161 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Defines the rules by which locations can be accessed,
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depending on the items received
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"""
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# pylint: disable=E1101
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from BaseClasses import MultiWorld
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from .player_logic import WitnessPlayerLogic
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from .Options import is_option_enabled, get_option_value
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from .locations import WitnessPlayerLocations
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from . import StaticWitnessLogic
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from ..AutoWorld import LogicMixin
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from ..generic.Rules import set_rule
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class WitnessLogic(LogicMixin):
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    """
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    Logic macros that get reused
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    """
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    def _witness_has_lasers(self, world, player: int, amount: int) -> bool:
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        lasers = 0
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        lasers += int(self.has("Symmetry Laser Activation", player))
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        lasers += int(self.has("Desert Laser Activation", player)
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                      and self.has("Desert Laser Redirection", player))
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        lasers += int(self.has("Town Laser Activation", player))
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        lasers += int(self.has("Monastery Laser Activation", player))
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        lasers += int(self.has("Keep Laser Activation", player))
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        lasers += int(self.has("Quarry Laser Activation", player))
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        lasers += int(self.has("Treehouse Laser Activation", player))
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        lasers += int(self.has("Jungle Laser Activation", player))
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        lasers += int(self.has("Bunker Laser Activation", player))
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        lasers += int(self.has("Swamp Laser Activation", player))
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        lasers += int(self.has("Shadows Laser Activation", player))
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        return lasers >= amount
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    def _witness_can_solve_panel(self, panel, world, player, player_logic: WitnessPlayerLogic, locat):
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        """
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        Determines whether a panel can be solved
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        """
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        panel_obj = StaticWitnessLogic.CHECKS_BY_HEX[panel]
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        check_name = panel_obj["checkName"]
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        if (check_name + " Solved" in locat.EVENT_LOCATION_TABLE
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                and not self.has(player_logic.EVENT_ITEM_PAIRS[check_name + " Solved"], player)):
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            return False
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        if panel not in player_logic.ORIGINAL_EVENT_PANELS and not self.can_reach(check_name, "Location", player):
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            return False
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        if (panel in player_logic.ORIGINAL_EVENT_PANELS
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                and check_name + " Solved" not in locat.EVENT_LOCATION_TABLE
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                and not self._witness_safe_manual_panel_check(panel, world, player, player_logic, locat)):
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            return False
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        return True
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    def _witness_meets_item_requirements(self, panel, world, player, player_logic: WitnessPlayerLogic, locat):
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        """
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        Checks whether item and panel requirements are met for
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        a panel
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        """
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        panel_req = player_logic.REQUIREMENTS_BY_HEX[panel]
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        for option in panel_req:
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            if len(option) == 0:
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                return True
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            valid_option = True
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            for item in option:
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                if item == "7 Lasers":
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                    if not self._witness_has_lasers(world, player, get_option_value(world, player, "mountain_lasers")):
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                        valid_option = False
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                        break
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                elif item == "11 Lasers":
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                    if not self._witness_has_lasers(world, player, get_option_value(world, player, "challenge_lasers")):
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                        valid_option = False
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                        break
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                elif item in player_logic.ORIGINAL_EVENT_PANELS:
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                    valid_option = self._witness_can_solve_panel(item, world, player, player_logic, locat)
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                elif not self.has(item, player):
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                    valid_option = False
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                    break
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            if valid_option:
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                return True
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        return False
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    def _witness_safe_manual_panel_check(self, panel, world, player, player_logic: WitnessPlayerLogic, locat):
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        """
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        nested can_reach can cause problems, but only if the region being
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        checked is neither of the two original regions from the first
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        can_reach.
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        A nested can_reach is okay here because the only panels this
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        function is called on are panels that exist on either side of all
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        connections they are required for.
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        The spoiler log looks so much nicer this way,
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        it gets rid of a bunch of event items, only leaving a couple. :)
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        """
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        region = StaticWitnessLogic.CHECKS_BY_HEX[panel]["region"]["name"]
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        return (
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                self._witness_meets_item_requirements(panel, world, player, player_logic, locat)
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                and self.can_reach(region, "Region", player)
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        )
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    def _witness_can_solve_panels(self, panel_hex_to_solve_set, world, player, player_logic: WitnessPlayerLogic, locat):
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        """
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        Checks whether a set of panels can be solved.
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        """
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        for option in panel_hex_to_solve_set:
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            if len(option) == 0:
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                return True
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            valid_option = True
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            for panel in option:
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                if not self._witness_can_solve_panel(panel, world, player, player_logic, locat):
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                    valid_option = False
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                    break
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            if valid_option:
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                return True
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        return False
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def make_lambda(check_hex, world, player, player_logic, locat):
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    """
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    Lambdas are created in a for loop so values need to be captured
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    """
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    return lambda state: state._witness_meets_item_requirements(
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        check_hex, world, player, player_logic, locat
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    )
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def set_rules(world: MultiWorld, player: int, player_logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
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    """
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    Sets all rules for all locations
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    """
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    for location in locat.CHECK_LOCATION_TABLE:
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        real_location = location
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        if location in locat.EVENT_LOCATION_TABLE:
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            real_location = location[:-7]
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        panel = StaticWitnessLogic.CHECKS_BY_NAME[real_location]
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        check_hex = panel["checkHex"]
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        rule = make_lambda(check_hex, world, player, player_logic, locat)
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        set_rule(world.get_location(location, player), rule)
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    world.completion_condition[player] = \
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        lambda state: state.has('Victory', player)
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