387 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			387 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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Parses the WitnessLogic.txt logic file into useful data structures.
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This is the heart of the randomization.
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In WitnessLogic.txt we have regions defined with their connections:
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Region Name (Short name) - Connected Region 1 - Connection Requirement 1 - Connected Region 2...
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And then panels in that region with the hex code used in the game
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previous panels that are required to turn them on, as well as the symbols they require:
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0x##### (Panel Name) - Required Panels - Required Items
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On __init__, the base logic is read and all panels are given Location IDs.
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When the world has parsed its options, a second function is called to finalize the logic.
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"""
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import copy
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from BaseClasses import MultiWorld
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from .static_logic import StaticWitnessLogic
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from .utils import define_new_region, get_disable_unrandomized_list, parse_lambda, get_early_utm_list, \
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    get_symbol_shuffle_list, get_door_panel_shuffle_list, get_doors_complex_list, get_doors_max_list, \
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    get_doors_simple_list, get_laser_shuffle
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from .Options import is_option_enabled, get_option_value, the_witness_options
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class WitnessPlayerLogic:
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    """WITNESS LOGIC CLASS"""
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    def reduce_req_within_region(self, panel_hex):
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        """
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        Panels in this game often only turn on when other panels are solved.
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        Those other panels may have different item requirements.
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        It would be slow to recursively check solvability each time.
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        This is why we reduce the item dependencies within the region.
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        Panels outside of the same region will still be checked manually.
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        """
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        check_obj = StaticWitnessLogic.CHECKS_BY_HEX[panel_hex]
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        these_items = frozenset({frozenset()})
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        if check_obj["id"]:
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            these_items = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["items"]
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        these_items = frozenset({
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            subset.intersection(self.PROG_ITEMS_ACTUALLY_IN_THE_GAME)
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            for subset in these_items
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        })
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        if panel_hex in self.DOOR_ITEMS_BY_ID:
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            door_items = frozenset({frozenset([item]) for item in self.DOOR_ITEMS_BY_ID[panel_hex]})
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            all_options = set()
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            for items_option in these_items:
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                for dependentItem in door_items:
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                    all_options.add(items_option.union(dependentItem))
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            return frozenset(all_options)
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        these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
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        if these_panels == frozenset({frozenset()}):
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            return these_items
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        all_options = set()
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        for option in these_panels:
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            dependent_items_for_option = frozenset({frozenset()})
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            for option_panel in option:
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                dep_obj = StaticWitnessLogic.CHECKS_BY_HEX.get(option_panel)
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                if option_panel in {"7 Lasers", "11 Lasers"}:
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                    new_items = frozenset({frozenset([option_panel])})
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                # If a panel turns on when a panel in a different region turns on,
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                # the latter panel will be an "event panel", unless it ends up being
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                # a location itself. This prevents generation failures.
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                elif dep_obj["region"]["name"] != check_obj["region"]["name"]:
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                    new_items = frozenset({frozenset([option_panel])})
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                    self.EVENT_PANELS_FROM_PANELS.add(option_panel)
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                elif option_panel in self.ALWAYS_EVENT_NAMES_BY_HEX.keys():
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                    new_items = frozenset({frozenset([option_panel])})
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                    self.EVENT_PANELS_FROM_PANELS.add(option_panel)
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                else:
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                    new_items = self.reduce_req_within_region(option_panel)
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                updated_items = set()
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                for items_option in dependent_items_for_option:
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                    for items_option2 in new_items:
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                        updated_items.add(items_option.union(items_option2))
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                dependent_items_for_option = updated_items
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            for items_option in these_items:
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                for dependentItem in dependent_items_for_option:
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                    all_options.add(items_option.union(dependentItem))
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        return frozenset(all_options)
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    def make_single_adjustment(self, adj_type, line):
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        from . import StaticWitnessItems
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        """Makes a single logic adjustment based on additional logic file"""
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        if adj_type == "Items":
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            if line not in StaticWitnessItems.ALL_ITEM_TABLE:
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                raise RuntimeError("Item \"" + line + "\" does not exit.")
