Archipelago/worlds/witness/__init__.py

433 lines
18 KiB
Python

"""
Archipelago init file for The Witness
"""
import dataclasses
from logging import error, warning
from typing import Any, Dict, List, Optional, cast
from BaseClasses import CollectionState, Entrance, Location, Region, Tutorial
from Options import OptionError, PerGameCommonOptions, Toggle
from worlds.AutoWorld import WebWorld, World
from .data import static_items as static_witness_items
from .data import static_locations as static_witness_locations
from .data import static_logic as static_witness_logic
from .data.item_definition_classes import DoorItemDefinition, ItemData
from .data.utils import cast_not_none, get_audio_logs
from .hints import CompactHintData, create_all_hints, make_compact_hint_data, make_laser_hints
from .locations import WitnessPlayerLocations
from .options import TheWitnessOptions, witness_option_groups
from .player_items import WitnessItem, WitnessPlayerItems
from .player_logic import WitnessPlayerLogic
from .presets import witness_option_presets
from .regions import WitnessPlayerRegions
from .rules import set_rules
class WitnessWebWorld(WebWorld):
theme = "jungle"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing The Witness with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["NewSoupVi", "Jarno"]
)]
options_presets = witness_option_presets
option_groups = witness_option_groups
class WitnessWorld(World):
"""
The Witness is an open-world puzzle game with dozens of locations
to explore and over 500 puzzles. Play the popular puzzle randomizer
by sigma144, with an added layer of progression randomization!
"""
game = "The Witness"
topology_present = False
web = WitnessWebWorld()
options_dataclass = TheWitnessOptions
options: TheWitnessOptions
item_name_to_id = {
# ITEM_DATA doesn't have any event items in it
name: cast_not_none(data.ap_code) for name, data in static_witness_items.ITEM_DATA.items()
}
location_name_to_id = static_witness_locations.ALL_LOCATIONS_TO_ID
item_name_groups = static_witness_items.ITEM_GROUPS
location_name_groups = static_witness_locations.AREA_LOCATION_GROUPS
required_client_version = (0, 5, 1)
player_logic: WitnessPlayerLogic
player_locations: WitnessPlayerLocations
player_items: WitnessPlayerItems
player_regions: WitnessPlayerRegions
log_ids_to_hints: Dict[int, CompactHintData]
laser_ids_to_hints: Dict[int, CompactHintData]
items_placed_early: List[str]
own_itempool: List[WitnessItem]
panel_hunt_required_count: int
def _get_slot_data(self) -> Dict[str, Any]:
return {
"seed": self.random.randrange(0, 1000000),
"victory_location": int(self.player_logic.VICTORY_LOCATION, 16),
"panelhex_to_id": self.player_locations.CHECK_PANELHEX_TO_ID,
"item_id_to_door_hexes": static_witness_items.get_item_to_door_mappings(),
"door_hexes_in_the_pool": self.player_items.get_door_ids_in_pool(),
"symbols_not_in_the_game": self.player_items.get_symbol_ids_not_in_pool(),
"disabled_entities": [int(h, 16) for h in self.player_logic.COMPLETELY_DISABLED_ENTITIES],
"hunt_entities": [int(h, 16) for h in self.player_logic.HUNT_ENTITIES],
"log_ids_to_hints": self.log_ids_to_hints,
"laser_ids_to_hints": self.laser_ids_to_hints,
"progressive_item_lists": self.player_items.get_progressive_item_ids_in_pool(),
"obelisk_side_id_to_EPs": static_witness_logic.OBELISK_SIDE_ID_TO_EP_HEXES,
"precompleted_puzzles": [int(h, 16) for h in self.player_logic.EXCLUDED_ENTITIES],
"entity_to_name": static_witness_logic.ENTITY_ID_TO_NAME,
"panel_hunt_required_absolute": self.panel_hunt_required_count
}
def determine_sufficient_progression(self) -> None:
"""
Determine whether there are enough progression items in this world to consider it "interactive".
In the case of singleplayer, this just outputs a warning.
