558 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			558 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Parses the WitnessLogic.txt logic file into useful data structures.
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This is the heart of the randomization.
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In WitnessLogic.txt we have regions defined with their connections:
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Region Name (Short name) - Connected Region 1 - Connection Requirement 1 - Connected Region 2...
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And then panels in that region with the hex code used in the game
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previous panels that are required to turn them on, as well as the symbols they require:
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0x##### (Panel Name) - Required Panels - Required Items
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On __init__, the base logic is read and all panels are given Location IDs.
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When the world has parsed its options, a second function is called to finalize the logic.
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"""
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import copy
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from collections import defaultdict
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from typing import cast, TYPE_CHECKING
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from logging import warning
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from .static_logic import StaticWitnessLogic, DoorItemDefinition, ItemCategory, ProgressiveItemDefinition
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from .utils import *
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if TYPE_CHECKING:
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    from . import WitnessWorld
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class WitnessPlayerLogic:
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    """WITNESS LOGIC CLASS"""
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    @lru_cache(maxsize=None)
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    def reduce_req_within_region(self, panel_hex: str) -> FrozenSet[FrozenSet[str]]:
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        """
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        Panels in this game often only turn on when other panels are solved.
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        Those other panels may have different item requirements.
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        It would be slow to recursively check solvability each time.
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        This is why we reduce the item dependencies within the region.
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        Panels outside of the same region will still be checked manually.
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        """
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        if panel_hex in self.COMPLETELY_DISABLED_ENTITIES or panel_hex in self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES:
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            return frozenset()
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        entity_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel_hex]
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        these_items = frozenset({frozenset()})
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        if entity_obj["id"]:
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            these_items = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["items"]
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        these_items = frozenset({
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            subset.intersection(self.THEORETICAL_ITEMS_NO_MULTI)
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            for subset in these_items
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        })
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        for subset in these_items:
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            self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(subset)
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        these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
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        if panel_hex in self.DOOR_ITEMS_BY_ID:
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            door_items = frozenset({frozenset([item]) for item in self.DOOR_ITEMS_BY_ID[panel_hex]})
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            all_options = set()
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            for dependentItem in door_items:
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                self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(dependentItem)
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                for items_option in these_items:
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                    all_options.add(items_option.union(dependentItem))
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            # 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved...
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            if panel_hex != "0x28A0D":
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                return frozenset(all_options)
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            # ...except in Expert, where that dependency doesn't exist, but now there *is* a power dependency.
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            # In the future, it would be wise to make a distinction between "power dependencies" and other dependencies.
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            if any("0x28998" in option for option in these_panels):
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                return frozenset(all_options)
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            these_items = all_options
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        disabled_eps = {eHex for eHex in self.COMPLETELY_DISABLED_ENTITIES
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                        if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[eHex]["entityType"] == "EP"}
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        these_panels = frozenset({panels - disabled_eps
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                                  for panels in these_panels})
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        if these_panels == frozenset({frozenset()}):
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            return these_items
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        all_options = set()
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        for option in these_panels:
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            dependent_items_for_option = frozenset({frozenset()})
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            for option_entity in option:
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                dep_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX.get(option_entity)
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                if option_entity in self.EVENT_NAMES_BY_HEX:
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                    new_items = frozenset({frozenset([option_entity])})
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                elif option_entity in {"7 Lasers", "11 Lasers", "PP2 Weirdness", "Theater to Tunnels"}:
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                    new_items = frozenset({frozenset([option_entity])})
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                else:
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                    new_items = self.reduce_req_within_region(option_entity)
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                    if dep_obj["region"] and entity_obj["region"] != dep_obj["region"]:
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                        new_items = frozenset(
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                            frozenset(possibility | {dep_obj["region"]["name"]})
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                            for possibility in new_items
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                        )
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                dependent_items_for_option = dnf_and([dependent_items_for_option, new_items])
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            for items_option in these_items:
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                for dependentItem in dependent_items_for_option:
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                    all_options.add(items_option.union(dependentItem))
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        return dnf_remove_redundancies(frozenset(all_options))
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    def make_single_adjustment(self, adj_type: str, line: str):
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        from . import StaticWitnessItems
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        """Makes a single logic adjustment based on additional logic file"""
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        if adj_type == "Items":
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            line_split = line.split(" - ")
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            item_name = line_split[0]
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            if item_name not in StaticWitnessItems.item_data:
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                raise RuntimeError("Item \"" + item_name + "\" does not exist.")
