about summary refs log tree commit diff stats
path: root/apworld/player_logic.py
diff options
context:
space:
mode:
Diffstat (limited to 'apworld/player_logic.py')
-rw-r--r--apworld/player_logic.py524
1 files changed, 521 insertions, 3 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 675c6ae..4aa481d 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,20 +1,538 @@
1from .generated import common_pb2 as common_pb2 1from enum import IntEnum, auto
2
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
7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior
8
4if TYPE_CHECKING: 9if TYPE_CHECKING:
5 from . import Lingo2World 10 from . import Lingo2World
6 11
7 12
13def calculate_letter_histogram(solution: str) -> dict[str, int]:
14 histogram = dict()
15 for l in solution:
16 if l.isalpha():
17 real_l = l.upper()
18 histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2)
19
20 return histogram
21
22
23class AccessRequirements:
24 items: set[str]
25 progressives: dict[str, int]
26 rooms: set[str]
27 letters: dict[str, int]
28 cyans: bool
29
30 # This is an AND of ORs.
31 or_logic: list[list["AccessRequirements"]]
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
38 def __init__(self):
39 self.items = set()
40 self.progressives = dict()
41 self.rooms = set()
42 self.letters = dict()
43 self.cyans = False
44 self.or_logic = list()
45 self.complete_at = None
46 self.possibilities = list()
47
48 def copy(self) -> "AccessRequirements":
49 reqs = AccessRequirements()
50 reqs.items = self.items.copy()
51 reqs.progressives = self.progressives.copy()
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
59
60 def merge(self, other: "AccessRequirements"):
61 for item in other.items:
62 self.items.add(item)
63
64 for item, amount in other.progressives.items():
65 self.progressives[item] = max(amount, self.progressives.get(item, 0))
66
67 for room in other.rooms:
68 self.rooms.add(room)
69
70 for letter, level in other.letters.items():
71 self.letters[letter] = max(self.letters.get(letter, 0), level)
72
73 self.cyans = self.cyans or other.cyans
74
75 for disjunction in other.or_logic:
76 self.or_logic.append(disjunction)
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 new_reqs = sub_reqs.copy()
118 new_reqs.letters = {l: v for l, v in new_reqs.letters.items() if self.letters.get(l, 0) < v}
119 if new_reqs != sub_reqs:
120 return new_reqs
121 else:
122 return sub_reqs
123
124 self.or_logic = []
125 for disjunction in old_or_logic:
126 new_disjunction = []
127 for ssr in disjunction:
128 new_ssr = remove_redundant(ssr)
129 if not new_ssr.is_empty():
130 new_disjunction.append(new_ssr)
131 else:
132 new_disjunction.clear()
133 break
134 if len(new_disjunction) == 1:
135 self.merge(new_disjunction[0])
136 resimplify = True
137 elif len(new_disjunction) > 1:
138 if all(cjr == new_disjunction[0] for cjr in new_disjunction):
139 self.merge(new_disjunction[0])
140 resimplify = True
141 else:
142 self.or_logic.append(new_disjunction)
143
144 if resimplify:
145 self.simplify()
146
147 def get_referenced_rooms(self):
148 result = set(self.rooms)
149
150 for disjunction in self.or_logic:
151 for sub_req in disjunction:
152 result = result.union(sub_req.get_referenced_rooms())
153
154 for sub_req in self.possibilities:
155 result = result.union(sub_req.get_referenced_rooms())
156
157 return result
158
159 def remove_room(self, room: str):
160 if room in self.rooms:
161 self.rooms.remove(room)
162
163 for disjunction in self.or_logic:
164 for sub_req in disjunction:
165 sub_req.remove_room(room)
166
167 for sub_req in self.possibilities:
168 sub_req.remove_room(room)
169
170 def __repr__(self):
171 parts = []
172 if len(self.items) > 0:
173 parts.append(f"items={self.items}")
