Merge branch 'main' into civ6-1.0

This commit is contained in:
Carter Hesterman
2024-08-30 11:20:07 -06:00
committed by GitHub
25 changed files with 273 additions and 132 deletions

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@@ -381,8 +381,8 @@ def set_moderate_rules(world: "HatInTimeWorld"):
lambda state: can_use_hat(state, world, HatType.ICE), "or")
# Moderate: Clock Tower Chest + Ruined Tower with nothing
add_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player), lambda state: True)
add_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player), lambda state: True)
# Moderate: enter and clear The Subcon Well without Hookshot and without hitting the bell
for loc in world.multiworld.get_region("The Subcon Well", world.player).locations:
@@ -432,8 +432,8 @@ def set_moderate_rules(world: "HatInTimeWorld"):
if world.is_dlc1():
# Moderate: clear Rock the Boat without Ice Hat
add_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player), lambda state: True)
add_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player), lambda state: True)
# Moderate: clear Deep Sea without Ice Hat
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
@@ -855,6 +855,9 @@ def set_rift_rules(world: "HatInTimeWorld", regions: Dict[str, Region]):
for entrance in regions["Time Rift - Alpine Skyline"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if entrance.parent_region.name == "Alpine Free Roam":
add_rule(entrance,
lambda state: can_use_hookshot(state, world) and can_hit(state, world, umbrella_only=True))
if world.is_dlc1():
for entrance in regions["Time Rift - Balcony"].entrances:
@@ -933,6 +936,9 @@ def set_default_rift_rules(world: "HatInTimeWorld"):
for entrance in world.multiworld.get_region("Time Rift - Alpine Skyline", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if entrance.parent_region.name == "Alpine Free Roam":
add_rule(entrance,
lambda state: can_use_hookshot(state, world) and can_hit(state, world, umbrella_only=True))
if world.is_dlc1():
for entrance in world.multiworld.get_region("Time Rift - Balcony", world.player).entrances:

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@@ -4,7 +4,7 @@ from BaseClasses import Tutorial
from ..AutoWorld import WebWorld, World
class AP_SudokuWebWorld(WebWorld):
options_page = "games/Sudoku/info/en"
options_page = False
theme = 'partyTime'
setup_en = Tutorial(

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@@ -1,9 +1,7 @@
# APSudoku Setup Guide
## Required Software
- [APSudoku](https://github.com/EmilyV99/APSudoku)
- Windows (most tested on Win10)
- Other platforms might be able to build from source themselves; and may be included in the future.
- [APSudoku](https://github.com/APSudoku/APSudoku)
## General Concept
@@ -13,25 +11,33 @@ Does not need to be added at the start of a seed, as it does not create any slot
## Installation Procedures
Go to the latest release from the [APSudoku Releases page](https://github.com/EmilyV99/APSudoku/releases). Download and extract the `APSudoku.zip` file.
Go to the latest release from the [APSudoku Releases page](https://github.com/APSudoku/APSudoku/releases/latest). Download and extract the appropriate file for your platform.
## Joining a MultiWorld Game
1. Run APSudoku.exe
2. Under the 'Archipelago' tab at the top-right:
- Enter the server url & port number
1. Run the APSudoku executable.
2. Under `Settings` → `Connection` at the top-right:
- Enter the server address and port number
- Enter the name of the slot you wish to connect to
- Enter the room password (optional)
- Select DeathLink related settings (optional)
- Press connect
3. Go back to the 'Sudoku' tab
- Click the various '?' buttons for information on how to play / control
4. Choose puzzle difficulty
5. Try to solve the Sudoku. Click 'Check' when done.
- Press `Connect`
4. Under the `Sudoku` tab
- Choose puzzle difficulty
- Click `Start` to generate a puzzle
5. Try to solve the Sudoku. Click `Check` when done
- A correct solution rewards you with 1 hint for a location in the world you are connected to
- An incorrect solution has no penalty, unless DeathLink is enabled (see below)
Info:
- You can set various settings under `Settings` → `Sudoku`, and can change the colors used under `Settings` → `Theme`.
- While connected, you can view the `Console` and `Hints` tabs for standard TextClient-like features
- You can also use the `Tracking` tab to view either a basic tracker or a valid [GodotAP tracker pack](https://github.com/EmilyV99/GodotAP/blob/main/tracker_packs/GET_PACKS.md)
- While connected, the number of "unhinted" locations for your slot is shown in the upper-left of the the `Sudoku` tab. (If this reads 0, no further hints can be earned for this slot, as every locations is already hinted)
- Click the various `?` buttons for information on controls/how to play
## DeathLink Support
If 'DeathLink' is enabled when you click 'Connect':
- Lose a life if you check an incorrect puzzle (not an _incomplete_ puzzle- if any cells are empty, you get off with a warning), or quit a puzzle without solving it (including disconnecting).
- Life count customizable (default 0). Dying with 0 lives left kills linked players AND resets your puzzle.
If `DeathLink` is enabled when you click `Connect`:
- Lose a life if you check an incorrect puzzle (not an _incomplete_ puzzle- if any cells are empty, you get off with a warning), or if you quit a puzzle without solving it (including disconnecting).
- Your life count is customizable (default 0). Dying with 0 lives left kills linked players AND resets your puzzle.
- On receiving a DeathLink from another player, your puzzle resets.