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            self.THEORETICAL_ITEMS.add(item_name)
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            if isinstance(StaticWitnessLogic.all_items[item_name], ProgressiveItemDefinition):
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                self.THEORETICAL_ITEMS_NO_MULTI.update(cast(ProgressiveItemDefinition,
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                                                            StaticWitnessLogic.all_items[item_name]).child_item_names)
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            else:
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                self.THEORETICAL_ITEMS_NO_MULTI.add(item_name)
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            if StaticWitnessLogic.all_items[item_name].category in [ItemCategory.DOOR, ItemCategory.LASER]:
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                panel_hexes = cast(DoorItemDefinition, StaticWitnessLogic.all_items[item_name]).panel_id_hexes
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                for panel_hex in panel_hexes:
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                    self.DOOR_ITEMS_BY_ID.setdefault(panel_hex, []).append(item_name)
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            return
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        if adj_type == "Remove Items":
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            item_name = line
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            self.THEORETICAL_ITEMS.discard(item_name)
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            if isinstance(StaticWitnessLogic.all_items[item_name], ProgressiveItemDefinition):
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                self.THEORETICAL_ITEMS_NO_MULTI.difference_update(
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                    cast(ProgressiveItemDefinition, StaticWitnessLogic.all_items[item_name]).child_item_names
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                )
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            else:
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                self.THEORETICAL_ITEMS_NO_MULTI.discard(item_name)
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            if StaticWitnessLogic.all_items[item_name].category in [ItemCategory.DOOR, ItemCategory.LASER]:
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                panel_hexes = cast(DoorItemDefinition, StaticWitnessLogic.all_items[item_name]).panel_id_hexes
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                for panel_hex in panel_hexes:
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                    if panel_hex in self.DOOR_ITEMS_BY_ID and item_name in self.DOOR_ITEMS_BY_ID[panel_hex]:
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                        self.DOOR_ITEMS_BY_ID[panel_hex].remove(item_name)
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        if adj_type == "Starting Inventory":
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            self.STARTING_INVENTORY.add(line)
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        if adj_type == "Event Items":
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            line_split = line.split(" - ")
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            new_event_name = line_split[0]
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            hex_set = line_split[1].split(",")
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            for entity, event_name in self.EVENT_NAMES_BY_HEX.items():
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                if event_name == new_event_name:
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                    self.DONT_MAKE_EVENTS.add(entity)
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            for hex_code in hex_set:
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                self.EVENT_NAMES_BY_HEX[hex_code] = new_event_name
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            return
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        if adj_type == "Requirement Changes":
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            line_split = line.split(" - ")
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            requirement = {
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                "panels": parse_lambda(line_split[1]),
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            }
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            if len(line_split) > 2:
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                required_items = parse_lambda(line_split[2])
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                items_actually_in_the_game = [
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                    item_name for item_name, item_definition in StaticWitnessLogic.all_items.items()
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                    if item_definition.category is ItemCategory.SYMBOL
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                ]
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                required_items = frozenset(
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                    subset.intersection(items_actually_in_the_game)
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                    for subset in required_items
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                )
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                requirement["items"] = required_items
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            self.DEPENDENT_REQUIREMENTS_BY_HEX[line_split[0]] = requirement
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            return
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        if adj_type == "Disabled Locations":
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            panel_hex = line[:7]
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            self.COMPLETELY_DISABLED_ENTITIES.add(panel_hex)
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            return
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        if adj_type == "Irrelevant Locations":
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            panel_hex = line[:7]
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            self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES.add(panel_hex)
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            return
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        if adj_type == "Region Changes":
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            new_region_and_options = define_new_region(line + ":")
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            self.CONNECTIONS_BY_REGION_NAME[new_region_and_options[0]["name"]] = new_region_and_options[1]
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            return
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        if adj_type == "New Connections":
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            line_split = line.split(" - ")
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            source_region = line_split[0]
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            target_region = line_split[1]
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            panel_set_string = line_split[2]
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            for connection in self.CONNECTIONS_BY_REGION_NAME[source_region]:
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                if connection[0] == target_region:
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                    self.CONNECTIONS_BY_REGION_NAME[source_region].remove(connection)
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                    if panel_set_string == "TrueOneWay":
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                        self.CONNECTIONS_BY_REGION_NAME[source_region].add(
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                            (target_region, frozenset({frozenset(["TrueOneWay"])}))
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                        )
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                    else:
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                        new_lambda = connection[1] | parse_lambda(panel_set_string)
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                        self.CONNECTIONS_BY_REGION_NAME[source_region].add((target_region, new_lambda))
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                    break
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            else:  # Execute if loop did not break. TIL this is a thing you can do!