In the case of multiplayer, the requirements are a bit stricter and an Exception is raised.
"""
# A note on Obelisk Keys:
# Obelisk Keys are never relevant in singleplayer, because the locations they lock are irrelevant to in-game
# progress and irrelevant to all victory conditions. Thus, I consider them "fake progression" for singleplayer.
# However, those locations could obviously contain big items needed for other players, so I consider
# "Obelisk Keys only" valid for multiworld.
# A note on Laser Shuffle:
# In singleplayer, I don't mind "Ice Rod Hunt" type gameplay, so "laser shuffle only" is valid.
# However, I do not want to allow "Ice Rod Hunt" style gameplay in multiworld, so "laser shuffle only" is
# not considered interactive enough for multiworld.
interacts_sufficiently_with_multiworld = (
self.options.shuffle_symbols
or self.options.shuffle_doors
or self.options.obelisk_keys and self.options.shuffle_EPs
)
has_locally_relevant_progression = (
self.options.shuffle_symbols
or self.options.shuffle_doors
or self.options.shuffle_lasers
or self.options.shuffle_boat
or self.options.early_caves == "add_to_pool" and self.options.victory_condition == "challenge"
)
if not has_locally_relevant_progression and self.multiworld.players == 1:
warning(f"{self.player_name}'s Witness world doesn't have any progression"
f" items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle if that doesn't seem right.")
elif not interacts_sufficiently_with_multiworld and self.multiworld.players > 1:
raise OptionError(f"{self.player_name}'s Witness world doesn't have enough"
f" progression items that can be placed in other players' worlds. Please turn on Symbol"
f" Shuffle, Door Shuffle, or Obelisk Keys.")
def generate_early(self) -> None:
disabled_locations = self.options.exclude_locations.value
self.player_logic = WitnessPlayerLogic(
self, disabled_locations, self.options.start_inventory.value
)
self.player_locations: WitnessPlayerLocations = WitnessPlayerLocations(self, self.player_logic)
self.player_items: WitnessPlayerItems = WitnessPlayerItems(
self, self.player_logic, self.player_locations
)
self.player_regions: WitnessPlayerRegions = WitnessPlayerRegions(self.player_locations, self)
self.log_ids_to_hints = {}
self.determine_sufficient_progression()
if self.options.shuffle_lasers == "local":
self.options.local_items.value |= self.item_name_groups["Lasers"]
if self.options.victory_condition == "panel_hunt":
total_panels = self.options.panel_hunt_total
required_percentage = self.options.panel_hunt_required_percentage
self.panel_hunt_required_count = round(total_panels * required_percentage / 100)
else:
self.panel_hunt_required_count = 0
def create_regions(self) -> None:
self.player_regions.create_regions(self, self.player_logic)
# Set rules early so extra locations can be created based on the results of exploring collection states
set_rules(self)
# Start creating items
self.items_placed_early = []
self.own_itempool = []
# Add event items and tie them to event locations (e.g. laser activations).
event_locations = []
for event_location in self.player_locations.EVENT_LOCATION_TABLE:
item_obj = self.create_item(
self.player_logic.EVENT_ITEM_PAIRS[event_location][0]
)
location_obj = self.get_location(event_location)
location_obj.place_locked_item(item_obj)
self.own_itempool.append(item_obj)
event_locations.append(location_obj)
# Place other locked items
if self.options.shuffle_dog == "puzzle_skip":
dog_puzzle_skip = self.create_item("Puzzle Skip")
self.get_location("Town Pet the Dog").place_locked_item(dog_puzzle_skip)
self.own_itempool.append(dog_puzzle_skip)
self.items_placed_early.append("Puzzle Skip")
if self.options.early_symbol_item:
# Pick an early item to place on the tutorial gate.
early_items = [
item for item in self.player_items.get_early_items() if item in self.player_items.get_mandatory_items()
]
if early_items:
random_early_item = self.random.choice(early_items)
mode = self.options.puzzle_randomization
if mode == "sigma_expert" or mode == "umbra_variety" or self.options.victory_condition == "panel_hunt":
# In Expert and Variety, only tag the item as early, rather than forcing it onto the gate.
# Same with panel hunt, since the Tutorial Gate Open panel is used for something else
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.