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@@ -44,15 +44,15 @@ class ChecksFinderWorld(World):
self.multiworld.regions += [menu, board]
def create_items(self):
# Generate item pool
itempool = []
# Generate list of items
items_to_create = []
# Add the map width and height stuff
itempool += ["Map Width"] * 5 # 10 - 5
itempool += ["Map Height"] * 5 # 10 - 5
items_to_create += ["Map Width"] * 5 # 10 - 5
items_to_create += ["Map Height"] * 5 # 10 - 5
# Add the map bombs
itempool += ["Map Bombs"] * 15 # 20 - 5
# Convert itempool into real items
itempool = [self.create_item(item) for item in itempool]
items_to_create += ["Map Bombs"] * 15 # 20 - 5
# Convert list into real items
itempool = [self.create_item(item) for item in items_to_create]
self.multiworld.itempool += itempool

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@@ -238,15 +238,6 @@ class DS3ItemData:
ds3_code = cast(int, self.ds3_code) + level,
filler = False,
)
def __hash__(self) -> int:
return (self.name, self.ds3_code).__hash__()
def __eq__(self, other: Any) -> bool:
if isinstance(other, self.__class__):
return self.name == other.name and self.ds3_code == other.ds3_code
else:
return False
class DarkSouls3Item(Item):

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@@ -1504,16 +1504,19 @@ class DarkSouls3World(World):
# We include all the items the game knows about so that users can manually request items
# that aren't randomized, and then we _also_ include all the items that are placed in
# practice `item_dictionary.values()` doesn't include upgraded or infused weapons.
all_items = {
cast(DarkSouls3Item, location.item).data
items_by_name = {
location.item.name: cast(DarkSouls3Item, location.item).data
for location in self.multiworld.get_filled_locations()
# item.code None is used for events, which we want to skip
if location.item.code is not None and location.item.player == self.player
}.union(item_dictionary.values())
}
for item in item_dictionary.values():
if item.name not in items_by_name:
items_by_name[item.name] = item
ap_ids_to_ds3_ids: Dict[str, int] = {}
item_counts: Dict[str, int] = {}
for item in all_items:
for item in items_by_name.values():
if item.ap_code is None: continue
if item.ds3_code: ap_ids_to_ds3_ids[str(item.ap_code)] = item.ds3_code
if item.count != 1: item_counts[str(item.ap_code)] = item.count

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@@ -280,6 +280,8 @@ def generateRom(args, world: "LinksAwakeningWorld"):
name = "Your"
else:
name = f"{world.multiworld.player_name[location.item.player]}'s"
# filter out { and } since they cause issues with string.format later on
name = name.replace("{", "").replace("}", "")
if isinstance(location, LinksAwakeningLocation):
location_name = location.ladxr_item.metadata.name
@@ -288,7 +290,9 @@ def generateRom(args, world: "LinksAwakeningWorld"):
hint = f"{name} {location.item} is at {location_name}"
if location.player != world.player:
hint += f" in {world.multiworld.player_name[location.player]}'s world"
# filter out { and } since they cause issues with string.format later on
player_name = world.multiworld.player_name[location.player].replace("{", "").replace("}", "")
hint += f" in {player_name}'s world"
# Cap hint size at 85
# Realistically we could go bigger but let's be safe instead

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@@ -18,7 +18,8 @@ class ShopItem(ItemInfo):
mw_text = ""
if multiworld:
mw_text = f" for player {rom.player_names[multiworld - 1].encode('ascii', 'replace').decode()}"
# filter out { and } since they cause issues with string.format later on
mw_text = mw_text.replace("{", "").replace("}", "")
if self.custom_item_name:
name = self.custom_item_name