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                new_conn = (target_region, parse_lambda(panel_set_string))
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                self.CONNECTIONS_BY_REGION_NAME[source_region].add(new_conn)
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        if adj_type == "Added Locations":
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            if "0x" in line:
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                line = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[line]["checkName"]
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            self.ADDED_CHECKS.add(line)
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    def make_options_adjustments(self, world: "WitnessWorld"):
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        """Makes logic adjustments based on options"""
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        adjustment_linesets_in_order = []
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        # Postgame
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        doors = world.options.shuffle_doors >= 2
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        lasers = world.options.shuffle_lasers
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        early_caves = world.options.early_caves > 0
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        victory = world.options.victory_condition
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        mnt_lasers = world.options.mountain_lasers
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        chal_lasers = world.options.challenge_lasers
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        mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mnt_lasers)
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        if not world.options.shuffle_postgame:
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            if not (early_caves or doors):
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                adjustment_linesets_in_order.append(get_caves_exclusion_list())
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                if not victory == 1:
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                    adjustment_linesets_in_order.append(get_path_to_challenge_exclusion_list())
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                    adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
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                    adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
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            if not ((doors or early_caves) and (victory == 0 or (victory == 2 and mnt_lasers > chal_lasers))):
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                adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
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                if not victory == 1:
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                    adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
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            if not (doors or mountain_enterable_from_top):
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                adjustment_linesets_in_order.append(get_mountain_lower_exclusion_list())
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            if not mountain_enterable_from_top:
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                adjustment_linesets_in_order.append(get_mountain_upper_exclusion_list())
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            if not ((victory == 0 and doors) or victory == 1 or (victory == 2 and mnt_lasers > chal_lasers and doors)):
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                if doors:
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                    adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
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                else:
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                    adjustment_linesets_in_order.append(get_bottom_floor_discard_nondoors_exclusion_list())
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            if victory == 2 and chal_lasers >= mnt_lasers:
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                adjustment_linesets_in_order.append(["Disabled Locations:", "0xFFF00 (Mountain Box Long)"])
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        # Exclude Discards / Vaults
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        if not world.options.shuffle_discarded_panels:
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            # In disable_non_randomized, the discards are needed for alternate activation triggers, UNLESS both
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            # (remote) doors and lasers are shuffled.
