257 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			257 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Archipelago init file for The Witness
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"""
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import typing
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from BaseClasses import Region, RegionType, Location, MultiWorld, Item, Entrance, Tutorial, ItemClassification
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from .hints import get_always_hint_locations, get_always_hint_items, get_priority_hint_locations, \
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    get_priority_hint_items, make_hints, generate_joke_hints
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from ..AutoWorld import World, WebWorld
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from .player_logic import WitnessPlayerLogic
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from .static_logic import StaticWitnessLogic
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from .locations import WitnessPlayerLocations, StaticWitnessLocations
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from .items import WitnessItem, StaticWitnessItems, WitnessPlayerItems
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from .rules import set_rules
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from .regions import WitnessRegions
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from .Options import is_option_enabled, the_witness_options, get_option_value
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from .utils import best_junk_to_add_based_on_weights, get_audio_logs
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from logging import warning
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class WitnessWebWorld(WebWorld):
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    theme = "jungle"
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    tutorials = [Tutorial(
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        "Multiworld Setup Guide",
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        "A guide to playing The Witness with Archipelago.",
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        "English",
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        "setup_en.md",
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        "setup/en",
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        ["NewSoupVi", "Jarno"]
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    )]
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class WitnessWorld(World):
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    """
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    The Witness is an open-world puzzle game with dozens of locations
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    to explore and over 500 puzzles. Play the popular puzzle randomizer
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    by sigma144, with an added layer of progression randomization!
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    """
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    game = "The Witness"
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    topology_present = False
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    data_version = 8
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    static_logic = StaticWitnessLogic()
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    static_locat = StaticWitnessLocations()
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    static_items = StaticWitnessItems()
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    web = WitnessWebWorld()
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    option_definitions = the_witness_options
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    item_name_to_id = {
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        name: data.code for name, data in static_items.ALL_ITEM_TABLE.items()
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    }
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    location_name_to_id = StaticWitnessLocations.ALL_LOCATIONS_TO_ID
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    item_name_groups = StaticWitnessItems.ITEM_NAME_GROUPS
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    def _get_slot_data(self):
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        return {
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            'seed': self.world.random.randint(0, 1000000),
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            'victory_location': int(self.player_logic.VICTORY_LOCATION, 16),
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            'panelhex_to_id': self.locat.CHECK_PANELHEX_TO_ID,
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            'item_id_to_door_hexes': self.items.ITEM_ID_TO_DOOR_HEX,
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            'door_hexes': self.items.DOORS,
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            'symbols_not_in_the_game': self.items.SYMBOLS_NOT_IN_THE_GAME,
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            'disabled_panels': self.player_logic.COMPLETELY_DISABLED_CHECKS,
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            'log_ids_to_hints': self.log_ids_to_hints,
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            'progressive_item_lists': self.items.MULTI_LISTS_BY_CODE
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        }
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    def generate_early(self):
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        if not (is_option_enabled(self.world, self.player, "shuffle_symbols")
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                or get_option_value(self.world, self.player, "shuffle_doors")
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                or is_option_enabled(self.world, self.player, "shuffle_lasers")):
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            if self.world.players == 1:
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                warning("This Witness world doesn't have any progression items. Please turn on Symbol Shuffle, Door"
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                        " Shuffle or Laser Shuffle if that doesn't seem right.")
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            else:
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                raise Exception("This Witness world doesn't have any progression items. Please turn on Symbol Shuffle,"
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                                " Door Shuffle or Laser Shuffle.")