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            self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(line)
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            if line in StaticWitnessLogic.ALL_DOOR_ITEMS_AS_DICT:
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                panel_hexes = StaticWitnessLogic.ALL_DOOR_ITEMS_AS_DICT[line][2]
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                for panel_hex in panel_hexes:
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                    self.DOOR_ITEMS_BY_ID.setdefault(panel_hex, set()).add(line)
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            return
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        if adj_type == "Remove Items":
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            self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.discard(line)
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            if line in StaticWitnessLogic.ALL_DOOR_ITEMS_AS_DICT:
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                panel_hexes = StaticWitnessLogic.ALL_DOOR_ITEMS_AS_DICT[line][2]
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                for panel_hex in panel_hexes:
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                    if panel_hex in self.DOOR_ITEMS_BY_ID:
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                        self.DOOR_ITEMS_BY_ID[panel_hex].discard(line)
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        if adj_type == "Starting Inventory":
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            self.STARTING_INVENTORY.add(line)
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        if adj_type == "Event Items":
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            line_split = line.split(" - ")
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            hex_set = line_split[1].split(",")
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            for hex_code in hex_set:
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                self.ALWAYS_EVENT_NAMES_BY_HEX[hex_code] = line_split[0]
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            """
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            Should probably do this differently...
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            Events right now depend on a panel.
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            That seems bad.
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            """
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            to_remove = set()
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            for hex_code, event_name in self.ALWAYS_EVENT_NAMES_BY_HEX.items():
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                if hex_code not in hex_set and event_name == line_split[0]:
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                    to_remove.add(hex_code)
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            for remove in to_remove:
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                del self.ALWAYS_EVENT_NAMES_BY_HEX[remove]
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            return
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        if adj_type == "Requirement Changes":
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            line_split = line.split(" - ")
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            requirement = {
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                "panels": parse_lambda(line_split[1]),
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            }
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            if len(line_split) > 2:
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                required_items = parse_lambda(line_split[2])
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                items_actually_in_the_game = {item[0] for item in StaticWitnessLogic.ALL_SYMBOL_ITEMS}
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                required_items = frozenset(
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                    subset.intersection(items_actually_in_the_game)
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                    for subset in required_items
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                )
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                requirement["items"] = required_items
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            self.DEPENDENT_REQUIREMENTS_BY_HEX[line_split[0]] = requirement
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            return
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        if adj_type == "Disabled Locations":
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            panel_hex = line[:7]
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            self.COMPLETELY_DISABLED_CHECKS.add(panel_hex)
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            return
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        if adj_type == "Region Changes":
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            new_region_and_options = define_new_region(line + ":")
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            self.CONNECTIONS_BY_REGION_NAME[new_region_and_options[0]["name"]] = new_region_and_options[1]
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            return
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        if adj_type == "Added Locations":
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            self.ADDED_CHECKS.add(line)
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    def make_options_adjustments(self, world, player):
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        """Makes logic adjustments based on options"""
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        adjustment_linesets_in_order = []
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        if get_option_value(world, player, "victory_condition") == 0:
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            self.VICTORY_LOCATION = "0x3D9A9"
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        elif get_option_value(world, player, "victory_condition") == 1:
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            self.VICTORY_LOCATION = "0x0356B"
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        elif get_option_value(world, player, "victory_condition") == 2:
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            self.VICTORY_LOCATION = "0x09F7F"
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        elif get_option_value(world, player, "victory_condition") == 3:
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            self.VICTORY_LOCATION = "0xFFF00"
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        self.COMPLETELY_DISABLED_CHECKS.add(
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            self.VICTORY_LOCATION
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        )
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        if is_option_enabled(world, player, "disable_non_randomized_puzzles"):
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            adjustment_linesets_in_order.append(get_disable_unrandomized_list())
