149 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			Python
		
	
	
	
| """
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| Defines Region for The Witness, assigns locations to them,
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| and connects them with the proper requirements
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| """
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| from collections import defaultdict
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| from typing import TYPE_CHECKING, Dict, List, Optional, Set, Tuple
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| 
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| from BaseClasses import Entrance, Region
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| 
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| from worlds.generic.Rules import CollectionRule
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| 
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| from .data import static_logic as static_witness_logic
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| from .data.static_logic import StaticWitnessLogicObj
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| from .data.utils import WitnessRule, optimize_witness_rule
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| from .locations import WitnessPlayerLocations
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| from .player_logic import WitnessPlayerLogic
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| 
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| if TYPE_CHECKING:
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|     from . import WitnessWorld
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| 
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| 
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| class WitnessPlayerRegions:
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|     """Class that defines Witness Regions"""
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| 
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|     def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None:
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|         difficulty = world.options.puzzle_randomization
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| 
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|         self.reference_logic: StaticWitnessLogicObj
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|         if difficulty == "sigma_normal":
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|             self.reference_logic = static_witness_logic.sigma_normal
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|         elif difficulty == "sigma_expert":
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|             self.reference_logic = static_witness_logic.sigma_expert
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|         elif difficulty == "umbra_variety":
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|             self.reference_logic = static_witness_logic.umbra_variety
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|         else:
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|             self.reference_logic = static_witness_logic.vanilla
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| 
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|         self.player_locations = player_locations
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|         self.two_way_entrance_register: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: [])
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|         self.created_region_names: Set[str] = set()
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| 
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|     @staticmethod
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|     def make_lambda(item_requirement: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
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|         from .rules import _meets_item_requirements
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| 
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|         """
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|         Lambdas are made in a for loop, so the values have to be captured
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|         This function is for that purpose
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|         """
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| 
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|         return _meets_item_requirements(item_requirement, world)
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| 
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|     def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: WitnessRule,
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|                             regions_by_name: Dict[str, Region]) -> None:
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|         """
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|         connect two regions and set the corresponding requirement
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|         """
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| 
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|         # Remove any possibilities where being in the target region would be required anyway.
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|         real_requirement = frozenset({option for option in req if target not in option})
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| 
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|         # Dissolve any "True" or "TrueOneWay"
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|         real_requirement = frozenset({option - {"True", "TrueOneWay"} for option in real_requirement})
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| 
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|         # If there is no way to actually use this connection, don't even bother making it.
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|         if not real_requirement:
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|             return
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| 
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|         # We don't need to check for the accessibility of the source region.
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|         final_requirement = frozenset({option - frozenset({source}) for option in real_requirement})
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|         final_requirement = optimize_witness_rule(final_requirement)
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| 
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|         source_region = regions_by_name[source]
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|         target_region = regions_by_name[target]
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| 
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|         connection_name = source + " to " + target
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| 
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|         connection = Entrance(
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|             world.player,
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|             connection_name,
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|             source_region
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|         )
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| 
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|         rule = self.make_lambda(final_requirement, world)
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|         if rule is not None:
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|             connection.access_rule = rule
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| 
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|         source_region.exits.append(connection)
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|         connection.connect(target_region)
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| 
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|         self.two_way_entrance_register[source, target].append(connection)
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|         self.two_way_entrance_register[target, source].append(connection)
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| 
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|         # Register any necessary indirect connections
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|         mentioned_regions = {
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|             single_unlock for option in final_requirement for single_unlock in option
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|             if single_unlock in self.reference_logic.ALL_REGIONS_BY_NAME
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|         }
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| 
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|         for dependent_region in mentioned_regions:
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|             world.multiworld.register_indirect_condition(regions_by_name[dependent_region], connection)
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| 
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|     def create_regions(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic) -> None:
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|         """
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|         Creates all the regions for The Witness
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|         """
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|         from . import create_region
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| 
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|         all_locations: Set[str] = set()
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|         regions_by_name: Dict[str, Region] = {}
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| 
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|         regions_to_create = {
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|             k: v for k, v in self.reference_logic.ALL_REGIONS_BY_NAME.items()
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|             if k not in player_logic.UNREACHABLE_REGIONS
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|         }
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| 
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|         event_locations_per_region = defaultdict(list)
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| 
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|         for event_location, event_item_and_entity in player_logic.EVENT_ITEM_PAIRS.items():
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|             region = static_witness_logic.ENTITIES_BY_HEX[event_item_and_entity[1]]["region"]
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|             if region is None:
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|                 region_name = "Entry"
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|             else:
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|                 region_name = region["name"]
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|             event_locations_per_region[region_name].append(event_location)
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| 
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|         for region_name, region in regions_to_create.items():
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|             locations_for_this_region = [
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|                 self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["entities"]
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|                 if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"]
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|                 in self.player_locations.CHECK_LOCATION_TABLE
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|             ]
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| 
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|             locations_for_this_region += event_locations_per_region[region_name]
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| 
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|             all_locations = all_locations | set(locations_for_this_region)
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| 
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|             new_region = create_region(world, region_name, self.player_locations, locations_for_this_region)
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| 
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|             regions_by_name[region_name] = new_region
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| 
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|         self.created_region_names = set(regions_by_name)
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| 
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|         world.multiworld.regions += regions_by_name.values()
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| 
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|         for region_name, region in regions_to_create.items():
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|             for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
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|                 self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name)
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