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-rw-r--r--apworld/player_logic.py344
1 files changed, 293 insertions, 51 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index c6465f6..17af77f 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,7 +1,10 @@
1from enum import IntEnum, auto
2
1from .generated import data_pb2 as data_pb2 3from .generated import data_pb2 as data_pb2
4from .items import SYMBOL_ITEMS
2from typing import TYPE_CHECKING, NamedTuple 5from typing import TYPE_CHECKING, NamedTuple
3 6
4from .options import VictoryCondition 7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior
5 8
6if TYPE_CHECKING: 9if TYPE_CHECKING:
7 from . import Lingo2World 10 from . import Lingo2World
@@ -14,64 +17,147 @@ def calculate_letter_histogram(solution: str) -> dict[str, int]:
14 real_l = l.upper() 17 real_l = l.upper()
15 histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2) 18 histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2)
16 19
17 for free_letter in "HINT":
18 if histogram.get(free_letter, 0) == 1:
19 del histogram[free_letter]
20
21 return histogram 20 return histogram
22 21
23 22
24class AccessRequirements: 23class AccessRequirements:
25 items: set[str] 24 items: set[str]
25 progressives: dict[str, int]
26 rooms: set[str] 26 rooms: set[str]
27 symbols: set[str]
28 letters: dict[str, int] 27 letters: dict[str, int]
28 cyans: bool
29 29
30 # This is an AND of ORs. 30 # This is an AND of ORs.
31 or_logic: list[list["AccessRequirements"]] 31 or_logic: list[list["AccessRequirements"]]
32 32
33 # When complete_at is set, at least that many of the requirements in possibilities must be accessible. This should
34 # only be used for doors with complete_at > 1, as or_logic is more efficient for complete_at == 1.
35 complete_at: int | None
36 possibilities: list["AccessRequirements"]
37
33 def __init__(self): 38 def __init__(self):
34 self.items = set() 39 self.items = set()
40 self.progressives = dict()
35 self.rooms = set() 41 self.rooms = set()
36 self.symbols = set()
37 self.letters = dict() 42 self.letters = dict()
43 self.cyans = False
38 self.or_logic = list() 44 self.or_logic = list()
45 self.complete_at = None
46 self.possibilities = list()
39 47
40 def add_solution(self, solution: str): 48 def copy(self) -> "AccessRequirements":
41 histogram = calculate_letter_histogram(solution) 49 reqs = AccessRequirements()
42 50 reqs.items = self.items.copy()
43 for l, a in histogram.items(): 51 reqs.progressives = self.progressives.copy()
44 self.letters[l] = max(self.letters.get(l, 0), histogram.get(l)) 52 reqs.rooms = self.rooms.copy()
53 reqs.letters = self.letters.copy()
54 reqs.cyans = self.cyans
55 reqs.or_logic = [[other_req.copy() for other_req in disjunction] for disjunction in self.or_logic]
56 reqs.complete_at = self.complete_at
57 reqs.possibilities = self.possibilities.copy()
58 return reqs
45 59
46 def merge(self, other: "AccessRequirements"): 60 def merge(self, other: "AccessRequirements"):
47 for item in other.items: 61 for item in other.items:
48 self.items.add(item) 62 self.items.add(item)
49 63
64 for item, amount in other.progressives.items():
65 self.progressives[item] = max(amount, self.progressives.get(item, 0))
66
50 for room in other.rooms: 67 for room in other.rooms:
51 self.rooms.add(room) 68 self.rooms.add(room)
52 69
53 for symbol in other.symbols:
54 self.symbols.add(symbol)
55
56 for letter, level in other.letters.items(): 70 for letter, level in other.letters.items():
57 self.letters[letter] = max(self.letters.get(letter, 0), level) 71 self.letters[letter] = max(self.letters.get(letter, 0), level)
58 72
73 self.cyans = self.cyans or other.cyans
74
59 for disjunction in other.or_logic: 75 for disjunction in other.or_logic:
60 self.or_logic.append(disjunction) 76 self.or_logic.append(disjunction)
61 77
78 if other.complete_at is not None:
79 # Merging multiple requirements that use complete_at sucks, and is part of why we want to minimize use of
80 # it. If both requirements use complete_at, we will cheat by using the or_logic field, which supports
81 # conjunctions of requirements.
82 if self.complete_at is not None:
83 print("Merging requirements with complete_at > 1. This is messy and should be avoided!")