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        if is_option_enabled(world, player, "shuffle_symbols") or "shuffle_symbols" not in the_witness_options.keys():
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            adjustment_linesets_in_order.append(get_symbol_shuffle_list())
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        if get_option_value(world, player, "shuffle_doors") == 1:
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            adjustment_linesets_in_order.append(get_door_panel_shuffle_list())
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        if get_option_value(world, player, "shuffle_doors") == 2:
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            adjustment_linesets_in_order.append(get_doors_simple_list())
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        if get_option_value(world, player, "shuffle_doors") == 3:
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            adjustment_linesets_in_order.append(get_doors_complex_list())
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        if get_option_value(world, player, "shuffle_doors") == 4:
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            adjustment_linesets_in_order.append(get_doors_max_list())
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        if is_option_enabled(world, player, "early_secret_area"):
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            adjustment_linesets_in_order.append(get_early_utm_list())
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        if is_option_enabled(world, player, "shuffle_lasers"):
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            adjustment_linesets_in_order.append(get_laser_shuffle())
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        for adjustment_lineset in adjustment_linesets_in_order:
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            current_adjustment_type = None
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            for line in adjustment_lineset:
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                if len(line) == 0:
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                    continue
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                if line[-1] == ":":
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                    current_adjustment_type = line[:-1]
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                    continue
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                self.make_single_adjustment(current_adjustment_type, line)
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    def make_dependency_reduced_checklist(self):
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        """
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        Turns dependent check set into semi-independent check set
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        """
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        for check_hex in self.DEPENDENT_REQUIREMENTS_BY_HEX.keys():
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            indep_requirement = self.reduce_req_within_region(check_hex)
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            self.REQUIREMENTS_BY_HEX[check_hex] = indep_requirement
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    def make_event_item_pair(self, panel):
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        """
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        Makes a pair of an event panel and its event item
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        """
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        name = StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] + " Solved"
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        pair = (name, self.EVENT_ITEM_NAMES[panel])
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        return pair
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    def make_event_panel_lists(self):
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        """
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        Special event panel data structures
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        """
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        self.ALWAYS_EVENT_NAMES_BY_HEX[self.VICTORY_LOCATION] = "Victory"
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        for region_name, connections in self.CONNECTIONS_BY_REGION_NAME.items():
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            for connection in connections:
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                for panel_req in connection[1]:
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                    for panel in panel_req:
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                        if panel == "TrueOneWay":
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                            continue
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                        if StaticWitnessLogic.CHECKS_BY_HEX[panel]["region"]["name"] != region_name:
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                            self.EVENT_PANELS_FROM_REGIONS.add(panel)
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        self.EVENT_PANELS.update(self.EVENT_PANELS_FROM_PANELS)
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        self.EVENT_PANELS.update(self.EVENT_PANELS_FROM_REGIONS)
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        for always_hex, always_item in self.ALWAYS_EVENT_NAMES_BY_HEX.items():
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            self.ALWAYS_EVENT_HEX_CODES.add(always_hex)
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            self.EVENT_PANELS.add(always_hex)
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            self.EVENT_ITEM_NAMES[always_hex] = always_item
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        for panel in self.EVENT_PANELS:
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            pair = self.make_event_item_pair(panel)
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            self.EVENT_ITEM_PAIRS[pair[0]] = pair[1]
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    def __init__(self, world: MultiWorld, player: int):
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        self.EVENT_PANELS_FROM_PANELS = set()
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        self.EVENT_PANELS_FROM_REGIONS = set()
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        self.PROG_ITEMS_ACTUALLY_IN_THE_GAME = set()
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        self.DOOR_ITEMS_BY_ID = dict()
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        self.STARTING_INVENTORY = set()
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        self.CONNECTIONS_BY_REGION_NAME = copy.copy(StaticWitnessLogic.STATIC_CONNECTIONS_BY_REGION_NAME)
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        self.DEPENDENT_REQUIREMENTS_BY_HEX = copy.copy(StaticWitnessLogic.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX)
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        self.REQUIREMENTS_BY_HEX = dict()
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        # Determining which panels need to be events is a difficult process.
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        # At the end, we will have EVENT_ITEM_PAIRS for all the necessary ones.