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@@ -114,6 +114,14 @@ class PokemonEmeraldProcedurePatch(APProcedurePatch, APTokenMixin):
def write_tokens(world: "PokemonEmeraldWorld", patch: PokemonEmeraldProcedurePatch) -> None:
# TODO: Remove when the base patch is updated to include this change
# Moves an NPC to avoid overlapping people during trainersanity
patch.write_token(
APTokenTypes.WRITE,
0x53A298 + (0x18 * 7) + 4, # Space Center 1F event address + 8th event + 4-byte offset for x coord
struct.pack("<H", 11)
)
# Set free fly location
if world.options.free_fly_location:
patch.write_token(

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@@ -26,6 +26,7 @@ class FishItem:
fresh_water = (Region.farm, Region.forest, Region.town, Region.mountain)
ocean = (Region.beach,)
tide_pools = (Region.tide_pools,)
town_river = (Region.town,)
mountain_lake = (Region.mountain,)
forest_pond = (Region.forest,)
@@ -118,13 +119,13 @@ midnight_squid = create_fish(Fish.midnight_squid, night_market, season.winter, 5
spook_fish = create_fish(Fish.spook_fish, night_market, season.winter, 60)
angler = create_fish(Fish.angler, town_river, season.fall, 85, True, False)
crimsonfish = create_fish(Fish.crimsonfish, ocean, season.summer, 95, True, False)
crimsonfish = create_fish(Fish.crimsonfish, tide_pools, season.summer, 95, True, False)
glacierfish = create_fish(Fish.glacierfish, forest_river, season.winter, 100, True, False)
legend = create_fish(Fish.legend, mountain_lake, season.spring, 110, True, False)
mutant_carp = create_fish(Fish.mutant_carp, sewers, season.all_seasons, 80, True, False)
ms_angler = create_fish(Fish.ms_angler, town_river, season.fall, 85, True, True)
son_of_crimsonfish = create_fish(Fish.son_of_crimsonfish, ocean, season.summer, 95, True, True)
son_of_crimsonfish = create_fish(Fish.son_of_crimsonfish, tide_pools, season.summer, 95, True, True)
glacierfish_jr = create_fish(Fish.glacierfish_jr, forest_river, season.winter, 100, True, True)
legend_ii = create_fish(Fish.legend_ii, mountain_lake, season.spring, 110, True, True)
radioactive_carp = create_fish(Fish.radioactive_carp, sewers, season.all_seasons, 80, True, True)

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@@ -27,6 +27,7 @@ def collect_fishing_abilities(tester: SVTestBase):
tester.multiworld.state.collect(tester.world.create_item("Fall"), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item("Winter"), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item(Transportation.desert_obelisk), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item("Beach Bridge"), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item("Railroad Boulder Removed"), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item("Island North Turtle"), prevent_sweep=False)
tester.multiworld.state.collect(tester.world.create_item("Island West Turtle"), prevent_sweep=False)

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@@ -258,15 +258,19 @@ class SVTestBase(RuleAssertMixin, WorldTestBase, SVTestCase):
def collect_lots_of_money(self):
self.multiworld.state.collect(self.world.create_item("Shipping Bin"), prevent_sweep=False)
required_prog_items = int(round(self.multiworld.worlds[self.player].total_progression_items * 0.25))
real_total_prog_items = self.multiworld.worlds[self.player].total_progression_items
required_prog_items = int(round(real_total_prog_items * 0.25))
for i in range(required_prog_items):
self.multiworld.state.collect(self.world.create_item("Stardrop"), prevent_sweep=False)
self.multiworld.worlds[self.player].total_progression_items = real_total_prog_items
def collect_all_the_money(self):
self.multiworld.state.collect(self.world.create_item("Shipping Bin"), prevent_sweep=False)
required_prog_items = int(round(self.multiworld.worlds[self.player].total_progression_items * 0.95))
real_total_prog_items = self.multiworld.worlds[self.player].total_progression_items
required_prog_items = int(round(real_total_prog_items * 0.95))
for i in range(required_prog_items):
self.multiworld.state.collect(self.world.create_item("Stardrop"), prevent_sweep=False)
self.multiworld.worlds[self.player].total_progression_items = real_total_prog_items
def collect_everything(self):
non_event_items = [item for item in self.multiworld.get_items() if item.code]

