
|
if len(hinted_areas) < amount:
|
|
player_name = world.multiworld.get_player_name(world.player)
|
|
logging.warning(f"Was not able to make {amount} area hints for player {player_name}. "
|
|
f"Made {len(hinted_areas)} instead, and filled the rest with random location hints.")
|
|
|
|
return hints, unhinted_locations_per_area
|
|
|
|
|
|
def create_all_hints(world: "WitnessWorld", hint_amount: int, area_hints: int,
|
|
already_hinted_locations: Set[Location]) -> List[WitnessWordedHint]:
|
|
generated_hints: List[WitnessWordedHint] = []
|
|
|
|
state = CollectionState(world.multiworld)
|
|
|
|
# Keep track of already hinted locations. Consider early Tutorial as "already hinted"
|
|
|
|
already_hinted_locations |= {
|
|
loc for loc in world.multiworld.get_reachable_locations(state, world.player)
|
|
if loc.address and StaticWitnessLogic.ENTITIES_BY_NAME[loc.name]["area"]["name"] == "Tutorial (Inside)"
|
|
}
|
|
|
|
intended_location_hints = hint_amount - area_hints
|
|
|
|
# First, make always and priority hints.
|
|
|
|
always_hints, priority_hints = make_always_and_priority_hints(
|
|
world, world.own_itempool, already_hinted_locations
|
|
)
|
|
|
|
generated_always_hints = len(always_hints)
|
|
possible_priority_hints = len(priority_hints)
|
|
|
|
# Make as many always hints as possible
|
|
always_hints_to_use = min(intended_location_hints, generated_always_hints)
|
|
|
|
# Make up to half of the rest of the location hints priority hints, using up to half of the possibly priority hints
|
|
remaining_location_hints = intended_location_hints - always_hints_to_use
|
|
priority_hints_to_use = int(max(0.0, min(possible_priority_hints / 2, remaining_location_hints / 2)))
|
|
|
|
for _ in range(always_hints_to_use):
|
|
location_hint = always_hints.pop()
|
|
generated_hints.append(word_direct_hint(world, location_hint))
|
|
already_hinted_locations.add(location_hint.location)
|
|
|
|
for _ in range(priority_hints_to_use):
|
|
location_hint = priority_hints.pop()
|
|
generated_hints.append(word_direct_hint(world, location_hint))
|
|
already_hinted_locations.add(location_hint.location)
|
|
|
|
location_hints_created_in_round_1 = len(generated_hints)
|
|
|
|
unhinted_locations_per_area: Dict[str, Set[Location]] = dict()
|
|
|
|
# Then, make area hints.
|
|
if area_hints:
|
|
generated_area_hints, unhinted_locations_per_area = make_area_hints(world, area_hints, already_hinted_locations)
|
|
generated_hints += generated_area_hints
|
|
|
|
# If we don't have enough hints yet, recalculate always and priority hints, then fill with random hints
|
|
if len(generated_hints) < hint_amount:
|
|
remaining_needed_location_hints = hint_amount - len(generated_hints)
|
|
|
|
# Save old values for used always and priority hints for later calculations
|
|
amt_of_used_always_hints = always_hints_to_use
|
|
amt_of_used_priority_hints = priority_hints_to_use
|
|
|
|
# Recalculate how many always hints and priority hints are supposed to be used
|
|
intended_location_hints = remaining_needed_location_hints + location_hints_created_in_round_1
|
|
|
|
always_hints_to_use = min(intended_location_hints, generated_always_hints)
|
|
priority_hints_to_use = int(max(0.0, min(possible_priority_hints / 2, remaining_location_hints / 2)))
|
|
|
|
# If we now need more always hints and priority hints than we thought previously, make some more.
|
|
more_always_hints = always_hints_to_use - amt_of_used_always_hints
|
|
more_priority_hints = priority_hints_to_use - amt_of_used_priority_hints
|
|
|
|
extra_always_and_priority_hints: List[WitnessLocationHint] = []
|
|
|
|
for _ in range(more_always_hints):
|
|
extra_always_and_priority_hints.append(always_hints.pop())
|
|
|
|
for _ in range(more_priority_hints):
|
|
extra_always_and_priority_hints.append(priority_hints.pop())
|
|
|
|
generated_hints += make_extra_location_hints(
|
|
world, hint_amount - len(generated_hints), world.own_itempool, already_hinted_locations,
|
|
extra_always_and_priority_hints, unhinted_locations_per_area
|
|
)
|
|
|
|
# If we still don't have enough for whatever reason, throw a warning, proceed with the lower amount
|
|
if len(generated_hints) != hint_amount:
|
|
player_name = world.multiworld.get_player_name(world.player)
|
|
logging.warning(f"Couldn't generate {hint_amount} hints for player {player_name}. "
|
|
f"Generated {len(generated_hints)} instead.")
|
|
|
|
return generated_hints
|
|
|
|
|
|
def make_compact_hint_data(hint: WitnessWordedHint, local_player_number: int) -> CompactItemData:
|
|
location = hint.location
|
|
area_amount = hint.area_amount
|
|
|
|
# None if junk hint, address if location hint, area string if area hint
|
|
arg_1 = location.address if location else (hint.area if hint.area else None)
|
|
|
|
# self.player if junk hint, player if location hint, progression amount if area hint
|
|
arg_2 = area_amount if area_amount is not None else (location.player if location else local_player_number)
|
|
|
|
return hint.wording, arg_1, arg_2
|
|
|
|
|
|
def make_laser_hints(world: "WitnessWorld", laser_names: List[str]) -> Dict[str, WitnessWordedHint]:
|
|
laser_hints_by_name = dict()
|
|
|
|
for item_name in laser_names:
|
|
location_hint = hint_from_item(world, item_name, world.own_itempool)
|
|
if not location_hint:
|
|
continue
|
|
|
|
laser_hints_by_name[item_name] = word_direct_hint(world, location_hint)
|
|
|
|
return laser_hints_by_name
|