255 lines
12 KiB
Python
255 lines
12 KiB
Python
"""
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Defines progression, junk and event items for The Witness
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"""
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import copy
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from typing import TYPE_CHECKING, Dict, List, Set
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from BaseClasses import Item, ItemClassification, MultiWorld
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from .data import static_items as static_witness_items
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from .data import static_logic as static_witness_logic
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from .data.item_definition_classes import (
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DoorItemDefinition,
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ItemCategory,
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ItemData,
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ItemDefinition,
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ProgressiveItemDefinition,
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WeightedItemDefinition,
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)
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from .data.utils import build_weighted_int_list, cast_not_none
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from .locations import WitnessPlayerLocations
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from .player_logic import WitnessPlayerLogic
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if TYPE_CHECKING:
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from . import WitnessWorld
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NUM_ENERGY_UPGRADES = 4
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class WitnessItem(Item):
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"""
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Item from the game The Witness
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"""
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game: str = "The Witness"
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class WitnessPlayerItems:
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"""
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Class that defines Items for a single world
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"""
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def __init__(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic,
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player_locations: WitnessPlayerLocations) -> None:
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"""Adds event items after logic changes due to options"""
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self._world: WitnessWorld = world
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self._multiworld: MultiWorld = world.multiworld
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self._player_id: int = world.player
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self._logic: WitnessPlayerLogic = player_logic
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self._locations: WitnessPlayerLocations = player_locations
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# Duplicate the static item data, then make any player-specific adjustments to classification.
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self.item_data: Dict[str, ItemData] = copy.deepcopy(static_witness_items.ITEM_DATA)
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# Remove all progression items that aren't actually in the game.
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self.item_data = {
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name: data for (name, data) in self.item_data.items()
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if ItemClassification.progression not in data.classification
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or name in player_logic.PROGRESSION_ITEMS_ACTUALLY_IN_THE_GAME
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}
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# Downgrade door items
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for item_name, item_data in self.item_data.items():
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if not isinstance(item_data.definition, DoorItemDefinition):
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continue
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if all(not self._logic.solvability_guaranteed(e_hex) for e_hex in item_data.definition.panel_id_hexes):
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item_data.classification = ItemClassification.useful
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# Build the mandatory item list.
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self._mandatory_items: Dict[str, int] = {}
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# Add progression items to the mandatory item list.
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progression_dict = {
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name: data for (name, data) in self.item_data.items()
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if ItemClassification.progression in data.classification
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}
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for item_name, item_data in progression_dict.items():
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if isinstance(item_data.definition, ProgressiveItemDefinition):
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num_progression = len(self._logic.PROGRESSIVE_LISTS[item_name])
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self._mandatory_items[item_name] = num_progression
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else:
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self._mandatory_items[item_name] = 1
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# Add setting-specific useful items to the mandatory item list.
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for item_name, item_data in {name: data for (name, data) in self.item_data.items()
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if data.classification == ItemClassification.useful}.items():
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if item_name in static_witness_items._special_usefuls:
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continue
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if item_name == "Energy Capacity":
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self._mandatory_items[item_name] = NUM_ENERGY_UPGRADES
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elif isinstance(item_data.classification, ProgressiveItemDefinition):
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self._mandatory_items[item_name] = len(item_data.mappings)
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else:
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self._mandatory_items[item_name] = 1
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# Add event items to the item definition list for later lookup.
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for event_location in self._locations.EVENT_LOCATION_TABLE:
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location_name = player_logic.EVENT_ITEM_PAIRS[event_location][0]
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self.item_data[location_name] = ItemData(None, ItemDefinition(0, ItemCategory.EVENT),
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ItemClassification.progression, False)
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# Determine which items should be progression + useful, if they exist in some capacity.
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# Note: Some of these may need to be updated for the "independent symbols" PR.
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self._proguseful_items = {
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"Dots", "Stars", "Shapers", "Black/White Squares",
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"Caves Shortcuts", "Caves Mountain Shortcut (Door)", "Caves Swamp Shortcut (Door)",
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"Boat",
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}
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if self._world.options.shuffle_EPs == "individual":
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self._proguseful_items |= {
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"Town Obelisk Key", # Most checks
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"Monastery Obelisk Key", # Most sphere 1 checks, and also super dense ("Jackpot" vibes)}
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}
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if self._world.options.shuffle_discarded_panels:
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# Discards only give a moderate amount of checks, but are very spread out and a lot of them are in sphere 1.
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# Thus, you really want to have the discard-unlocking item as quickly as possible.
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if self._world.options.puzzle_randomization in ("none", "sigma_normal"):
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self._proguseful_items.add("Triangles")
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elif self._world.options.puzzle_randomization == "sigma_expert":
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self._proguseful_items.add("Arrows")
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# Discards require two symbols in Variety, so the "sphere 1 unlocking power" of Arrows is not there.
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if self._world.options.puzzle_randomization == "sigma_expert":
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self._proguseful_items.add("Triangles")
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self._proguseful_items.add("Full Dots")
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self._proguseful_items.add("Stars + Same Colored Symbol")
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self._proguseful_items.discard("Stars") # Stars are not that useful on their own.