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@@ -0,0 +1,61 @@
from ...options import SeasonRandomization, Friendsanity, FriendsanityHeartSize, Fishsanity, ExcludeGingerIsland, SkillProgression, ToolProgression, \
ElevatorProgression, SpecialOrderLocations
from ...strings.fish_names import Fish
from ...test import SVTestBase
class TestNeedRegionToCatchFish(SVTestBase):
options = {
SeasonRandomization.internal_name: SeasonRandomization.option_disabled,
ElevatorProgression.internal_name: ElevatorProgression.option_vanilla,
SkillProgression.internal_name: SkillProgression.option_vanilla,
ToolProgression.internal_name: ToolProgression.option_vanilla,
Fishsanity.internal_name: Fishsanity.option_all,
ExcludeGingerIsland.internal_name: ExcludeGingerIsland.option_false,
SpecialOrderLocations.internal_name: SpecialOrderLocations.option_board_qi,
}
def test_catch_fish_requires_region_unlock(self):
fish_and_items = {
Fish.crimsonfish: ["Beach Bridge"],
Fish.void_salmon: ["Railroad Boulder Removed", "Dark Talisman"],
Fish.woodskip: ["Glittering Boulder Removed", "Progressive Weapon"], # For the ores to get the axe upgrades
Fish.mutant_carp: ["Rusty Key"],
Fish.slimejack: ["Railroad Boulder Removed", "Rusty Key"],
Fish.lionfish: ["Boat Repair"],
Fish.blue_discus: ["Island Obelisk", "Island West Turtle"],
Fish.stingray: ["Boat Repair", "Island Resort"],
Fish.ghostfish: ["Progressive Weapon"],
Fish.stonefish: ["Progressive Weapon"],
Fish.ice_pip: ["Progressive Weapon", "Progressive Weapon"],
Fish.lava_eel: ["Progressive Weapon", "Progressive Weapon", "Progressive Weapon"],
Fish.sandfish: ["Bus Repair"],
Fish.scorpion_carp: ["Desert Obelisk"],
# Starting the extended family quest requires having caught all the legendaries before, so they all have the rules of every other legendary
Fish.son_of_crimsonfish: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.radioactive_carp: ["Beach Bridge", "Rusty Key", "Boat Repair", "Island West Turtle", "Qi Walnut Room"],
Fish.glacierfish_jr: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.legend_ii: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
Fish.ms_angler: ["Beach Bridge", "Island Obelisk", "Island West Turtle", "Qi Walnut Room", "Rusty Key"],
}
self.original_state = self.multiworld.state.copy()
for fish in fish_and_items:
with self.subTest(f"Region rules for {fish}"):
self.collect_all_the_money()
item_names = fish_and_items[fish]
location = self.multiworld.get_location(f"Fishsanity: {fish}", self.player)
self.assert_reach_location_false(location, self.multiworld.state)
items = []
for item_name in item_names:
items.append(self.collect(item_name))
with self.subTest(f"{fish} can be reached with {item_names}"):
self.assert_reach_location_true(location, self.multiworld.state)
for item_required in items:
self.multiworld.state = self.original_state.copy()
with self.subTest(f"{fish} requires {item_required.name}"):
for item_to_collect in items:
if item_to_collect.name != item_required.name:
self.collect(item_to_collect)
self.assert_reach_location_false(location, self.multiworld.state)
self.multiworld.state = self.original_state.copy()

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@@ -339,7 +339,8 @@ class TunicWorld(World):
except KeyError:
# logic bug, proceed with warning since it takes a long time to update AP
warning(f"{location.name} is not logically accessible for {self.player_name}. "
"Creating entrance hint Inaccessible. Please report this to the TUNIC rando devs.")
"Creating entrance hint Inaccessible. Please report this to the TUNIC rando devs. "
"If you are using Plando Items (excluding early locations), then this is likely the cause.")
hint_text = "Inaccessible"
else:
while connection != ("Menu", None):

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@@ -204,8 +204,11 @@ class WitnessWorld(World):
]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == "sigma_expert" or self.options.victory_condition == "panel_hunt":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
if (
self.options.puzzle_randomization == "sigma_expert"
or self.options.victory_condition == "panel_hunt"
):
# In Expert and Panel Hunt, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.