gate_item = self.create_item(random_early_item)
self.get_location("Tutorial Gate Open").place_locked_item(gate_item)
self.own_itempool.append(gate_item)
self.items_placed_early.append(random_early_item)
# There are some really restrictive options in The Witness.
# They are rarely played, but when they are, we add some extra sphere 1 locations.
# This is done both to prevent generation failures, but also to make the early game less linear.
# Only sweeps for events because having this behavior be random based on Tutorial Gate would be strange.
state = CollectionState(self.multiworld)
state.sweep_for_advancements(locations=event_locations)
num_early_locs = sum(
1 for loc in self.multiworld.get_reachable_locations(state, self.player)
if loc.address and not loc.item
)
# Adjust the needed size for sphere 1 based on how restrictive the options are in terms of items
needed_size = 2
needed_size += self.options.puzzle_randomization == "sigma_expert"
needed_size += self.options.shuffle_symbols
needed_size += self.options.shuffle_doors > 0
# Then, add checks in order until the required amount of sphere 1 checks is met.
extra_checks = [
("Tutorial First Hallway Room", "Tutorial First Hallway Bend"),
("Tutorial First Hallway", "Tutorial First Hallway Straight"),
("Desert Outside", "Desert Surface 1"),
("Desert Outside", "Desert Surface 2"),
]
for i in range(num_early_locs, needed_size):
if not extra_checks:
break
region, loc = extra_checks.pop(0)
self.player_locations.add_location_late(loc)
self.get_region(region).add_locations({loc: self.location_name_to_id[loc]})
warning(
f"""Location "{loc}" had to be added to {self.player_name}'s world
due to insufficient sphere 1 size."""
)
def create_items(self) -> None:
# Determine pool size.
pool_size = len(self.player_locations.CHECK_LOCATION_TABLE) - len(self.player_locations.EVENT_LOCATION_TABLE)
# Fill mandatory items and remove precollected and/or starting items from the pool.
item_pool = self.player_items.get_mandatory_items()
# Remove one copy of each item that was placed early
for already_placed in self.items_placed_early:
pool_size -= 1
if already_placed not in item_pool:
continue
if item_pool[already_placed] == 1:
item_pool.pop(already_placed)
else:
item_pool[already_placed] -= 1
for precollected_item_name in [item.name for item in self.multiworld.precollected_items[self.player]]:
if precollected_item_name in item_pool:
if item_pool[precollected_item_name] == 1:
item_pool.pop(precollected_item_name)
else:
item_pool[precollected_item_name] -= 1
for inventory_item_name in self.player_logic.STARTING_INVENTORY:
if inventory_item_name in item_pool:
if item_pool[inventory_item_name] == 1:
item_pool.pop(inventory_item_name)
else:
item_pool[inventory_item_name] -= 1
self.multiworld.push_precollected(self.create_item(inventory_item_name))
if len(item_pool) > pool_size:
error(f"{self.player_name}'s Witness world has too few locations ({pool_size})"
f" to place its necessary items ({len(item_pool)}).")
return
remaining_item_slots = pool_size - sum(item_pool.values())
# Add puzzle skips.
num_puzzle_skips = self.options.puzzle_skip_amount.value
if num_puzzle_skips > remaining_item_slots:
warning(f"{self.player_name}'s Witness world has insufficient locations"
f" to place all requested puzzle skips.")
