325 lines
10 KiB
Python
325 lines
10 KiB
Python
"""
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Defines constants for different types of locations in the game
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"""
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from .Options import is_option_enabled, get_option_value
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from .player_logic import StaticWitnessLogic, WitnessPlayerLogic
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class StaticWitnessLocations:
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"""
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Witness Location Constants that stay consistent across worlds
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"""
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ID_START = 158000
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TYPE_OFFSETS = {
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"General": 0,
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"Discard": 600,
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"Vault": 650,
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"Laser": 700,
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}
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EXTRA_LOCATIONS = {
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"Tutorial Front Left",
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"Tutorial Back Left",
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"Tutorial Back Right",
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}
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GENERAL_LOCATIONS = {
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"Tutorial Gate Open",
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"Outside Tutorial Vault Box",
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"Outside Tutorial Discard",
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"Outside Tutorial Shed Row 5",
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"Outside Tutorial Tree Row 9",
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"Glass Factory Discard",
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"Glass Factory Back Wall 5",
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"Glass Factory Front 3",
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"Glass Factory Melting 3",
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"Symmetry Island Right 5",
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"Symmetry Island Back 6",
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"Symmetry Island Left 7",
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"Symmetry Island Scenery Outlines 5",
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"Symmetry Island Laser Panel",
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"Orchard Apple Tree 5",
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"Desert Vault Box",
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"Desert Discard",
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"Desert Surface 8",
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"Desert Light Room 3",
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"Desert Pond Room 5",
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"Desert Flood Room 6",
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"Desert Final Bent 3",
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"Desert Final Hexagonal",
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"Desert Laser Panel",
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"Quarry Mill Lower Row 6",
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"Quarry Mill Upper Row 8",
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"Quarry Mill Control Room Right",
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"Quarry Boathouse Intro Right",
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"Quarry Boathouse Intro Left",
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"Quarry Boathouse Front Row 5",
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"Quarry Boathouse Back First Row 9",
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"Quarry Boathouse Back Second Row 3",
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"Quarry Discard",
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"Quarry Laser Panel",
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"Shadows Intro 8",
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"Shadows Far 8",
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"Shadows Near 5",
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"Shadows Laser Panel",
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"Keep Hedge Maze 4",
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"Keep Pressure Plates 4",
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"Keep Discard",
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"Keep Laser Panel Hedges",
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"Keep Laser Panel Pressure Plates",
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"Shipwreck Vault Box",
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"Shipwreck Discard",
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"Monastery Outside 3",
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"Monastery Inside 4",
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"Monastery Laser Panel",
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"Town Cargo Box Discard",
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"Town Tall Hexagonal",
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"Town Church Lattice",
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"Town Rooftop Discard",
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"Town Red Rooftop 5",
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"Town Wooden Roof Lower Row 5",
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"Town Wooden Rooftop",
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"Town Laser Panel",
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"Theater Discard",
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"Jungle Discard",
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"Jungle First Row 3",
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"Jungle Second Row 4",
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"Jungle Popup Wall 6",
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"Jungle Laser Panel",
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"River Vault Box",
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"Bunker Intro Left 5",
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"Bunker Intro Back 4",
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"Bunker Glass Room 3",
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"Bunker UV Room 2",
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"Bunker Laser Panel",
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"Swamp Intro Front 6",
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"Swamp Intro Back 8",
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"Swamp Between Bridges Near Row 4",
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"Swamp Cyan Underwater 5",
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"Swamp Platform Row 4",
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"Swamp Between Bridges Far Row 4",
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"Swamp Red Underwater 4",
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"Swamp Beyond Rotating Bridge 4",
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"Swamp Blue Underwater 5",
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"Swamp Laser Panel",
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"Treehouse Yellow Bridge 9",
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"Treehouse First Purple Bridge 5",
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"Treehouse Second Purple Bridge 7",
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"Treehouse Green Bridge 7",
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"Treehouse Green Bridge Discard",
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"Treehouse Left Orange Bridge 15",
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"Treehouse Laser Discard",
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"Treehouse Right Orange Bridge 12",
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"Treehouse Laser Panel",
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"Mountainside Discard",
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"Mountainside Vault Box",
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"Mountaintop River Shape",
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"Tutorial Patio Floor",
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"Quarry Mill Control Room Left",
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"Theater Tutorial Video",
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"Theater Desert Video",
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"Theater Jungle Video",
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"Theater Shipwreck Video",
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"Theater Mountain Video",
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"Town RGB Room Left",
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"Town RGB Room Right",
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"Swamp Purple Underwater",
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}
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CAVES_LOCATIONS = {
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"Caves Blue Tunnel Right First 4",
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"Caves Blue Tunnel Left First 1",
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"Caves Blue Tunnel Left Second 5",
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"Caves Blue Tunnel Right Second 5",
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"Caves Blue Tunnel Right Third 1",
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"Caves Blue Tunnel Left Fourth 1",
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"Caves Blue Tunnel Left Third 1",
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"Caves First Floor Middle",
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"Caves First Floor Right",
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"Caves First Floor Left",
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"Caves First Floor Grounded",
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"Caves Lone Pillar",
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"Caves First Wooden Beam",
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"Caves Second Wooden Beam",
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"Caves Third Wooden Beam",
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"Caves Fourth Wooden Beam",
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"Caves Right Upstairs Left Row 8",
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"Caves Right Upstairs Right Row 3",
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"Caves Left Upstairs Single",
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"Caves Left Upstairs Left Row 5",
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"Tunnels Vault Box",
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"Mountain Bottom Floor Discard",
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"Theater Challenge Video",
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}
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MOUNTAIN_UNREACHABLE_FROM_BEHIND = {
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"Mountaintop Trap Door Triple Exit",
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"Mountain Floor 1 Right Row 5",
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"Mountain Floor 1 Left Row 7",
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"Mountain Floor 1 Back Row 3",
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"Mountain Floor 1 Trash Pillar 2",
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"Mountain Floor 2 Near Row 5",
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"Mountain Floor 2 Far Row 6",
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}
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MOUNTAIN_REACHABLE_FROM_BEHIND = {
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"Mountain Floor 2 Elevator Discard",
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"Mountain Bottom Floor Giant Puzzle",
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"Mountain Final Room Left Pillar 4",
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"Mountain Final Room Right Pillar 4",
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}
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MOUNTAIN_EXTRAS = {
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"Challenge Vault Box",
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"Theater Challenge Video",
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"Mountain Bottom Floor Discard"
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}
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ALL_LOCATIONS_TO_ID = dict()
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@staticmethod
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def get_id(chex):
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"""
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Calculates the location ID for any given location
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"""
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return StaticWitnessLogic.CHECKS_BY_HEX[chex]["id"]
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@staticmethod
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def get_event_name(panel_hex):
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"""
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Returns the event name of any given panel.
