232 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
 | 
						|
Defines the rules by which locations can be accessed,
 | 
						|
depending on the items received
 | 
						|
"""
 | 
						|
 | 
						|
from typing import TYPE_CHECKING, FrozenSet
 | 
						|
 | 
						|
from BaseClasses import CollectionState
 | 
						|
 | 
						|
from worlds.generic.Rules import CollectionRule, set_rule
 | 
						|
 | 
						|
from . import WitnessPlayerRegions
 | 
						|
from .data import static_logic as static_witness_logic
 | 
						|
from .locations import WitnessPlayerLocations
 | 
						|
from .player_logic import WitnessPlayerLogic
 | 
						|
 | 
						|
if TYPE_CHECKING:
 | 
						|
    from . import WitnessWorld
 | 
						|
 | 
						|
laser_hexes = [
 | 
						|
    "0x028A4",
 | 
						|
    "0x00274",
 | 
						|
    "0x032F9",
 | 
						|
    "0x01539",
 | 
						|
    "0x181B3",
 | 
						|
    "0x0C2B2",
 | 
						|
    "0x00509",
 | 
						|
    "0x00BF6",
 | 
						|
    "0x014BB",
 | 
						|
    "0x012FB",
 | 
						|
    "0x17C65",
 | 
						|
]
 | 
						|
 | 
						|
 | 
						|
def _has_laser(laser_hex: str, world: "WitnessWorld", player: int,
 | 
						|
               redirect_required: bool) -> CollectionRule:
 | 
						|
    if laser_hex == "0x012FB" and redirect_required:
 | 
						|
        return lambda state: (
 | 
						|
            _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)(state)
 | 
						|
            and state.has("Desert Laser Redirection", player)
 | 
						|
        )
 | 
						|
    else:
 | 
						|
        return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)
 | 
						|
 | 
						|
 | 
						|
def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
 | 
						|
    laser_lambdas = []
 | 
						|
 | 
						|
    for laser_hex in laser_hexes:
 | 
						|
        has_laser_lambda = _has_laser(laser_hex, world, world.player, redirect_required)
 | 
						|
 | 
						|
        laser_lambdas.append(has_laser_lambda)
 | 
						|
 | 
						|
    return lambda state: sum(laser_lambda(state) for laser_lambda in laser_lambdas) >= amount
 | 
						|
 | 
						|
 | 
						|
def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic,
 | 
						|
                     player_locations: WitnessPlayerLocations) -> CollectionRule:
 | 
						|
    """
 | 
						|
    Determines whether a panel can be solved
 | 
						|
    """
 | 
						|
 | 
						|
    panel_obj = player_logic.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]
 | 
						|
    entity_name = panel_obj["checkName"]
 | 
						|
 | 
						|
    if entity_name + " Solved" in player_locations.EVENT_LOCATION_TABLE:
 | 
						|
        return lambda state: state.has(player_logic.EVENT_ITEM_PAIRS[entity_name + " Solved"], player)
 | 
						|
    else:
 | 
						|
        return make_lambda(panel, world)
 | 
						|
 | 
						|
 | 
						|
def _can_move_either_direction(state: CollectionState, source: str, target: str,
 | 
						|
                               player_regions: WitnessPlayerRegions) -> bool:
 | 
						|
    entrance_forward = player_regions.created_entrances[source, target]
 | 
						|
    entrance_backward = player_regions.created_entrances[target, source]
 | 
						|
 | 
						|
    return (
 | 
						|
        any(entrance.can_reach(state) for entrance in entrance_forward)
 | 
						|
        or
 | 
						|
        any(entrance.can_reach(state) for entrance in entrance_backward)
 | 
						|
    )
 | 
						|
 | 
						|
 | 
						|
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
 | 
						|
    player = world.player
 | 
						|
 | 
						|
    hedge_2_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 2nd Maze", "Keep", world.player_regions)
 | 
						|
    )
 | 
						|
 | 
						|
    hedge_3_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 3rd Maze", "Keep", world.player_regions)
 | 
						|
        or _can_move_either_direction(state, "Keep 3rd Maze", "Keep 2nd Maze", world.player_regions)
 | 
						|
        and hedge_2_access
 | 
						|
    )
 | 
						|
 | 
						|
    hedge_4_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 4th Maze", "Keep", world.player_regions)
 | 
						|
        or _can_move_either_direction(state, "Keep 4th Maze", "Keep 3rd Maze", world.player_regions)
 | 
						|
        and hedge_3_access
 | 
						|
    )
 | 
						|
 | 
						|
    hedge_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 4th Maze", "Keep Tower", world.player_regions)
 | 
						|
        and state.can_reach("Keep", "Region", player)
 | 
						|
        and hedge_4_access
 | 
						|
    )
 | 
						|
 | 
						|
    backwards_to_fourth = (
 | 
						|
        state.can_reach("Keep", "Region", player)
 | 
						|
        and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Keep Tower", world.player_regions)
 | 
						|
        and (
 | 
						|
                _can_move_either_direction(state, "Keep", "Keep Tower", world.player_regions)
 | 
						|
                or hedge_access
 | 
						|
        )
 | 
						|
    )
 | 
						|
 | 
						|
    shadows_shortcut = (
 | 
						|
        state.can_reach("Main Island", "Region", player)
 | 
						|
        and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Shadows", world.player_regions)
 | 
						|
    )
 | 
						|
 | 
						|
    backwards_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate", world.player_regions)