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@@ -176,6 +176,7 @@ Door - 0x03444 (Vault Door) - 0x0CC7B
Door - 0x09FEE (Light Room Entry) - 0x0C339
158701 - 0x03608 (Laser Panel) - 0x012D7 & 0x0A15F - True
Laser - 0x012FB (Laser) - 0x03608
159804 - 0xFFD03 (Laser Activated + Redirected) - 0x09F98 & 0x012FB - True
159020 - 0x3351D (Sand Snake EP) - True - True
159030 - 0x0053C (Facade Right EP) - True - True
159031 - 0x00771 (Facade Left EP) - True - True
@@ -980,7 +981,7 @@ Mountainside Obelisk (Mountainside) - Entry - True:
159739 - 0x00367 (Obelisk) - True - True
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
159550 - 0x28B91 (Thundercloud EP) - 0xFFD03 - True
158612 - 0x17C42 (Discard) - True - Triangles
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Dots & Black/White Squares & Dots
Door - 0x00085 (Vault Door) - 0x002A6

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@@ -176,6 +176,7 @@ Door - 0x03444 (Vault Door) - 0x0CC7B
Door - 0x09FEE (Light Room Entry) - 0x0C339
158701 - 0x03608 (Laser Panel) - 0x012D7 & 0x0A15F - True
Laser - 0x012FB (Laser) - 0x03608
159804 - 0xFFD03 (Laser Activated + Redirected) - 0x09F98 & 0x012FB - True
159020 - 0x3351D (Sand Snake EP) - True - True
159030 - 0x0053C (Facade Right EP) - True - True
159031 - 0x00771 (Facade Left EP) - True - True
@@ -980,7 +981,7 @@ Mountainside Obelisk (Mountainside) - Entry - True:
159739 - 0x00367 (Obelisk) - True - True
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
159550 - 0x28B91 (Thundercloud EP) - 0xFFD03 - True
158612 - 0x17C42 (Discard) - True - Arrows
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Squares & Triangles & Stars & Stars + Same Colored Symbol
Door - 0x00085 (Vault Door) - 0x002A6

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@@ -176,6 +176,7 @@ Door - 0x03444 (Vault Door) - 0x0CC7B
Door - 0x09FEE (Light Room Entry) - 0x0C339
158701 - 0x03608 (Laser Panel) - 0x012D7 & 0x0A15F - True
Laser - 0x012FB (Laser) - 0x03608
159804 - 0xFFD03 (Laser Activated + Redirected) - 0x09F98 & 0x012FB - True
159020 - 0x3351D (Sand Snake EP) - True - True
159030 - 0x0053C (Facade Right EP) - True - True
159031 - 0x00771 (Facade Left EP) - True - True
@@ -980,7 +981,7 @@ Mountainside Obelisk (Mountainside) - Entry - True:
159739 - 0x00367 (Obelisk) - True - True
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
159550 - 0x28B91 (Thundercloud EP) - 0xFFD03 - True
158612 - 0x17C42 (Discard) - True - Triangles
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Dots & Black/White Squares
Door - 0x00085 (Vault Door) - 0x002A6

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@@ -712,8 +712,7 @@ def get_compact_hint_args(hint: WitnessWordedHint, local_player_number: int) ->
if hint.vague_location_hint and location.player == local_player_number:
assert hint.area is not None # A local vague location hint should have an area argument
return location.address, "containing_area:" + hint.area
else:
return location.address, location.player # Scouting does not matter for other players (currently)
return location.address, location.player # Scouting does not matter for other players (currently)
# Is junk / undefined hint
return -1, local_player_number

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@@ -42,7 +42,7 @@ class WitnessPlayerItems:
player_locations: WitnessPlayerLocations) -> None:
"""Adds event items after logic changes due to options"""
self._world: "WitnessWorld" = world
self._world: WitnessWorld = world
self._multiworld: MultiWorld = world.multiworld
self._player_id: int = world.player
self._logic: WitnessPlayerLogic = player_logic

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@@ -116,18 +116,19 @@ class WitnessPlayerLogic:
self.HUNT_ENTITIES: Set[str] = set()
self.ALWAYS_EVENT_NAMES_BY_HEX = {
"0x00509": "+1 Laser (Symmetry Laser)",
"0x012FB": "+1 Laser (Desert Laser)",
"0x00509": "+1 Laser",
"0x012FB": "+1 Laser (Unredirected)",
"0x09F98": "Desert Laser Redirection",
"0x01539": "+1 Laser (Quarry Laser)",
"0x181B3": "+1 Laser (Shadows Laser)",
"0x014BB": "+1 Laser (Keep Laser)",
"0x17C65": "+1 Laser (Monastery Laser)",
"0x032F9": "+1 Laser (Town Laser)",
"0x00274": "+1 Laser (Jungle Laser)",
"0x0C2B2": "+1 Laser (Bunker Laser)",
"0x00BF6": "+1 Laser (Swamp Laser)",
"0x028A4": "+1 Laser (Treehouse Laser)",
"0xFFD03": "+1 Laser (Redirected)",
"0x01539": "+1 Laser",
"0x181B3": "+1 Laser",
"0x014BB": "+1 Laser",
"0x17C65": "+1 Laser",
"0x032F9": "+1 Laser",
"0x00274": "+1 Laser",
"0x0C2B2": "+1 Laser",
"0x00BF6": "+1 Laser",
"0x028A4": "+1 Laser",
"0x17C34": "Mountain Entry",
"0xFFF00": "Bottom Floor Discard Turns On",
}

