Archipelago/worlds/witness/regions.py

109 lines
4.1 KiB
Python

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