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if self._world.options.puzzle_randomization == "umbra_variety":
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self._proguseful_items.add("Triangles")
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# This needs to be improved when the improved independent&progressive symbols PR is merged
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for item in list(self._proguseful_items):
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self._proguseful_items.add(static_witness_logic.get_parent_progressive_item(item))
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for item_name, item_data in self.item_data.items():
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if item_name in self._proguseful_items:
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item_data.classification |= ItemClassification.useful
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def get_mandatory_items(self) -> Dict[str, int]:
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"""
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Returns the list of items that must be in the pool for the game to successfully generate.
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"""
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return self._mandatory_items.copy()
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def get_filler_items(self, quantity: int) -> Dict[str, int]:
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"""
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Generates a list of filler items of the given length.
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"""
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if quantity <= 0:
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return {}
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output: Dict[str, int] = {}
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remaining_quantity = quantity
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# Add joke items.
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output.update({name: 1 for (name, data) in self.item_data.items()
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if data.definition.category is ItemCategory.JOKE})
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remaining_quantity -= len(output)
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# Read trap configuration data.
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trap_weight = self._world.options.trap_percentage / 100
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trap_items = self._world.options.trap_weights.value
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if not sum(trap_items.values()):
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trap_weight = 0
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# Add filler items to the list.
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filler_weight = 1 - trap_weight
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filler_items: Dict[str, float]
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filler_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
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for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.FILLER}
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filler_items = {name: base_weight * filler_weight / sum(filler_items.values())
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for name, base_weight in filler_items.items() if base_weight > 0}
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# Add trap items.
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if trap_weight > 0:
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filler_items.update({name: base_weight * trap_weight / sum(trap_items.values())
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for name, base_weight in trap_items.items() if base_weight > 0})
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# Get the actual number of each item by scaling the float weight values to match the target quantity.
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int_weights: List[int] = build_weighted_int_list(filler_items.values(), remaining_quantity)
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output.update(zip(filler_items.keys(), int_weights))
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return output
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def get_early_items(self) -> List[str]:
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"""
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Returns items that are ideal for placing on extremely early checks, like the tutorial gate.
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"""
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output: Set[str] = set()
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if self._world.options.shuffle_symbols:
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discards_on = self._world.options.shuffle_discarded_panels
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mode = self._world.options.puzzle_randomization.current_key
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output = static_witness_items.ALWAYS_GOOD_SYMBOL_ITEMS | static_witness_items.MODE_SPECIFIC_GOOD_ITEMS[mode]
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if discards_on:
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output |= static_witness_items.MODE_SPECIFIC_GOOD_DISCARD_ITEMS[mode]
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# Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
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# before create_items so that we'll be able to check placed items instead of just removing all items mentioned
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# regardless of whether or not they actually wind up being manually placed.
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for plando_setting in self._multiworld.plando_items[self._player_id]:
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if plando_setting.get("from_pool", True):
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for item_setting_key in [key for key in ["item", "items"] if key in plando_setting]:
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if isinstance(plando_setting[item_setting_key], str):
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output -= {plando_setting[item_setting_key]}
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elif isinstance(plando_setting[item_setting_key], dict):
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output -= {item for item, weight in plando_setting[item_setting_key].items() if weight}
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else:
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# Assume this is some other kind of iterable.
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for inner_item in plando_setting[item_setting_key]:
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if isinstance(inner_item, str):
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output -= {inner_item}
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elif isinstance(inner_item, dict):
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output -= {item for item, weight in inner_item.items() if weight}
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# Sort the output for consistency across versions if the implementation changes but the logic does not.
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return sorted(output)
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def get_door_item_ids_in_pool(self) -> List[int]:
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"""
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Returns the ids of all door items that exist in the pool.
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"""
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return [
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cast_not_none(item_data.ap_code) for item_data in self.item_data.values()
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if isinstance(item_data.definition, DoorItemDefinition)
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]
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def get_symbol_ids_not_in_pool(self) -> List[int]:
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"""
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Returns the item IDs of symbol items that were defined in the configuration file but are not in the pool.
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"""
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return [
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# data.ap_code is guaranteed for a symbol definition
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cast_not_none(data.ap_code) for name, data in static_witness_items.ITEM_DATA.items()
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if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL
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]
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def get_progressive_item_ids_in_pool(self) -> Dict[int, List[int]]:
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output: Dict[int, List[int]] = {}
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for item_name, quantity in dict(self._mandatory_items.items()).items():
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item = self.item_data[item_name]
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if isinstance(item.definition, ProgressiveItemDefinition):
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# Note: we need to reference the static table here rather than the player-specific one because the child
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# items were removed from the pool when we pruned out all progression items not in the options.
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output[cast_not_none(item.ap_code)] = [cast_not_none(static_witness_items.ITEM_DATA[child_item].ap_code)
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for child_item in item.definition.child_item_names]
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return output
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