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        self.EVENT_PANELS = set()
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        self.EVENT_ITEM_PAIRS = dict()
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        self.ALWAYS_EVENT_HEX_CODES = set()
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        self.COMPLETELY_DISABLED_CHECKS = set()
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        self.ADDED_CHECKS = set()
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        self.VICTORY_LOCATION = "0x0356B"
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        self.EVENT_ITEM_NAMES = {
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            "0x01A0F": "Keep Laser Panel (Hedge Mazes) Activates",
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            "0x09D9B": "Monastery Overhead Doors Open",
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            "0x193A6": "Monastery Laser Panel Activates",
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            "0x00037": "Monastery Branch Panels Activate",
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            "0x0A079": "Access to Bunker Laser",
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            "0x0A3B5": "Door to Tutorial Discard Opens",
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            "0x00139": "Keep Hedges 1 Knowledge",
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            "0x019DC": "Keep Hedges 2 Knowledge",
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            "0x019E7": "Keep Hedges 3 Knowledge",
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            "0x01D3F": "Keep Laser Panel (Pressure Plates) Activates",
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            "0x09F7F": "Mountain Access",
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            "0x0367C": "Quarry Laser Mill Requirement Met",
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            "0x009A1": "Swamp Rotated Shapers 1 Activates",
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            "0x00006": "Swamp Cyan Water Drains",
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            "0x00990": "Swamp Broken Shapers 1 Activates",
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            "0x0A8DC": "Lower Avoid 6 Activates",
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            "0x0000A": "Swamp More Rotated Shapers 1 Access",
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            "0x09E86": "Inside Mountain Second Layer Blue Bridge Access",
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            "0x09ED8": "Inside Mountain Second Layer Yellow Bridge Access",
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            "0x0A3D0": "Quarry Laser Boathouse Requirement Met",
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            "0x00596": "Swamp Red Water Drains",
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            "0x00E3A": "Swamp Purple Water Drains",
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            "0x0343A": "Door to Symmetry Island Powers On",
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            "0xFFF00": "Inside Mountain Bottom Layer Discard Turns On",
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            "0x17CA6": "All Boat Panels Turn On",
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            "0x17CDF": "All Boat Panels Turn On",
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            "0x09DB8": "All Boat Panels Turn On",
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            "0x17C95": "All Boat Panels Turn On",
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            "0x03BB0": "Town Church Lattice Vision From Outside",
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            "0x28AC1": "Town Shapers & Dots & Eraser Turns On",
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            "0x28A69": "Town Tower 1st Door Opens",
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            "0x28ACC": "Town Tower 2nd Door Opens",
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            "0x28AD9": "Town Tower 3rd Door Opens",
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            "0x28B39": "Town Tower 4th Door Opens",
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            "0x03675": "Quarry Mill Ramp Activation From Above",
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            "0x03679": "Quarry Mill Lift Lowering While Standing On It",
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            "0x2FAF6": "Tutorial Gate Secret Solution Knowledge",
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            "0x079DF": "Town Hexagonal Reflection Turns On",
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            "0x17DA2": "Right Orange Bridge Fully Extended",
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            "0x19B24": "Shadows Lower Avoid Patterns Visible",
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            "0x2700B": "Open Door to Treehouse Laser House",
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            "0x00055": "Orchard Apple Trees 4 Turns On",
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            "0x17DDB": "Left Orange Bridge Fully Extended",
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        }
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        self.ALWAYS_EVENT_NAMES_BY_HEX = {
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            "0x00509": "Symmetry Laser Activation",
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            "0x012FB": "Desert Laser Activation",
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            "0x09F98": "Desert Laser Redirection",
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            "0x01539": "Quarry Laser Activation",
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            "0x181B3": "Shadows Laser Activation",
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            "0x014BB": "Keep Laser Activation",
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            "0x17C65": "Monastery Laser Activation",
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            "0x032F9": "Town Laser Activation",
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            "0x00274": "Jungle Laser Activation",
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            "0x0C2B2": "Bunker Laser Activation",
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            "0x00BF6": "Swamp Laser Activation",
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            "0x028A4": "Treehouse Laser Activation",
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            "0x03535": "Shipwreck Video Pattern Knowledge",
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            "0x03542": "Mountain Video Pattern Knowledge",
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            "0x0339E": "Desert Video Pattern Knowledge",
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            "0x03481": "Tutorial Video Pattern Knowledge",
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            "0x03702": "Jungle Video Pattern Knowledge",
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            "0x0356B": "Challenge Video Pattern Knowledge",
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            "0x09F7F": "Mountaintop Trap Door Turns On",
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            "0x17C34": "Mountain Access",
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        }
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						|
        self.make_options_adjustments(world, player)
 | 
						|
        self.make_dependency_reduced_checklist()
 | 
						|
        self.make_event_panel_lists()
 |