174 if len(self.progressives) > 0:
175 parts.append(f"progressives={self.progressives}")
176 if len(self.rooms) > 0:
177 parts.append(f"rooms={self.rooms}")
178 if len(self.letters) > 0:
179 parts.append(f"letters={self.letters}")
180 if self.cyans:
181 parts.append(f"cyans=True")
182 if len(self.or_logic) > 0:
183 parts.append(f"or_logic={self.or_logic}")
184 if self.complete_at is not None:
185 parts.append(f"complete_at={self.complete_at}")
186 if len(self.possibilities) > 0:
187 parts.append(f"possibilities={self.possibilities}")
188 return "AccessRequirements(" + ", ".join(parts) + ")"
189
190
8class PlayerLocation(NamedTuple): 191class PlayerLocation(NamedTuple):
9 code: int | None 192 code: int | None
193 reqs: AccessRequirements
194
195
196class LetterBehavior(IntEnum):
197 VANILLA = auto()
198 ITEM = auto()
199 UNLOCKED = auto()
10 200
11 201
12class Lingo2PlayerLogic: 202class Lingo2PlayerLogic:
203 world: "Lingo2World"
204
13 locations_by_room: dict[int, list[PlayerLocation]] 205 locations_by_room: dict[int, list[PlayerLocation]]
206 event_loc_item_by_room: dict[int, dict[str, str]]
207
208 item_by_door: dict[int, tuple[str, int]]
209
210 panel_reqs: dict[int, AccessRequirements]
211 proxy_reqs: dict[int, dict[str, AccessRequirements]]
212 door_reqs: dict[int, AccessRequirements]
213
214 real_items: list[str]
215
216 double_letter_amount: dict[str, int]
14 217
15 def __init__(self, world: "Lingo2World"): 218 def __init__(self, world: "Lingo2World"):
219 self.world = world
16 self.locations_by_room = {} 220 self.locations_by_room = {}
221 self.event_loc_item_by_room = {}
222 self.item_by_door = {}
223 self.panel_reqs = dict()
224 self.proxy_reqs = dict()
225 self.door_reqs = dict()
226 self.real_items = list()
227 self.double_letter_amount = dict()
228
229 if self.world.options.shuffle_doors:
230 for progressive in world.static_logic.objects.progressives:
231 for i in range(0, len(progressive.doors)):
232 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
233 self.real_items.append(progressive.name)
234
235 for door_group in world.static_logic.objects.door_groups:
236 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
237 if not self.world.options.shuffle_doors:
238 continue
239 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
240 if not self.world.options.shuffle_control_center_colors:
241 continue
242 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
243 if not self.world.options.shuffle_doors:
244 continue
245 else:
246 continue
247
248 for door in door_group.doors:
249 self.item_by_door[door] = (door_group.name, 1)
17 250
251 self.real_items.append(door_group.name)
252
253 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled
254 # before we calculate any access requirements.
18 for door in world.static_logic.objects.doors: 255 for door in world.static_logic.objects.doors:
19 if door.type == common_pb2.DoorType.STANDARD: 256 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
20 self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id)) 257 continue
258
259 if door.id in self.item_by_door:
260 continue
261
262 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
263 not self.world.options.shuffle_doors):
264 continue
265
266 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
267 not self.world.options.shuffle_control_center_colors):
268 continue
269
270 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
271 continue
272
273 door_item_name = self.world.static_logic.get_door_item_name(door)
274 self.item_by_door[door.id] = (door_item_name, 1)
275 self.real_items.append(door_item_name)
276
277 # We handle cyan_door_behavior = Item after door shuffle, because cyan doors that are impacted by door shuffle
278 # should be exempt from cyan_door_behavior.