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            if not world.options.disable_non_randomized_puzzles or (doors and lasers):
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                adjustment_linesets_in_order.append(get_discard_exclusion_list())
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            if doors:
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                adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
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        if not world.options.shuffle_vault_boxes:
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            adjustment_linesets_in_order.append(get_vault_exclusion_list())
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            if not victory == 1:
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                adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
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        # Victory Condition
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        if victory == 0:
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            self.VICTORY_LOCATION = "0x3D9A9"
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        elif victory == 1:
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            self.VICTORY_LOCATION = "0x0356B"
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        elif victory == 2:
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            self.VICTORY_LOCATION = "0x09F7F"
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        elif victory == 3:
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            self.VICTORY_LOCATION = "0xFFF00"
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        if chal_lasers <= 7:
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            adjustment_linesets_in_order.append([
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                "Requirement Changes:",
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                "0xFFF00 - 11 Lasers - True",
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            ])
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        if world.options.disable_non_randomized_puzzles:
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            adjustment_linesets_in_order.append(get_disable_unrandomized_list())
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        if world.options.shuffle_symbols:
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            adjustment_linesets_in_order.append(get_symbol_shuffle_list())
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        if world.options.EP_difficulty == 0:
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            adjustment_linesets_in_order.append(get_ep_easy())
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        elif world.options.EP_difficulty == 1:
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            adjustment_linesets_in_order.append(get_ep_no_eclipse())
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        if world.options.door_groupings == 1:
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            if world.options.shuffle_doors == 1:
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                adjustment_linesets_in_order.append(get_simple_panels())
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            elif world.options.shuffle_doors == 2:
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                adjustment_linesets_in_order.append(get_simple_doors())
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            elif world.options.shuffle_doors == 3:
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                adjustment_linesets_in_order.append(get_simple_doors())
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                adjustment_linesets_in_order.append(get_simple_additional_panels())
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        else:
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            if world.options.shuffle_doors == 1:
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                adjustment_linesets_in_order.append(get_complex_door_panels())
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                adjustment_linesets_in_order.append(get_complex_additional_panels())
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            elif world.options.shuffle_doors == 2:
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                adjustment_linesets_in_order.append(get_complex_doors())
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            elif world.options.shuffle_doors == 3:
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                adjustment_linesets_in_order.append(get_complex_doors())
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                adjustment_linesets_in_order.append(get_complex_additional_panels())
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        if world.options.shuffle_boat:
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            adjustment_linesets_in_order.append(get_boat())
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        if world.options.early_caves == 2:
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            adjustment_linesets_in_order.append(get_early_caves_start_list())
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        if world.options.early_caves == 1 and not doors:
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            adjustment_linesets_in_order.append(get_early_caves_list())
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        if world.options.elevators_come_to_you:
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            adjustment_linesets_in_order.append(get_elevators_come_to_you())
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        for item in self.YAML_ADDED_ITEMS:
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            adjustment_linesets_in_order.append(["Items:", item])
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        if lasers:
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            adjustment_linesets_in_order.append(get_laser_shuffle())
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        if world.options.shuffle_EPs:
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            ep_gen = ((ep_hex, ep_obj) for (ep_hex, ep_obj) in self.REFERENCE_LOGIC.ENTITIES_BY_HEX.items()
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                      if ep_obj["entityType"] == "EP")
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            for ep_hex, ep_obj in ep_gen:
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                obelisk = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[self.REFERENCE_LOGIC.EP_TO_OBELISK_SIDE[ep_hex]]
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                obelisk_name = obelisk["checkName"]
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                ep_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[ep_hex]["checkName"]
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                self.EVENT_NAMES_BY_HEX[ep_hex] = f"{obelisk_name} - {ep_name}"
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						|
        else:
 | 
						|
            adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_obelisks()[1:])
 | 
						|
 | 
						|
        if world.options.shuffle_EPs == 0:
 | 
						|
            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"] in {"EP", "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
 | 
						|
 | 
						|
            for line in adjustment_lineset:
 | 
						|
                if len(line) == 0:
 | 
						|
                    continue
 | 
						|
 | 
						|
                if line[-1] == ":":
 | 
						|
                    current_adjustment_type = line[:-1]
 | 
						|
                    continue
 | 
						|
 | 
						|
                self.make_single_adjustment(current_adjustment_type, line)
 | 
						|
 | 
						|
        for entity_id in self.COMPLETELY_DISABLED_ENTITIES:
 | 
						|
            if entity_id in self.DOOR_ITEMS_BY_ID:
 | 
						|
                del self.DOOR_ITEMS_BY_ID[entity_id]
 | 
						|
 | 
						|
    def make_dependency_reduced_checklist(self):
 | 
						|
        """
 | 
						|
        Turns dependent check set into semi-independent check set
 | 
						|
        """
 | 
						|
 | 
						|
        for entity_hex in self.DEPENDENT_REQUIREMENTS_BY_HEX.keys():
 | 
						|
            indep_requirement = self.reduce_req_within_region(entity_hex)
 | 
						|
 | 
						|
            self.REQUIREMENTS_BY_HEX[entity_hex] = indep_requirement
 | 
						|
 | 
						|
        for item in self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI:
 | 
						|
            if item not in self.THEORETICAL_ITEMS:
 | 
						|
                progressive_item_name = StaticWitnessLogic.get_parent_progressive_item(item)
 | 
						|
                self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(progressive_item_name)
 | 
						|
                child_items = cast(ProgressiveItemDefinition,
 | 
						|
                                   StaticWitnessLogic.all_items[progressive_item_name]).child_item_names
 | 
						|
                multi_list = [child_item for child_item in child_items
 | 
						|
                              if child_item in self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI]
 | 
						|
                self.MULTI_AMOUNTS[item] = multi_list.index(item) + 1
 | 
						|
                self.MULTI_LISTS[progressive_item_name] = multi_list
 | 
						|
            else:
 | 
						|
                self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(item)
 | 
						|
 | 
						|
        for region, connections in self.CONNECTIONS_BY_REGION_NAME.items():
 | 
						|
            new_connections = []
 | 
						|
 | 
						|
            for connection in connections:
 | 
						|
                overall_requirement = frozenset()
 | 
						|
 | 
						|
                for option in connection[1]:
 | 
						|
                    individual_entity_requirements = []
 | 
						|
                    for entity in option:
 | 
						|
                        if entity in self.EVENT_NAMES_BY_HEX or entity not in self.REFERENCE_LOGIC.ENTITIES_BY_HEX:
 | 
						|
                            individual_entity_requirements.append(frozenset({frozenset({entity})}))
 | 
						|
                        else:
 | 
						|
                            entity_req = self.reduce_req_within_region(entity)
 | 
						|
 | 
						|
                            if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]:
 | 
						|
                                region_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]["name"]
 | 
						|
                                entity_req = dnf_and([entity_req, frozenset({frozenset({region_name})})])
 | 
						|
 | 
						|
                            individual_entity_requirements.append(entity_req)
 | 
						|
 | 
						|
                    overall_requirement |= dnf_and(individual_entity_requirements)
 | 
						|
 | 
						|
                new_connections.append((connection[0], overall_requirement))
 | 
						|
 | 
						|
            self.CONNECTIONS_BY_REGION_NAME[region] = new_connections
 | 
						|
 | 
						|
    def make_event_item_pair(self, panel: str):
 | 
						|
        """
 | 
						|
        Makes a pair of an event panel and its event item
 | 
						|
        """
 | 
						|
        action = " Opened" if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["entityType"] == "Door" else " Solved"
 | 
						|
 | 
						|
        name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["checkName"] + action
 | 
						|
        if panel not in self.EVENT_NAMES_BY_HEX:
 | 
						|
            warning("Panel \"" + name + "\" does not have an associated event name.")