num_puzzle_skips = remaining_item_slots
item_pool["Puzzle Skip"] = num_puzzle_skips
remaining_item_slots -= num_puzzle_skips
# Add junk items.
if remaining_item_slots > 0:
item_pool.update(self.player_items.get_filler_items(remaining_item_slots))
# Generate the actual items.
for item_name, quantity in sorted(item_pool.items()):
new_items = [self.create_item(item_name) for _ in range(0, quantity)]
self.own_itempool += new_items
self.multiworld.itempool += new_items
if self.player_items.item_data[item_name].local_only:
self.options.local_items.value.add(item_name)
def fill_slot_data(self) -> Dict[str, Any]:
self.log_ids_to_hints: Dict[int, CompactHintData] = {}
self.laser_ids_to_hints: Dict[int, CompactHintData] = {}
already_hinted_locations = set()
# Laser hints
if self.options.laser_hints:
laser_hints = make_laser_hints(self, sorted(static_witness_items.ITEM_GROUPS["Lasers"]))
for item_name, hint in laser_hints.items():
item_def = cast(DoorItemDefinition, static_witness_logic.ALL_ITEMS[item_name])
self.laser_ids_to_hints[int(item_def.panel_id_hexes[0], 16)] = make_compact_hint_data(hint, self.player)
already_hinted_locations.add(cast_not_none(hint.location))
# Audio Log Hints
hint_amount = self.options.hint_amount.value
audio_logs = get_audio_logs().copy()
if hint_amount:
area_hints = round(self.options.area_hint_percentage / 100 * hint_amount)
generated_hints = create_all_hints(self, hint_amount, area_hints, already_hinted_locations)
self.random.shuffle(audio_logs)
duplicates = min(3, len(audio_logs) // hint_amount)
for hint in generated_hints:
compact_hint_data = make_compact_hint_data(hint, self.player)
for _ in range(0, duplicates):
audio_log = audio_logs.pop()
self.log_ids_to_hints[int(audio_log, 16)] = compact_hint_data
# Client will generate joke hints for these.
self.log_ids_to_hints.update({int(audio_log, 16): ("", -1, -1) for audio_log in audio_logs})
# Options for the client & auto-tracker
slot_data = self._get_slot_data()
for option_name in (attr.name for attr in dataclasses.fields(TheWitnessOptions)
if attr not in dataclasses.fields(PerGameCommonOptions)):
option = getattr(self.options, option_name)
slot_data[option_name] = bool(option.value) if isinstance(option, Toggle) else option.value
return slot_data
def create_item(self, item_name: str) -> WitnessItem:
# If the player's plando options are malformed, the item_name parameter could be a dictionary containing the
# name of the item, rather than the item itself. This is a workaround to prevent a crash.
if isinstance(item_name, dict):
item_name = next(iter(item_name))
# this conditional is purely for unit tests, which need to be able to create an item before generate_early
item_data: ItemData
if hasattr(self, "player_items") and self.player_items and item_name in self.player_items.item_data:
item_data = self.player_items.item_data[item_name]
else:
item_data = static_witness_items.ITEM_DATA[item_name]
return WitnessItem(item_name, item_data.classification, item_data.ap_code, player=self.player)
def get_filler_item_name(self) -> str:
return "Speed Boost"
class WitnessLocation(Location):
"""
Archipelago Location for The Witness
"""
game: str = "The Witness"
entity_hex: int = -1
def __init__(self, player: int, name: str, address: Optional[int], parent: Region, ch_hex: int = -1) -> None:
super().__init__(player, name, address, parent)
self.entity_hex = ch_hex
def create_region(world: WitnessWorld, name: str, player_locations: WitnessPlayerLocations,
region_locations: Optional[List[str]] = None, exits: Optional[List[str]] = None) -> Region:
"""
Create an Archipelago Region for The Witness
"""
ret = Region(name, world.player, world.multiworld)
if region_locations:
for location in region_locations:
loc_id = player_locations.CHECK_LOCATION_TABLE[location]
entity_hex = -1
if location in static_witness_logic.ENTITIES_BY_NAME:
entity_hex = int(
static_witness_logic.ENTITIES_BY_NAME[location]["entity_hex"], 0
)
location_obj = WitnessLocation(
world.player, location, loc_id, ret, entity_hex
)
ret.locations.append(location_obj)
if exits:
for single_exit in exits:
ret.exits.append(Entrance(world.player, single_exit, ret))
return ret