84
85 left_req = AccessRequirements()
86 left_req.complete_at = self.complete_at
87 left_req.possibilities = self.possibilities
88 self.or_logic.append([left_req])
89
90 self.complete_at = None
91 self.possibilities = list()
92
93 right_req = AccessRequirements()
94 right_req.complete_at = other.complete_at
95 right_req.possibilities = other.possibilities
96 self.or_logic.append([right_req])
97 else:
98 self.complete_at = other.complete_at
99 self.possibilities = other.possibilities
100
101 def is_empty(self) -> bool:
102 return (len(self.items) == 0 and len(self.progressives) == 0 and len(self.rooms) == 0 and len(self.letters) == 0
103 and not self.cyans and len(self.or_logic) == 0 and self.complete_at is None)
104
105 def __eq__(self, other: "AccessRequirements"):
106 return (self.items == other.items and self.progressives == other.progressives and self.rooms == other.rooms and
107 self.letters == other.letters and self.cyans == other.cyans and self.or_logic == other.or_logic and
108 self.complete_at == other.complete_at and self.possibilities == other.possibilities)
109
110 def simplify(self):
111 resimplify = False
112
113 if len(self.or_logic) > 0:
114 old_or_logic = self.or_logic
115
116 def remove_redundant(sub_reqs: "AccessRequirements"):
117 sub_reqs.letters = {l: v for l, v in sub_reqs.letters.items() if self.letters.get(l, 0) < v}
118
119 self.or_logic = []
120 for disjunction in old_or_logic:
121 new_disjunction = []
122 for ssr in disjunction:
123 remove_redundant(ssr)
124 if not ssr.is_empty():
125 new_disjunction.append(ssr)
126 else:
127 new_disjunction.clear()
128 break
129 if len(new_disjunction) == 1:
130 self.merge(new_disjunction[0])
131 resimplify = True
132 elif len(new_disjunction) > 1:
133 if all(cjr == new_disjunction[0] for cjr in new_disjunction):
134 self.merge(new_disjunction[0])
135 resimplify = True
136 else:
137 self.or_logic.append(new_disjunction)
138
139 if resimplify:
140 self.simplify()
141
62 def __repr__(self): 142 def __repr__(self):
63 parts = [] 143 parts = []
64 if len(self.items) > 0: 144 if len(self.items) > 0:
65 parts.append(f"items={self.items}") 145 parts.append(f"items={self.items}")
146 if len(self.progressives) > 0:
147 parts.append(f"progressives={self.progressives}")
66 if len(self.rooms) > 0: 148 if len(self.rooms) > 0:
67 parts.append(f"rooms={self.rooms}") 149 parts.append(f"rooms={self.rooms}")
68 if len(self.symbols) > 0:
69 parts.append(f"symbols={self.symbols}")
70 if len(self.letters) > 0: 150 if len(self.letters) > 0:
71 parts.append(f"letters={self.letters}") 151 parts.append(f"letters={self.letters}")
152 if self.cyans:
153 parts.append(f"cyans=True")
72 if len(self.or_logic) > 0: 154 if len(self.or_logic) > 0:
73 parts.append(f"or_logic={self.or_logic}") 155 parts.append(f"or_logic={self.or_logic}")
74 return f"AccessRequirements({", ".join(parts)})" 156 if self.complete_at is not None:
157 parts.append(f"complete_at={self.complete_at}")
158 if len(self.possibilities) > 0:
159 parts.append(f"possibilities={self.possibilities}")
160 return "AccessRequirements(" + ", ".join(parts) + ")"
75 161
76 162
77class PlayerLocation(NamedTuple): 163class PlayerLocation(NamedTuple):
@@ -79,13 +165,19 @@ class PlayerLocation(NamedTuple):
79 reqs: AccessRequirements 165 reqs: AccessRequirements
80 166
81 167
168class LetterBehavior(IntEnum):
169 VANILLA = auto()
170 ITEM = auto()
171 UNLOCKED = auto()
172
173
82class Lingo2PlayerLogic: 174class Lingo2PlayerLogic:
83 world: "Lingo2World" 175 world: "Lingo2World"
84 176
85 locations_by_room: dict[int, list[PlayerLocation]] 177 locations_by_room: dict[int, list[PlayerLocation]]
86 event_loc_item_by_room: dict[int, dict[str, str]] 178 event_loc_item_by_room: dict[int, dict[str, str]]
87 179
88 item_by_door: dict[int, str] 180 item_by_door: dict[int, tuple[str, int]]
89 181
90 panel_reqs: dict[int, AccessRequirements] 182 panel_reqs: dict[int, AccessRequirements]
91 proxy_reqs: dict[int, dict[str, AccessRequirements]] 183 proxy_reqs: dict[int, dict[str, AccessRequirements]]
@@ -93,6 +185,8 @@ class Lingo2PlayerLogic:
93 185
94 real_items: list[str] 186 real_items: list[str]
95 187
188 double_letter_amount: dict[str, int]
189
96 def __init__(self, world: "Lingo2World"): 190 def __init__(self, world: "Lingo2World"):
97 self.world = world 191 self.world = world
98 self.locations_by_room = {} 192 self.locations_by_room = {}
@@ -102,14 +196,68 @@ class Lingo2PlayerLogic:
102 self.proxy_reqs = dict() 196 self.proxy_reqs = dict()
103 self.door_reqs = dict() 197 self.door_reqs = dict()
104 self.real_items = list() 198 self.real_items = list()
199 self.double_letter_amount = dict()
200
201 if self.world.options.shuffle_doors:
202 for progressive in world.static_logic.objects.progressives:
203 for i in range(0, len(progressive.doors)):
204 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
205 self.real_items.append(progressive.name)
206
207 for door_group in world.static_logic.objects.door_groups:
208 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
209 if not self.world.options.shuffle_doors:
210 continue
211 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
212 if not self.world.options.shuffle_control_center_colors:
213 continue
214 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
215 if not self.world.options.shuffle_doors:
216 continue
217 else:
218 continue
219
220 for door in door_group.doors:
221 self.item_by_door[door] = (door_group.name, 1)
222
223 self.real_items.append(door_group.name)
105 224
106 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled 225 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled
107 # before we calculate any access requirements. 226 # before we calculate any access requirements.
108 for door in world.static_logic.objects.doors: 227 for door in world.static_logic.objects.doors:
109 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and self.world.options.shuffle_doors: 228 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
110 door_item_name = self.world.static_logic.get_door_item_name(door) 229 continue
111 self.item_by_door[door.id] = door_item_name 230
112 self.real_items.append(door_item_name) 231 if door.id in self.item_by_door:
232 continue
233
234 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
235 not self.world.options.shuffle_doors):
236 continue
237
238 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
239 not self.world.options.shuffle_control_center_colors):
240 continue
241
242 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
243 continue
244
245 door_item_name = self.world.static_logic.get_door_item_name(door)
246 self.item_by_door[door.id] = (door_item_name, 1)
247 self.real_items.append(door_item_name)
248
249 # We handle cyan_door_behavior = Item after door shuffle, because cyan doors that are impacted by door shuffle
250 # should be exempt from cyan_door_behavior.
251 if world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
252 for door_group in world.static_logic.objects.door_groups:
253 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
254 continue
255
256 for door in door_group.doors:
257 if not door in self.item_by_door:
258 self.item_by_door[door] = (door_group.name, 1)
259
260 self.real_items.append(door_group.name)
113 261
114 for door in world.static_logic.objects.doors: 262 for door in world.static_logic.objects.doors:
115 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 263 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
@@ -119,14 +267,20 @@ class Lingo2PlayerLogic:
119 for letter in world.static_logic.objects.letters: 267 for letter in world.static_logic.objects.letters:
120 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id, 268 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id,
121 AccessRequirements())) 269 AccessRequirements()))
270 behavior = self.get_letter_behavior(letter.key, letter.level2)
271 if behavior == LetterBehavior.VANILLA:
272 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
273 event_name = f"{letter_name} (Collected)"
274 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
122 275
123 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 276 if letter.level2:
124 event_name = f"{letter_name} (Collected)" 277 event_name = f"{letter_name} (Double Collected)"
125 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 278 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
279 elif behavior == LetterBehavior.ITEM:
280 self.real_items.append(letter.key.upper())
126 281
127 if letter.level2: 282 if behavior != LetterBehavior.UNLOCKED:
128 event_name = f"{letter_name} (Double Collected)" 283 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
129 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
130 284
131 for mastery in world.static_logic.objects.masteries: 285 for mastery in world.static_logic.objects.masteries:
132 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id, 286 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id,
