Archipelago/worlds/witness/regions.py

153 lines
6.0 KiB
Python

"""
Defines Region for The Witness, assigns locations to them,
and connects them with the proper requirements
"""
from collections import defaultdict
from typing import TYPE_CHECKING, Dict, FrozenSet, List, Tuple
from BaseClasses import Entrance, Region
from worlds.generic.Rules import CollectionRule
from .data import static_logic as static_witness_logic
from .locations import WitnessPlayerLocations, static_witness_locations
from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
from . import WitnessWorld
class WitnessPlayerRegions:
"""Class that defines Witness Regions"""
player_locations = None
logic = None
@staticmethod
def make_lambda(item_requirement: FrozenSet[FrozenSet[str]], world: "WitnessWorld") -> CollectionRule:
from .rules import _meets_item_requirements
"""
Lambdas are made in a for loop, so the values have to be captured
This function is for that purpose
"""
return _meets_item_requirements(item_requirement, world)
def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: FrozenSet[FrozenSet[str]],
regions_by_name: Dict[str, Region], backwards: bool = False):
"""
connect two regions and set the corresponding requirement
"""
# Remove any possibilities where being in the target region would be required anyway.
real_requirement = frozenset({option for option in req if target not in option})
# There are some connections that should only be done one way. If this is a backwards connection, check for that
if backwards:
real_requirement = frozenset({option for option in real_requirement if "TrueOneWay" not in option})
# Dissolve any "True" or "TrueOneWay"
real_requirement = frozenset({option - {"True", "TrueOneWay"} for option in real_requirement})
# If there is no way to actually use this connection, don't even bother making it.
if not real_requirement:
return
# We don't need to check for the accessibility of the source region.
final_requirement = frozenset({option - frozenset({source}) for option in real_requirement})
source_region = regions_by_name[source]
target_region = regions_by_name[target]
backwards = " Backwards" if backwards else ""
connection_name = source + " to " + target + backwards
connection = Entrance(
world.player,
connection_name,
source_region
)
connection.access_rule = self.make_lambda(final_requirement, world)
source_region.exits.append(connection)
connection.connect(target_region)
self.created_entrances[source, target].append(connection)
# Register any necessary indirect connections
mentioned_regions = {
single_unlock for option in final_requirement for single_unlock in option
if single_unlock in self.reference_logic.ALL_REGIONS_BY_NAME
}
for dependent_region in mentioned_regions:
world.multiworld.register_indirect_condition(regions_by_name[dependent_region], connection)
def create_regions(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic) -> None:
"""
Creates all the regions for The Witness
"""
from . import create_region
all_locations = set()
regions_by_name = dict()
for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items():
locations_for_this_region = [
self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["panels"]
if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"]
in self.player_locations.CHECK_LOCATION_TABLE
]
locations_for_this_region += [
static_witness_locations.get_event_name(panel) for panel in region["panels"]
if static_witness_locations.get_event_name(panel) in self.player_locations.EVENT_LOCATION_TABLE
]
all_locations = all_locations | set(locations_for_this_region)
new_region = create_region(world, region_name, self.player_locations, locations_for_this_region)
regions_by_name[region_name] = new_region
for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items():
for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name)
self.connect_if_possible(world, connection[0], region_name, connection[1], regions_by_name, True)
# find regions that are completely disconnected from the start node and remove them
regions_to_check = {"Menu"}
reachable_regions = {"Menu"}
while regions_to_check:
next_region = regions_to_check.pop()
region_obj = regions_by_name[next_region]
for exit in region_obj.exits:
target = exit.connected_region
if target.name in reachable_regions:
continue
regions_to_check.add(target.name)
reachable_regions.add(target.name)
self.created_regions = {k: v for k, v in regions_by_name.items() if k in reachable_regions}
world.multiworld.regions += self.created_regions.values()
def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None:
difficulty = world.options.puzzle_randomization
if difficulty == "sigma_normal":
self.reference_logic = static_witness_logic.sigma_normal
elif difficulty == "sigma_expert":
self.reference_logic = static_witness_logic.sigma_expert
elif difficulty == "none":
self.reference_logic = static_witness_logic.vanilla
self.player_locations = player_locations
self.created_entrances: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: [])
self.created_regions: Dict[str, Region] = dict()