 | 
						|
            self.EVENT_NAMES_BY_HEX[panel] = name + " Event"
 | 
						|
        pair = (name, self.EVENT_NAMES_BY_HEX[panel])
 | 
						|
        return pair
 | 
						|
 | 
						|
    def make_event_panel_lists(self):
 | 
						|
        self.EVENT_NAMES_BY_HEX[self.VICTORY_LOCATION] = "Victory"
 | 
						|
 | 
						|
        for event_hex, event_name in self.EVENT_NAMES_BY_HEX.items():
 | 
						|
            if event_hex in self.COMPLETELY_DISABLED_ENTITIES:
 | 
						|
                continue
 | 
						|
            self.EVENT_PANELS.add(event_hex)
 | 
						|
 | 
						|
        for panel in self.EVENT_PANELS:
 | 
						|
            pair = self.make_event_item_pair(panel)
 | 
						|
            self.EVENT_ITEM_PAIRS[pair[0]] = pair[1]
 | 
						|
 | 
						|
    def __init__(self, world: "WitnessWorld", disabled_locations: Set[str], start_inv: Dict[str, int]):
 | 
						|
        self.YAML_DISABLED_LOCATIONS = disabled_locations
 | 
						|
        self.YAML_ADDED_ITEMS = start_inv
 | 
						|
 | 
						|
        self.EVENT_PANELS_FROM_PANELS = set()
 | 
						|
        self.EVENT_PANELS_FROM_REGIONS = set()
 | 
						|
 | 
						|
        self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES = set()
 | 
						|
 | 
						|
        self.THEORETICAL_ITEMS = set()
 | 
						|
        self.THEORETICAL_ITEMS_NO_MULTI = set()
 | 
						|
        self.MULTI_AMOUNTS = defaultdict(lambda: 1)
 | 
						|
        self.MULTI_LISTS = dict()
 | 
						|
        self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI = set()
 | 
						|
        self.PROG_ITEMS_ACTUALLY_IN_THE_GAME = set()
 | 
						|
        self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
 | 
						|
        self.STARTING_INVENTORY = set()
 | 
						|
 | 
						|
        self.DIFFICULTY = world.options.puzzle_randomization.value
 | 
						|
 | 
						|
        if self.DIFFICULTY == 0:
 | 
						|
            self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_normal
 | 
						|
        elif self.DIFFICULTY == 1:
 | 
						|
            self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_expert
 | 
						|
        elif self.DIFFICULTY == 2:
 | 
						|
            self.REFERENCE_LOGIC = StaticWitnessLogic.vanilla
 | 
						|
 | 
						|
        self.CONNECTIONS_BY_REGION_NAME = copy.copy(self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME)
 | 
						|
        self.DEPENDENT_REQUIREMENTS_BY_HEX = copy.copy(self.REFERENCE_LOGIC.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX)
 | 
						|
        self.REQUIREMENTS_BY_HEX = dict()
 | 
						|
 | 
						|
        # Determining which panels need to be events is a difficult process.
 | 
						|
        # At the end, we will have EVENT_ITEM_PAIRS for all the necessary ones.
 | 
						|
        self.EVENT_PANELS = set()
 | 
						|
        self.EVENT_ITEM_PAIRS = dict()
 | 
						|
        self.DONT_MAKE_EVENTS = set()
 | 
						|
        self.COMPLETELY_DISABLED_ENTITIES = set()
 | 
						|
        self.PRECOMPLETED_LOCATIONS = set()
 | 
						|
        self.EXCLUDED_LOCATIONS = set()
 | 
						|
        self.ADDED_CHECKS = set()
 | 
						|
        self.VICTORY_LOCATION = "0x0356B"
 | 
						|
 | 
						|
        self.EVENT_NAMES_BY_HEX = {
 | 
						|
            "0x00509": "+1 Laser (Symmetry Laser)",
 | 
						|
            "0x012FB": "+1 Laser (Desert Laser)",
 | 
						|
            "0x09F98": "Desert Laser Redirection",
 | 
						|
            "0x01539": "+1 Laser (Quarry Laser)",
 | 
						|
            "0x181B3": "+1 Laser (Shadows Laser)",
 | 
						|
            "0x014BB": "+1 Laser (Keep Laser)",
 | 
						|
            "0x17C65": "+1 Laser (Monastery Laser)",
 | 
						|
            "0x032F9": "+1 Laser (Town Laser)",
 | 
						|
            "0x00274": "+1 Laser (Jungle Laser)",
 | 
						|
            "0x0C2B2": "+1 Laser (Bunker Laser)",
 | 
						|
            "0x00BF6": "+1 Laser (Swamp Laser)",
 | 
						|
            "0x028A4": "+1 Laser (Treehouse Laser)",
 | 
						|
            "0x09F7F": "Mountain Entry",
 | 
						|
            "0xFFF00": "Bottom Floor Discard Turns On",
 | 
						|
        }
 | 
						|
 | 
						|
        self.make_options_adjustments(world)
 | 
						|
        self.make_dependency_reduced_checklist()
 | 
						|
        self.make_event_panel_lists()
 |