Archipelago/worlds/witness/rules.py

315 lines
12 KiB
Python

"""
Defines the rules by which locations can be accessed,
depending on the items received
"""
from collections import Counter
from typing import TYPE_CHECKING, Dict, List, NamedTuple, Optional, Union
from BaseClasses import CollectionState
from worlds.generic.Rules import CollectionRule, set_rule
from .data import static_logic as static_witness_logic
from .data.utils import WitnessRule
from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
from . import WitnessWorld
class SimpleItemRepresentation(NamedTuple):
item_name: str
item_count: int
def _can_do_panel_hunt(world: "WitnessWorld") -> SimpleItemRepresentation:
required = world.panel_hunt_required_count
return SimpleItemRepresentation("+1 Panel Hunt", required)
def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
if redirect_required:
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Redirected)"], world.player, amount)
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Unredirected)"], world.player, amount)
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
"""
For Expert PP2, you need a way to access PP2 from the front, and a separate way from the back.
This condition is quite complicated. We'll attempt to evaluate it as lazily as possible.
"""
player = world.player
two_way_entrance_register = world.player_regions.two_way_entrance_register
front_access = (
any(e.can_reach(state) for e in two_way_entrance_register["Keep 2nd Pressure Plate", "Keep"])
and state.can_reach_region("Keep", player)
)
# If we don't have front access, we can't do PP2.
if not front_access:
return False
# Front access works. Now, we need to check for the many ways to access PP2 from the back.
# All of those ways lead through the PP3 exit door from PP4. So we check this first.
fourth_to_third = any(e.can_reach(state) for e in two_way_entrance_register[
"Keep 3rd Pressure Plate", "Keep 4th Pressure Plate"
])
# If we can't get from PP4 to PP3, we can't do PP2.
if not fourth_to_third:
return False
# We can go from PP4 to PP3. We now need to find a way to PP4.
# The shadows shortcut is the simplest way.
shadows_shortcut = (
any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Pressure Plate", "Shadows"])
)
if shadows_shortcut:
return True
# We don't have the Shadows shortcut. This means we need to come in through the PP4 exit door instead.
tower_to_pp4 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Pressure Plate", "Keep Tower"])
# If we don't have the PP4 exit door, we've run out of options.
if not tower_to_pp4:
return False
# We have the PP4 exit door. If we can get to Keep Tower from behind, we can do PP2.
# The simplest way would be the Tower Shortcut.
tower_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep", "Keep Tower"])
if tower_shortcut:
return True
# We don't have the Tower shortcut. At this point, there is one possibility remaining:
# Getting to Keep Tower through the hedge mazes. This can be done in a multitude of ways.
# No matter what, though, we would need Hedge Maze 4 Exit to Keep Tower.
tower_access_from_hedges = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep Tower"])
if not tower_access_from_hedges:
return False
# We can reach Keep Tower from Hedge Maze 4. If we now have the Hedge 4 Shortcut, we are immediately good.
hedge_4_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep"])
# If we have the hedge 4 shortcut, that works.
if hedge_4_shortcut:
return True
# We don't have the hedge 4 shortcut. This means we would now need to come through Hedge Maze 3.
hedge_3_to_4 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 4th Maze", "Keep 3rd Maze"])
if not hedge_3_to_4:
return False
# We can get to Hedge 4 from Hedge 3. If we have the Hedge 3 Shortcut, we're good.
hedge_3_shortcut = any(e.can_reach(state) for e in two_way_entrance_register["Keep 3rd Maze", "Keep"])
if hedge_3_shortcut:
return True
# We don't have Hedge 3 Shortcut. This means we would now need to come through Hedge Maze 2.
hedge_2_to_3 = any(e.can_reach(state) for e in two_way_entrance_register["Keep 3rd Maze", "Keep 2nd Maze"])
if not hedge_2_to_3:
return False
# We can get to Hedge 3 from Hedge 2. If we can get from Keep to Hedge 2, we're good.
# This covers both Hedge 1 Exit and Hedge 2 Shortcut, because Hedge 1 is just part of the Keep region.
return any(e.can_reach(state) for e in two_way_entrance_register["Keep 2nd Maze", "Keep"])
def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
"""
To do Tunnels Theater Flowers EP, you need to quickly move from Theater to Tunnels.
This condition is a little tricky. We'll attempt to evaluate it as lazily as possible.