 | 
						|
        and (backwards_to_fourth or shadows_shortcut)
 | 
						|
    )
 | 
						|
 | 
						|
    front_access = (
 | 
						|
        _can_move_either_direction(state, "Keep 2nd Pressure Plate", "Keep", world.player_regions)
 | 
						|
        and state.can_reach("Keep", "Region", player)
 | 
						|
    )
 | 
						|
 | 
						|
    return front_access and backwards_access
 | 
						|
 | 
						|
 | 
						|
def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
 | 
						|
    direct_access = (
 | 
						|
            _can_move_either_direction(state, "Tunnels", "Windmill Interior", world.player_regions)
 | 
						|
            and _can_move_either_direction(state, "Theater", "Windmill Interior", world.player_regions)
 | 
						|
    )
 | 
						|
 | 
						|
    theater_from_town = (
 | 
						|
            _can_move_either_direction(state, "Town", "Windmill Interior", world.player_regions)
 | 
						|
            and _can_move_either_direction(state, "Theater", "Windmill Interior", world.player_regions)
 | 
						|
            or _can_move_either_direction(state, "Town", "Theater", world.player_regions)
 | 
						|
    )
 | 
						|
 | 
						|
    tunnels_from_town = (
 | 
						|
            _can_move_either_direction(state, "Tunnels", "Windmill Interior", world.player_regions)
 | 
						|
            and _can_move_either_direction(state, "Town", "Windmill Interior", world.player_regions)
 | 
						|
            or _can_move_either_direction(state, "Tunnels", "Town", world.player_regions)
 | 
						|
    )
 | 
						|
 | 
						|
    return direct_access or theater_from_town and tunnels_from_town
 | 
						|
 | 
						|
 | 
						|
def _has_item(item: str, world: "WitnessWorld", player: int,
 | 
						|
              player_logic: WitnessPlayerLogic, player_locations: WitnessPlayerLocations) -> CollectionRule:
 | 
						|
    if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
 | 
						|
        return lambda state: state.can_reach(item, "Region", player)
 | 
						|
    if item == "7 Lasers":
 | 
						|
        laser_req = world.options.mountain_lasers.value
 | 
						|
        return _has_lasers(laser_req, world, False)
 | 
						|
    if item == "7 Lasers + Redirect":
 | 
						|
        laser_req = world.options.mountain_lasers.value
 | 
						|
        return _has_lasers(laser_req, world, True)
 | 
						|
    if item == "11 Lasers":
 | 
						|
        laser_req = world.options.challenge_lasers.value
 | 
						|
        return _has_lasers(laser_req, world, False)
 | 
						|
    if item == "11 Lasers + Redirect":
 | 
						|
        laser_req = world.options.challenge_lasers.value
 | 
						|
        return _has_lasers(laser_req, world, True)
 | 
						|
    elif item == "PP2 Weirdness":
 | 
						|
        return lambda state: _can_do_expert_pp2(state, world)
 | 
						|
    elif item == "Theater to Tunnels":
 | 
						|
        return lambda state: _can_do_theater_to_tunnels(state, world)
 | 
						|
    if item in player_logic.USED_EVENT_NAMES_BY_HEX:
 | 
						|
        return _can_solve_panel(item, world, player, player_logic, player_locations)
 | 
						|
 | 
						|
    prog_item = static_witness_logic.get_parent_progressive_item(item)
 | 
						|
    return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
 | 
						|
 | 
						|
 | 
						|
def _meets_item_requirements(requirements: FrozenSet[FrozenSet[str]],
 | 
						|
                             world: "WitnessWorld") -> CollectionRule:
 | 
						|
    """
 | 
						|
    Checks whether item and panel requirements are met for
 | 
						|
    a panel
 | 
						|
    """
 | 
						|
 | 
						|
    lambda_conversion = [
 | 
						|
        [_has_item(item, world, world.player, world.player_logic, world.player_locations) for item in subset]
 | 
						|
        for subset in requirements
 | 
						|
    ]
 | 
						|
 | 
						|
    return lambda state: any(
 | 
						|
        all(condition(state) for condition in sub_requirement)
 | 
						|
        for sub_requirement in lambda_conversion
 | 
						|
    )
 | 
						|
 | 
						|
 | 
						|
def make_lambda(entity_hex: str, world: "WitnessWorld") -> CollectionRule:
 | 
						|
    """
 | 
						|
    Lambdas are created in a for loop so values need to be captured
 | 
						|
    """
 | 
						|
    entity_req = world.player_logic.REQUIREMENTS_BY_HEX[entity_hex]
 | 
						|
 | 
						|
    return _meets_item_requirements(entity_req, world)
 | 
						|
 | 
						|
 | 
						|
def set_rules(world: "WitnessWorld") -> None:
 | 
						|
    """
 | 
						|
    Sets all rules for all locations
 | 
						|
    """
 | 
						|
 | 
						|
    for location in world.player_locations.CHECK_LOCATION_TABLE:
 | 
						|
        real_location = location
 | 
						|
 | 
						|
        if location in world.player_locations.EVENT_LOCATION_TABLE:
 | 
						|
            real_location = location[:-7]
 | 
						|
 | 
						|
        associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location]
 | 
						|
        entity_hex = associated_entity["entity_hex"]
 | 
						|
 | 
						|
        rule = make_lambda(entity_hex, world)
 | 
						|
 | 
						|
        location = world.get_location(location)
 | 
						|
 | 
						|
        set_rule(location, rule)
 | 
						|
 | 
						|
    world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
 |