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Currently this is always "Panelname Solved"
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"""
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return StaticWitnessLogic.CHECKS_BY_HEX[panel_hex]["checkName"] + " Solved"
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def __init__(self):
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all_loc_to_id = {
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panel_obj["checkName"]: self.get_id(chex)
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for chex, panel_obj in StaticWitnessLogic.CHECKS_BY_HEX.items()
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if panel_obj["id"]
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}
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all_loc_to_id = dict(
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sorted(all_loc_to_id.items(), key=lambda loc: loc[1])
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)
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for key, item in all_loc_to_id.items():
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self.ALL_LOCATIONS_TO_ID[key] = item
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class WitnessPlayerLocations:
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"""
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Class that defines locations for a single player
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"""
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def __init__(self, world, player, player_logic: WitnessPlayerLogic):
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"""Defines locations AFTER logic changes due to options"""
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self.PANEL_TYPES_TO_SHUFFLE = {"General", "Laser"}
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self.CHECK_LOCATIONS = (
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StaticWitnessLocations.GENERAL_LOCATIONS
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)
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doors = get_option_value(world, player, "shuffle_doors") >= 2
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earlyutm = is_option_enabled(world, player, "early_secret_area")
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victory = get_option_value(world, player, "victory_condition")
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mount_lasers = get_option_value(world, player, "mountain_lasers")
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chal_lasers = get_option_value(world, player, "challenge_lasers")
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laser_shuffle = get_option_value(world, player, "shuffle_lasers")
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postgame = set()
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postgame = postgame | StaticWitnessLocations.CAVES_LOCATIONS
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postgame = postgame | StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
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postgame = postgame | StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
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postgame = postgame | StaticWitnessLocations.MOUNTAIN_EXTRAS
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self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | postgame
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mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mount_lasers)
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if earlyutm or doors: # in non-doors, there is no way to get symbol-locked by the final pillars (currently)
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postgame -= StaticWitnessLocations.CAVES_LOCATIONS
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if (doors or earlyutm) and (victory == 0 or (victory == 2 and mount_lasers > chal_lasers)):
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postgame -= {"Challenge Vault Box", "Theater Challenge Video"}
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if doors or mountain_enterable_from_top:
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postgame -= StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
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if mountain_enterable_from_top:
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postgame -= StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
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if (victory == 0 and doors) or victory == 1 or (victory == 2 and mount_lasers > chal_lasers and doors):
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postgame -= {"Mountain Bottom Floor Discard"}
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if is_option_enabled(world, player, "shuffle_discarded_panels"):
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self.PANEL_TYPES_TO_SHUFFLE.add("Discard")
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if is_option_enabled(world, player, "shuffle_vault_boxes"):
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self.PANEL_TYPES_TO_SHUFFLE.add("Vault")
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self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | player_logic.ADDED_CHECKS
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if not is_option_enabled(world, player, "shuffle_postgame"):
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self.CHECK_LOCATIONS -= postgame
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self.CHECK_LOCATIONS.discard(StaticWitnessLogic.CHECKS_BY_HEX[player_logic.VICTORY_LOCATION]["checkName"])
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self.CHECK_LOCATIONS = self.CHECK_LOCATIONS - {
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StaticWitnessLogic.CHECKS_BY_HEX[check_hex]["checkName"]
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for check_hex in player_logic.COMPLETELY_DISABLED_CHECKS
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}
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self.CHECK_PANELHEX_TO_ID = {
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StaticWitnessLogic.CHECKS_BY_NAME[ch]["checkHex"]: StaticWitnessLocations.ALL_LOCATIONS_TO_ID[ch]
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for ch in self.CHECK_LOCATIONS
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}
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self.CHECK_PANELHEX_TO_ID = dict(
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sorted(self.CHECK_PANELHEX_TO_ID.items(), key=lambda item: item[1])
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)
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event_locations = {
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p for p in player_logic.EVENT_PANELS
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}
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self.EVENT_LOCATION_TABLE = {
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StaticWitnessLocations.get_event_name(panel_hex): None
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for panel_hex in event_locations
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}
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check_dict = {
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location: StaticWitnessLocations.get_id(StaticWitnessLogic.CHECKS_BY_NAME[location]["checkHex"])
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for location in self.CHECK_LOCATIONS
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if StaticWitnessLogic.CHECKS_BY_NAME[location]["panelType"] in self.PANEL_TYPES_TO_SHUFFLE
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}
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self.CHECK_LOCATION_TABLE = {**self.EVENT_LOCATION_TABLE, **check_dict}
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