"""
# Checking for access to Theater is not necessary, as solvability of Tutorial Video is checked in the other half
# of the Theater Flowers EP condition.
two_way_entrance_register = world.player_regions.two_way_entrance_register
direct_access = (
any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Windmill Interior"])
and any(e.can_reach(state) for e in two_way_entrance_register["Theater", "Windmill Interior"])
)
if direct_access:
return True
# We don't have direct access through the shortest path.
# This means we somehow need to exit Theater to the Main Island, and then enter Tunnels from the Main Island.
# Getting to Tunnels through Mountain -> Caves -> Tunnels is way too slow, so we only expect paths through Town.
# We need a way from Theater to Town. This is actually guaranteed, otherwise we wouldn't be in Theater.
# The only ways to Theater are through Town and Tunnels. We just checked the Tunnels way.
# This might need to be changed when warps are implemented.
# We also need a way from Town to Tunnels.
return (
any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Windmill Interior"])
and any(e.can_reach(state) for e in two_way_entrance_register["Outside Windmill", "Windmill Interior"])
or any(e.can_reach(state) for e in two_way_entrance_register["Tunnels", "Town"])
)
def _has_item(item: str, world: "WitnessWorld",
player_logic: WitnessPlayerLogic) -> Union[CollectionRule, SimpleItemRepresentation]:
"""
Convert a single element of a WitnessRule into a CollectionRule, unless it is referring to an item,
in which case we return it as an item-count pair ("SimpleItemRepresentation"). This allows some optimisation later.
"""
assert item not in static_witness_logic.ENTITIES_BY_HEX, "Requirements can no longer contain entity hexes directly."
if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
region = world.get_region(item)
return region.can_reach
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)
if item == "Entity Hunt":
# Right now, panel hunt is the only type of entity hunt. This may need to be changed later
return _can_do_panel_hunt(world)
if item == "PP2 Weirdness":
return lambda state: _can_do_expert_pp2(state, world)
if item == "Theater to Tunnels":
return lambda state: _can_do_theater_to_tunnels(state, world)
prog_item = static_witness_logic.get_parent_progressive_item(item)
needed_amount = player_logic.MULTI_AMOUNTS[item]
simple_rule: SimpleItemRepresentation = SimpleItemRepresentation(prog_item, needed_amount)
return simple_rule
def optimize_requirement_option(requirement_option: List[Union[CollectionRule, SimpleItemRepresentation]])\
-> List[Union[CollectionRule, SimpleItemRepresentation]]:
"""
This optimises out a requirement like [("Progressive Dots": 1), ("Progressive Dots": 2)] to only the "2" version.
"""
direct_items = [rule for rule in requirement_option if isinstance(rule, SimpleItemRepresentation)]
if not direct_items:
return requirement_option
max_per_item: Dict[str, int] = Counter()
for item_rule in direct_items:
max_per_item[item_rule[0]] = max(max_per_item[item_rule[0]], item_rule[1])
return [
rule for rule in requirement_option
if not (isinstance(rule, SimpleItemRepresentation) and rule[1] < max_per_item[rule[0]])
]
def convert_requirement_option(requirement: List[Union[CollectionRule, SimpleItemRepresentation]],
player: int) -> List[CollectionRule]:
"""
Converts a list of CollectionRules and SimpleItemRepresentations to just a list of CollectionRules.
If the list is ONLY SimpleItemRepresentations, we can just return a CollectionRule based on state.has_all_counts()
"""
collection_rules = [rule for rule in requirement if not isinstance(rule, SimpleItemRepresentation)]
item_rules = [rule for rule in requirement if isinstance(rule, SimpleItemRepresentation)]
if len(item_rules) == 0:
item_rules_converted = []
elif len(item_rules) == 1:
item = item_rules[0][0]
count = item_rules[0][1]
item_rules_converted = [lambda state: state.has(item, player, count)]
else:
item_counts = {item_rule.item_name: item_rule.item_count for item_rule in item_rules}
item_rules_converted = [lambda state: state.has_all_counts(item_counts, player)]
return collection_rules + item_rules_converted
def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
"""
Converts a WitnessRule into a CollectionRule.
"""
player = world.player
if requirements == frozenset({frozenset()}):
return None
rule_conversion = [
[_has_item(item, world, world.player_logic) for item in subset]
for subset in requirements
]
optimized_rule_conversion = [optimize_requirement_option(sublist) for sublist in rule_conversion]
fully_converted_rules = [convert_requirement_option(sublist, player) for sublist in optimized_rule_conversion]
if len(fully_converted_rules) == 1:
if len(fully_converted_rules[0]) == 1:
return fully_converted_rules[0][0]
return lambda state: all(condition(state) for condition in fully_converted_rules[0])
return lambda state: any(
all(condition(state) for condition in sub_requirement)
for sub_requirement in fully_converted_rules
)
def make_lambda(entity_hex: str, world: "WitnessWorld") -> Optional[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:
entity_hex = world.player_logic.EVENT_ITEM_PAIRS[location][1]
real_location = static_witness_logic.ENTITIES_BY_HEX[entity_hex]["checkName"]
associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location]
entity_hex = associated_entity["entity_hex"]
rule = make_lambda(entity_hex, world)
if rule is None:
continue
location = world.get_location(location)
set_rule(location, rule)
world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)