101 lines
3.8 KiB
Python
101 lines
3.8 KiB
Python
"""
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Defines Region for The Witness, assigns locations to them,
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and connects them with the proper requirements
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"""
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from BaseClasses import MultiWorld, Entrance
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from . import StaticWitnessLogic
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from .locations import WitnessPlayerLocations
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from .player_logic import WitnessPlayerLogic
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class WitnessRegions:
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"""Class that defines Witness Regions"""
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locat = None
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logic = None
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def make_lambda(self, panel_hex_to_solve_set, world, player, player_logic):
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"""
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Lambdas are made in a for loop, so the values have to be captured
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This function is for that purpose
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"""
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return lambda state: state._witness_can_solve_panels(
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panel_hex_to_solve_set, world, player, player_logic, self.locat
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)
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def connect(self, world: MultiWorld, player: int, source: str, target: str, player_logic: WitnessPlayerLogic,
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panel_hex_to_solve_set=None):
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"""
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connect two regions and set the corresponding requirement
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"""
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source_region = world.get_region(source, player)
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target_region = world.get_region(target, player)
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#print(source_region)
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#print(target_region)
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#print("---")
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connection = Entrance(
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player,
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source + " to " + target + " via " + str(panel_hex_to_solve_set),
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source_region
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)
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connection.access_rule = self.make_lambda(panel_hex_to_solve_set, world, player, player_logic)
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source_region.exits.append(connection)
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connection.connect(target_region)
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def create_regions(self, world, player: int, player_logic: WitnessPlayerLogic):
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"""
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Creates all the regions for The Witness
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"""
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from . import create_region
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world.regions += [
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create_region(world, player, 'Menu', self.locat, None, ["The Splashscreen?"]),
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]
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all_locations = set()
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for region_name, region in StaticWitnessLogic.ALL_REGIONS_BY_NAME.items():
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locations_for_this_region = [
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StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] for panel in region["panels"]
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if StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] in self.locat.CHECK_LOCATION_TABLE
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]
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locations_for_this_region += [
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StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] + " Solved" for panel in region["panels"]
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if StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] + " Solved" in self.locat.EVENT_LOCATION_TABLE
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]
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all_locations = all_locations | set(locations_for_this_region)
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world.regions += [
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create_region(world, player, region_name, self.locat,locations_for_this_region)
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]
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for region_name, region in StaticWitnessLogic.ALL_REGIONS_BY_NAME.items():
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for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
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if connection[0] == "Entry":
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continue
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if connection[1] == frozenset({frozenset(["TrueOneWay"])}):
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self.connect(world, player, region_name, connection[0], player_logic, frozenset({frozenset()}))
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continue
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for subset in connection[1]:
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if all({panel in player_logic.DOOR_ITEMS_BY_ID for panel in subset}):
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if all({StaticWitnessLogic.CHECKS_BY_HEX[panel]["id"] is None for panel in subset}):
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self.connect(world, player, connection[0], region_name, player_logic, frozenset({subset}))
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self.connect(world, player, region_name, connection[0], player_logic, connection[1])
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world.get_entrance("The Splashscreen?", player).connect(
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world.get_region('First Hallway', player)
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)
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def __init__(self, locat: WitnessPlayerLocations):
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self.locat = locat
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