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@@ -3,7 +3,7 @@ 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, List, Set, Tuple
from typing import TYPE_CHECKING, Dict, List, Optional, Set, Tuple
from BaseClasses import Entrance, Region
@@ -38,7 +38,7 @@ class WitnessPlayerRegions:
self.created_region_names: Set[str] = set()
@staticmethod
def make_lambda(item_requirement: WitnessRule, world: "WitnessWorld") -> CollectionRule:
def make_lambda(item_requirement: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
from .rules import _meets_item_requirements
"""
@@ -79,7 +79,9 @@ class WitnessPlayerRegions:
source_region
)
connection.access_rule = self.make_lambda(final_requirement, world)
rule = self.make_lambda(final_requirement, world)
if rule is not None:
connection.access_rule = rule
source_region.exits.append(connection)
connection.connect(target_region)

View File

@@ -2,7 +2,8 @@
Defines the rules by which locations can be accessed,
depending on the items received
"""
from typing import TYPE_CHECKING
from collections import Counter
from typing import TYPE_CHECKING, Dict, List, NamedTuple, Optional, Union
from BaseClasses import CollectionState
@@ -15,50 +16,22 @@ from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
from . import WitnessWorld
laser_hexes = [
"0x028A4",
"0x00274",
"0x032F9",
"0x01539",
"0x181B3",
"0x0C2B2",
"0x00509",
"0x00BF6",
"0x014BB",
"0x012FB",
"0x17C65",
]
class SimpleItemRepresentation(NamedTuple):
item_name: str
item_count: int
def _can_do_panel_hunt(world: "WitnessWorld") -> CollectionRule:
def _can_do_panel_hunt(world: "WitnessWorld") -> SimpleItemRepresentation:
required = world.panel_hunt_required_count
player = world.player
return lambda state: state.has("+1 Panel Hunt", player, required)
def _has_laser(laser_hex: str, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
player = world.player
laser_name = static_witness_logic.ENTITIES_BY_HEX[laser_hex]["checkName"]
# Workaround for intentional naming inconsistency
if laser_name == "Symmetry Island Laser":
laser_name = "Symmetry Laser"
if laser_hex == "0x012FB" and redirect_required:
return lambda state: state.has_all([f"+1 Laser ({laser_name})", "Desert Laser Redirection"], player)
return lambda state: state.has(f"+1 Laser ({laser_name})", player)
return SimpleItemRepresentation("+1 Panel Hunt", required)
def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
laser_lambdas = []
if redirect_required:
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Redirected)"], world.player, amount)
for laser_hex in laser_hexes:
has_laser_lambda = _has_laser(laser_hex, world, redirect_required)
laser_lambdas.append(has_laser_lambda)
return lambda state: sum(laser_lambda(state) for laser_lambda in laser_lambdas) >= amount
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Unredirected)"], world.player, amount)
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
@@ -196,7 +169,13 @@ def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") ->
)
def _has_item(item: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic) -> CollectionRule:
def _has_item(item: str, world: "WitnessWorld",
player_logic: WitnessPlayerLogic) -> Union[CollectionRule, SimpleItemRepresentation]:
"""
Convert a single element of a WitnessRule into a CollectionRule, unless it is referring to an item,
in which case we return it as an item-count pair ("SimpleItemRepresentation"). This allows some optimisation later.
"""
assert item not in static_witness_logic.ENTITIES_BY_HEX, "Requirements can no longer contain entity hexes directly."
if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
@@ -223,27 +202,90 @@ def _has_item(item: str, world: "WitnessWorld", player: int, player_logic: Witne
return lambda state: _can_do_theater_to_tunnels(state, world)
prog_item = static_witness_logic.get_parent_progressive_item(item)
return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
needed_amount = player_logic.MULTI_AMOUNTS[item]
