168 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			5.7 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
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from ..AutoWorld import World, WebWorld
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from .player_logic import StaticWitnessLogic, WitnessPlayerLogic
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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
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from .utils import best_junk_to_add_based_on_weights
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class WitnessWebWorld(WebWorld):
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    theme = "jungle"
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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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    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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    options = 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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    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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        }
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    def generate_early(self):
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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.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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            witness_item = self.create_item(item)
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            if item not in self.items.EVENT_ITEM_TABLE:
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                pool.append(witness_item)
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                items_by_name[item] = witness_item
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        # Put good item on first check
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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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        # 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) - 1
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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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        slot_data = self._get_slot_data()
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        slot_data["hard_mode"] = False
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        for option_name in the_witness_options:
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            slot_data[option_name] = is_option_enabled(
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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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        new_item = WitnessItem(
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            name, item.progression, item.code, player=self.player
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        )
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        new_item.trap = item.trap
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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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