@@ -150,6 +304,21 @@ class Lingo2PlayerLogic:
150 304
151 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name 305 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name
152 306
307 if self.world.options.keyholder_sanity:
308 for keyholder in world.static_logic.objects.keyholders:
309 if keyholder.HasField("key"):
310 reqs = AccessRequirements()
311
312 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
313 reqs.letters[keyholder.key.upper()] = 1
314
315 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
316 reqs))
317
318 if self.world.options.shuffle_symbols:
319 for symbol_name in SYMBOL_ITEMS.values():
320 self.real_items.append(symbol_name)
321
153 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: 322 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
154 if answer is None: 323 if answer is None:
155 if panel_id not in self.panel_reqs: 324 if panel_id not in self.panel_reqs:
@@ -169,28 +338,38 @@ class Lingo2PlayerLogic:
169 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id)) 338 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id))
170 339
171 if answer is not None: 340 if answer is not None:
172 reqs.add_solution(answer) 341 self.add_solution_reqs(reqs, answer)
173 elif len(panel.proxies) > 0: 342 elif len(panel.proxies) > 0:
174 possibilities = [] 343 possibilities = []
344 already_filled = False
175 345
176 for proxy in panel.proxies: 346 for proxy in panel.proxies:
177 proxy_reqs = AccessRequirements() 347 proxy_reqs = AccessRequirements()
178 proxy_reqs.add_solution(proxy.answer) 348 self.add_solution_reqs(proxy_reqs, proxy.answer)
179 349
180 possibilities.append(proxy_reqs) 350 if not proxy_reqs.is_empty():
351 possibilities.append(proxy_reqs)
352 else:
353 already_filled = True
354 break
181 355
182 if not any(proxy.answer == panel.answer for proxy in panel.proxies): 356 if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
183 proxy_reqs = AccessRequirements() 357 proxy_reqs = AccessRequirements()
184 proxy_reqs.add_solution(panel.answer) 358 self.add_solution_reqs(proxy_reqs, panel.answer)
185 359
186 possibilities.append(proxy_reqs) 360 if not proxy_reqs.is_empty():
361 possibilities.append(proxy_reqs)
362 else:
363 already_filled = True
187 364
188 reqs.or_logic.append(possibilities) 365 if not already_filled:
366 reqs.or_logic.append(possibilities)
189 else: 367 else:
190 reqs.add_solution(panel.answer) 368 self.add_solution_reqs(reqs, panel.answer)
191 369
192 for symbol in panel.symbols: 370 if self.world.options.shuffle_symbols:
193 reqs.symbols.add(symbol) 371 for symbol in panel.symbols:
372 reqs.items.add(SYMBOL_ITEMS.get(symbol))
194 373
195 if panel.HasField("required_door"): 374 if panel.HasField("required_door"):
196 door_reqs = self.get_door_open_reqs(panel.required_door) 375 door_reqs = self.get_door_open_reqs(panel.required_door)
@@ -213,31 +392,46 @@ class Lingo2PlayerLogic:
213 door = self.world.static_logic.objects.doors[door_id] 392 door = self.world.static_logic.objects.doors[door_id]
214 reqs = AccessRequirements() 393 reqs = AccessRequirements()
215 394
216 # TODO: lavender_cubes, endings
217 if not door.HasField("complete_at") or door.complete_at == 0: 395 if not door.HasField("complete_at") or door.complete_at == 0:
218 for proxy in door.panels: 396 for proxy in door.panels:
219 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) 397 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
220 reqs.merge(panel_reqs) 398 reqs.merge(panel_reqs)
221 elif door.complete_at == 1: 399 elif door.complete_at == 1:
222 reqs.or_logic.append([self.get_panel_reqs(proxy.panel, 400 disjunction = []
223 proxy.answer if proxy.HasField("answer") else None) 401 for proxy in door.panels:
224 for proxy in door.panels]) 402 proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
403 if proxy_reqs.is_empty():
404 disjunction.clear()
405 break
406 else:
407 disjunction.append(proxy_reqs)
408 if len(disjunction) > 0:
409 reqs.or_logic.append(disjunction)
225 else: 410 else:
226 # TODO: Handle complete_at > 1 411 reqs.complete_at = door.complete_at
227 pass 412 for proxy in door.panels:
413 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
414 reqs.possibilities.append(panel_reqs)
228 415
229 if door.HasField("control_center_color"): 416 if door.HasField("control_center_color"):
230 # TODO: Logic for ensuring two CC states aren't needed at once. 417 # TODO: Logic for ensuring two CC states aren't needed at once.