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        self.player_logic = WitnessPlayerLogic(self.world, self.player)
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        self.locat = WitnessPlayerLocations(self.world, self.player, self.player_logic)
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        self.items = WitnessPlayerItems(self.locat, self.world, self.player, self.player_logic)
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        self.regio = WitnessRegions(self.locat)
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        self.log_ids_to_hints = dict()
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        self.junk_items_created = {key: 0 for key in self.items.JUNK_WEIGHTS.keys()}
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    def generate_basic(self):
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        # Generate item pool
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        pool = []
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        items_by_name = dict()
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        for item in self.items.ITEM_TABLE:
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            for i in range(0, self.items.PROG_ITEM_AMOUNTS[item]):
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                if item in self.items.PROGRESSION_TABLE:
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                    witness_item = self.create_item(item)
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                    pool.append(witness_item)
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                    items_by_name[item] = witness_item
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        less_junk = 0
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        # Put good item on first check if symbol shuffle is on
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        symbols = is_option_enabled(self.world, self.player, "shuffle_symbols")
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        if symbols and get_option_value(self.world, self.player, "puzzle_randomization") != 1:
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            random_good_item = self.world.random.choice(self.items.GOOD_ITEMS)
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            first_check = self.world.get_location(
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                "Tutorial Gate Open", self.player
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            )
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            first_check.place_locked_item(items_by_name[random_good_item])
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            pool.remove(items_by_name[random_good_item])
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            less_junk = 1
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        for item in self.player_logic.STARTING_INVENTORY:
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            self.world.push_precollected(items_by_name[item])
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            pool.remove(items_by_name[item])
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        for item in self.items.EXTRA_AMOUNTS:
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            for i in range(0, self.items.EXTRA_AMOUNTS[item]):
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                if len(pool) < len(self.locat.CHECK_LOCATION_TABLE) - len(self.locat.EVENT_LOCATION_TABLE) - less_junk:
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                    witness_item = self.create_item(item)
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                    pool.append(witness_item)
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        # Put in junk items to fill the rest
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        junk_size = len(self.locat.CHECK_LOCATION_TABLE) - len(pool) - len(self.locat.EVENT_LOCATION_TABLE) - less_junk
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        for i in range(0, junk_size):
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            pool.append(self.create_item(self.get_filler_item_name()))
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        # Tie Event Items to Event Locations (e.g. Laser Activations)
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        for event_location in self.locat.EVENT_LOCATION_TABLE:
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            item_obj = self.create_item(
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                self.player_logic.EVENT_ITEM_PAIRS[event_location]
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            )
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            location_obj = self.world.get_location(event_location, self.player)
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            location_obj.place_locked_item(item_obj)
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        self.world.itempool += pool
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    def create_regions(self):
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        self.regio.create_regions(self.world, self.player, self.player_logic)
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    def set_rules(self):
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        set_rules(self.world, self.player, self.player_logic, self.locat)
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    def fill_slot_data(self) -> dict:
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        hint_amount = get_option_value(self.world, self.player, "hint_amount")
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        credits_hint = ("This Randomizer", "is brought to you by", "NewSoupVi, Jarno, jbzdarkid, sigma144", -1)
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        audio_logs = get_audio_logs().copy()
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        if hint_amount != 0:
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            generated_hints = make_hints(self.world, self.player, hint_amount)
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            self.world.random.shuffle(audio_logs)
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            duplicates = len(audio_logs) // hint_amount
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            for _ in range(0, hint_amount):
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                hint = generated_hints.pop()
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                for _ in range(0, duplicates):
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                    audio_log = audio_logs.pop()
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                    self.log_ids_to_hints[int(audio_log, 16)] = hint
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        if audio_logs:
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            audio_log = audio_logs.pop()
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            self.log_ids_to_hints[int(audio_log, 16)] = credits_hint
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        joke_hints = generate_joke_hints(self.world, len(audio_logs))
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        while audio_logs:
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            audio_log = audio_logs.pop()
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            self.log_ids_to_hints[int(audio_log, 16)] = joke_hints.pop()
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        # generate hints done
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        slot_data = self._get_slot_data()
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        for option_name in the_witness_options:
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            slot_data[option_name] = get_option_value(
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                self.world, self.player, option_name
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            )
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        return slot_data
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    def create_item(self, name: str) -> Item:
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        # this conditional is purely for unit tests, which need to be able to create an item before generate_early
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        if hasattr(self, 'items'):
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            item = self.items.ITEM_TABLE[name]
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        else:
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            item = StaticWitnessItems.ALL_ITEM_TABLE[name]
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        if item.trap:
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            classification = ItemClassification.trap
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        elif item.progression:
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            classification = ItemClassification.progression
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        elif item.never_exclude:
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            classification = ItemClassification.useful
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        else:
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            classification = ItemClassification.filler
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        new_item = WitnessItem(
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            name, classification, item.code, player=self.player
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        )
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        return new_item
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    def get_filler_item_name(self) -> str:  # Used by itemlinks
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        item = best_junk_to_add_based_on_weights(self.items.JUNK_WEIGHTS, self.junk_items_created)
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        self.junk_items_created[item] += 1
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        return item
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class WitnessLocation(Location):
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    """
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    Archipelago Location for The Witness
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    """
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    game: str = "The Witness"
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    check_hex: int = -1
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    def __init__(self, player: int, name: str, address: typing.Optional[int], parent, ch_hex: int = -1):
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        super().__init__(player, name, address, parent)
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        self.check_hex = ch_hex
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def create_region(world: MultiWorld, player: int, name: str,
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                  locat: WitnessPlayerLocations, region_locations=None, exits=None):
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    """
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    Create an Archipelago Region for The Witness
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    """
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    ret = Region(name, RegionType.Generic, name, player)
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    ret.world = world
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    if region_locations:
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        for location in region_locations:
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            loc_id = locat.CHECK_LOCATION_TABLE[location]
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            check_hex = -1
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            if location in StaticWitnessLogic.CHECKS_BY_NAME:
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                check_hex = int(
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                    StaticWitnessLogic.CHECKS_BY_NAME[location]["checkHex"], 0
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                )
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            location = WitnessLocation(
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                player, location, loc_id, ret, check_hex
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            )
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            ret.locations.append(location)
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    if exits:
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        for single_exit in exits:
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            ret.exits.append(Entrance(player, single_exit, ret))
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    return ret
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