simple_rule: SimpleItemRepresentation = SimpleItemRepresentation(prog_item, needed_amount)
return simple_rule
def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> CollectionRule:
def optimize_requirement_option(requirement_option: List[Union[CollectionRule, SimpleItemRepresentation]])\
-> List[Union[CollectionRule, SimpleItemRepresentation]]:
"""
Checks whether item and panel requirements are met for
a panel
This optimises out a requirement like [("Progressive Dots": 1), ("Progressive Dots": 2)] to only the "2" version.
"""
lambda_conversion = [
[_has_item(item, world, world.player, world.player_logic) for item in subset]
direct_items = [rule for rule in requirement_option if isinstance(rule, tuple)]
if not direct_items:
return requirement_option
max_per_item: Dict[str, int] = Counter()
for item_rule in direct_items:
max_per_item[item_rule[0]] = max(max_per_item[item_rule[0]], item_rule[1])
return [
rule for rule in requirement_option
if not (isinstance(rule, tuple) and rule[1] < max_per_item[rule[0]])
]
def convert_requirement_option(requirement: List[Union[CollectionRule, SimpleItemRepresentation]],
player: int) -> List[CollectionRule]:
"""
Converts a list of CollectionRules and SimpleItemRepresentations to just a list of CollectionRules.
If the list is ONLY SimpleItemRepresentations, we can just return a CollectionRule based on state.has_all_counts()
"""
converted_sublist = []
for rule in requirement:
if not isinstance(rule, tuple):
converted_sublist.append(rule)
continue
collection_rules = [rule for rule in requirement if not isinstance(rule, SimpleItemRepresentation)]
item_rules = [rule for rule in requirement if isinstance(rule, SimpleItemRepresentation)]
if len(item_rules) == 0:
item_rules_converted = []
elif len(item_rules) == 1:
item = item_rules[0][0]
count = item_rules[0][1]
item_rules_converted = [lambda state: state.has(item, player, count)]
else:
item_counts = {item_rule.item_name: item_rule.item_count for item_rule in item_rules}
item_rules_converted = [lambda state: state.has_all_counts(item_counts, player)]
return collection_rules + item_rules_converted
def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
"""
Converts a WitnessRule into a CollectionRule.
"""
player = world.player
if requirements == frozenset({frozenset()}):
return None
rule_conversion = [
[_has_item(item, world, world.player_logic) for item in subset]
for subset in requirements
]
optimized_rule_conversion = [optimize_requirement_option(sublist) for sublist in rule_conversion]
fully_converted_rules = [convert_requirement_option(sublist, player) for sublist in optimized_rule_conversion]
if len(fully_converted_rules) == 1:
if len(fully_converted_rules[0]) == 1:
return fully_converted_rules[0][0]
return lambda state: all(condition(state) for condition in fully_converted_rules[0])
return lambda state: any(
all(condition(state) for condition in sub_requirement)
for sub_requirement in lambda_conversion
for sub_requirement in fully_converted_rules
)
def make_lambda(entity_hex: str, world: "WitnessWorld") -> CollectionRule:
def make_lambda(entity_hex: str, world: "WitnessWorld") -> Optional[CollectionRule]:
"""
Lambdas are created in a for loop so values need to be captured
"""
@@ -268,6 +310,8 @@ def set_rules(world: "WitnessWorld") -> None:
entity_hex = associated_entity["entity_hex"]
rule = make_lambda(entity_hex, world)
if rule is None:
continue
location = world.get_location(location)

View File

@@ -1,10 +1,11 @@
from test.bases import WorldTestBase
from test.general import gen_steps, setup_multiworld
from test.multiworld.test_multiworlds import MultiworldTestBase
from typing import Any, ClassVar, Dict, Iterable, List, Mapping, Union, cast
from BaseClasses import CollectionState, Entrance, Item, Location, Region
from test.bases import WorldTestBase
from test.general import gen_steps, setup_multiworld
from test.multiworld.test_multiworlds import MultiworldTestBase
from .. import WitnessWorld