231 reqs.rooms.add("Control Center - Main Area") 418 reqs.rooms.add("Control Center - Main Area")
232 reqs.add_solution(door.control_center_color) 419 self.add_solution_reqs(reqs, door.control_center_color)
233 420
234 if door.double_letters: 421 if door.double_letters:
235 # TODO: When letter shuffle is on, change this to require any double letter instead. 422 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
236 reqs.rooms.add("The Repetitive - Main Room") 423 reqs.rooms.add("The Repetitive - Main Room")
424 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
425 if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
426 reqs.cyans = True
427 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
428 # There shouldn't be any locations that are cyan doors.
429 pass
237 430
238 for keyholder_uses in door.keyholders: 431 for keyholder_uses in door.keyholders:
239 key_name = keyholder_uses.key.upper() 432 key_name = keyholder_uses.key.upper()
240 if key_name not in reqs.letters: 433 if (self.get_letter_behavior(keyholder_uses.key, False) != LetterBehavior.UNLOCKED
434 and key_name not in reqs.letters):
241 reqs.letters[key_name] = 1 435 reqs.letters[key_name] = 1
242 436
243 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder] 437 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder]
@@ -248,12 +442,18 @@ class Lingo2PlayerLogic:
248 442
249 for ending_id in door.endings: 443 for ending_id in door.endings:
250 ending = self.world.static_logic.objects.endings[ending_id] 444 ending = self.world.static_logic.objects.endings[ending_id]
251 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)") 445
446 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
447 reqs.items.add("Victory")
448 else:
449 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
252 450
253 for sub_door_id in door.doors: 451 for sub_door_id in door.doors:
254 sub_reqs = self.get_door_open_reqs(sub_door_id) 452 sub_reqs = self.get_door_open_reqs(sub_door_id)
255 reqs.merge(sub_reqs) 453 reqs.merge(sub_reqs)
256 454
455 reqs.simplify()
456
257 return reqs 457 return reqs
258 458
259 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item 459 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item
@@ -261,8 +461,50 @@ class Lingo2PlayerLogic:
261 def get_door_open_reqs(self, door_id: int) -> AccessRequirements: 461 def get_door_open_reqs(self, door_id: int) -> AccessRequirements:
262 if door_id in self.item_by_door: 462 if door_id in self.item_by_door:
263 reqs = AccessRequirements() 463 reqs = AccessRequirements()
264 reqs.items.add(self.item_by_door.get(door_id)) 464
465 item_name, amount = self.item_by_door.get(door_id)
466 if amount == 1:
467 reqs.items.add(item_name)
468 else:
469 reqs.progressives[item_name] = amount
265 470
266 return reqs 471 return reqs
267 else: 472 else:
268 return self.get_door_reqs(door_id) 473 return self.get_door_reqs(door_id)
474
475 def get_letter_behavior(self, letter: str, level2: bool) -> LetterBehavior:
476 if self.world.options.shuffle_letters == ShuffleLetters.option_unlocked:
477 return LetterBehavior.UNLOCKED
478
479 if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla_cyan, ShuffleLetters.option_item_cyan]:
480 if level2:
481 if self.world.options.shuffle_letters == ShuffleLetters.option_vanilla_cyan:
482 return LetterBehavior.VANILLA
483 else:
484 return LetterBehavior.ITEM
485 else:
486 return LetterBehavior.UNLOCKED
487
488 if not level2 and letter in ["h", "i", "n", "t"]:
489 return LetterBehavior.UNLOCKED
490
491 if self.world.options.shuffle_letters == ShuffleLetters.option_progressive:
492 return LetterBehavior.ITEM
493
494 return LetterBehavior.VANILLA
495
496 def add_solution_reqs(self, reqs: AccessRequirements, solution: str):
497 histogram = calculate_letter_histogram(solution)
498
499 for l, a in histogram.items():
500 needed = min(a, 2)
501 level2 = (needed == 2)
502
503 if level2 and self.get_letter_behavior(l.lower(), True) == LetterBehavior.UNLOCKED:
504 needed = 1
505
506 if self.get_letter_behavior(l.lower(), False) == LetterBehavior.UNLOCKED:
507 needed = needed - 1
508
509 if needed > 0:
510 reqs.letters[l] = max(reqs.letters.get(l, 0), needed)