View File

@@ -1,5 +1,6 @@
from BaseClasses import CollectionState, Item
from worlds.witness.test import WitnessTestBase, WitnessMultiworldTestBase
from BaseClasses import CollectionState
from worlds.witness.test import WitnessMultiworldTestBase, WitnessTestBase
class TestMaxPanelHuntMinChecks(WitnessTestBase):
@@ -13,7 +14,7 @@ class TestMaxPanelHuntMinChecks(WitnessTestBase):
"shuffle_vault_boxes": False,
}
def test_correct_panels_were_picked(self):
def test_correct_panels_were_picked(self) -> None:
with self.subTest("Check that 100 Hunt Panels were actually picked."):
self.assertEqual(len(self.multiworld.find_item_locations("+1 Panel Hunt", self.player)), 100)
@@ -63,45 +64,45 @@ class TestPanelHuntPostgame(WitnessMultiworldTestBase):
"shuffle_discarded_panels": True,
}
def test_panel_hunt_postgame(self):
def test_panel_hunt_postgame(self) -> None:
for player_minus_one, options in enumerate(self.options_per_world):
player = player_minus_one + 1
postgame_option = options["panel_hunt_postgame"]
with self.subTest(f"Test that \"{postgame_option}\" results in 40 Hunt Panels."):
with self.subTest(f'Test that "{postgame_option}" results in 40 Hunt Panels.'):
self.assertEqual(len(self.multiworld.find_item_locations("+1 Panel Hunt", player)), 40)
# Test that the box gets extra checks from panel_hunt_postgame
with self.subTest("Test that \"everything_is_eligible\" has no Mountaintop Box Hunt Panels."):
with self.subTest('Test that "everything_is_eligible" has no Mountaintop Box Hunt Panels.'):
self.assert_location_does_not_exist("Mountaintop Box Short (Panel Hunt)", 1, strict_check=False)
self.assert_location_does_not_exist("Mountaintop Box Long (Panel Hunt)", 1, strict_check=False)
with self.subTest("Test that \"disable_mountain_lasers_locations\" has a Hunt Panel for Short, but not Long."):
with self.subTest('Test that "disable_mountain_lasers_locations" has a Hunt Panel for Short, but not Long.'):
self.assert_location_exists("Mountaintop Box Short (Panel Hunt)", 2, strict_check=False)
self.assert_location_does_not_exist("Mountaintop Box Long (Panel Hunt)", 2, strict_check=False)
with self.subTest("Test that \"disable_challenge_lasers_locations\" has a Hunt Panel for Long, but not Short."):
with self.subTest('Test that "disable_challenge_lasers_locations" has a Hunt Panel for Long, but not Short.'):
self.assert_location_does_not_exist("Mountaintop Box Short (Panel Hunt)", 3, strict_check=False)
self.assert_location_exists("Mountaintop Box Long (Panel Hunt)", 3, strict_check=False)
with self.subTest("Test that \"disable_anything_locked_by_lasers\" has both Mountaintop Box Hunt Panels."):
with self.subTest('Test that "disable_anything_locked_by_lasers" has both Mountaintop Box Hunt Panels.'):
self.assert_location_exists("Mountaintop Box Short (Panel Hunt)", 4, strict_check=False)
self.assert_location_exists("Mountaintop Box Long (Panel Hunt)", 4, strict_check=False)
# Check panel_hunt_postgame locations get disabled
with self.subTest("Test that \"everything_is_eligible\" does not disable any locked-by-lasers panels."):
with self.subTest('Test that "everything_is_eligible" does not disable any locked-by-lasers panels.'):
self.assert_location_exists("Mountain Floor 1 Right Row 5", 1)
self.assert_location_exists("Mountain Bottom Floor Discard", 1)
with self.subTest("Test that \"disable_mountain_lasers_locations\" disables only Shortbox-Locked panels."):
with self.subTest('Test that "disable_mountain_lasers_locations" disables only Shortbox-Locked panels.'):
self.assert_location_does_not_exist("Mountain Floor 1 Right Row 5", 2)
self.assert_location_exists("Mountain Bottom Floor Discard", 2)
with self.subTest("Test that \"disable_challenge_lasers_locations\" disables only Longbox-Locked panels."):
with self.subTest('Test that "disable_challenge_lasers_locations" disables only Longbox-Locked panels.'):
self.assert_location_exists("Mountain Floor 1 Right Row 5", 3)
self.assert_location_does_not_exist("Mountain Bottom Floor Discard", 3)
with self.subTest("Test that \"everything_is_eligible\" disables only Shortbox-Locked panels."):
with self.subTest('Test that "everything_is_eligible" disables only Shortbox-Locked panels.'):
self.assert_location_does_not_exist("Mountain Floor 1 Right Row 5", 4)
self.assert_location_does_not_exist("Mountain Bottom Floor Discard", 4)