279 if world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
280 for door_group in world.static_logic.objects.door_groups:
281 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
282 continue
283
284 for door in door_group.doors:
285 if not door in self.item_by_door:
286 self.item_by_door[door] = (door_group.name, 1)
287
288 self.real_items.append(door_group.name)
289
290 for door in world.static_logic.objects.doors:
291 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
292 self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id,
293 self.get_door_reqs(door.id)))
294
295 for letter in world.static_logic.objects.letters:
296 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id,
297 AccessRequirements()))
298 behavior = self.get_letter_behavior(letter.key, letter.level2)
299 if behavior == LetterBehavior.VANILLA:
300 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
301 event_name = f"{letter_name} (Collected)"
302 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
303
304 if letter.level2:
305 event_name = f"{letter_name} (Double Collected)"
306 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
307 elif behavior == LetterBehavior.ITEM:
308 self.real_items.append(letter.key.upper())
309
310 if behavior != LetterBehavior.UNLOCKED:
311 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
312
313 for mastery in world.static_logic.objects.masteries:
314 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id,
315 AccessRequirements()))
316
317 for ending in world.static_logic.objects.endings:
318 # Don't ever create a location for White Ending. Don't even make an event for it if it's not the victory
319 # condition, since it is necessarily going to be in the postgame.
320 if ending.name == "WHITE":
321 if self.world.options.victory_condition != VictoryCondition.option_white_ending:
322 continue
323 else:
324 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id,
325 AccessRequirements()))
326
327 event_name = f"{ending.name.capitalize()} Ending (Achieved)"
328 item_name = event_name
329
330 if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
331 item_name = "Victory"
332
333 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name
334
335 if self.world.options.keyholder_sanity:
336 for keyholder in world.static_logic.objects.keyholders:
337 if keyholder.HasField("key"):
338 reqs = AccessRequirements()
339
340 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
341 reqs.letters[keyholder.key.upper()] = 1
342
343 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
344 reqs))
345
346 if self.world.options.shuffle_symbols:
347 for symbol_name in SYMBOL_ITEMS.values():
348 self.real_items.append(symbol_name)
349
350 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
351 if answer is None:
352 if panel_id not in self.panel_reqs:
353 self.panel_reqs[panel_id] = self.calculate_panel_reqs(panel_id, answer)
354
355 return self.panel_reqs.get(panel_id)
356 else:
357 if panel_id not in self.proxy_reqs or answer not in self.proxy_reqs.get(panel_id):
358 self.proxy_reqs.setdefault(panel_id, {})[answer] = self.calculate_panel_reqs(panel_id, answer)
359
360 return self.proxy_reqs.get(panel_id).get(answer)
361
362 def calculate_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
363 panel = self.world.static_logic.objects.panels[panel_id]
364 reqs = AccessRequirements()
365
366 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id))
367
368 if answer is not None:
369 self.add_solution_reqs(reqs, answer)
370 elif len(panel.proxies) > 0:
371 possibilities = []
372 already_filled = False
373
374 for proxy in panel.proxies:
375 proxy_reqs = AccessRequirements()
376 self.add_solution_reqs(proxy_reqs, proxy.answer)
377
378 if not proxy_reqs.is_empty():
379 possibilities.append(proxy_reqs)
380 else:
381 already_filled = True
382 break
383
384 if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
385 proxy_reqs = AccessRequirements()
386 self.add_solution_reqs(proxy_reqs, panel.answer)
387
388 if not proxy_reqs.is_empty():
389 possibilities.append(proxy_reqs)
390 else:
391 already_filled = True
392
393 if not already_filled:
394 reqs.or_logic.append(possibilities)
395 else:
396 self.add_solution_reqs(reqs, panel.answer)
397
398 if self.world.options.shuffle_symbols:
399 for symbol in panel.symbols:
400 reqs.items.add(SYMBOL_ITEMS.get(symbol))
401
402 if panel.HasField("required_door"):
403 door_reqs = self.get_door_open_reqs(panel.required_door)
404 reqs.merge(door_reqs)
405
406 if panel.HasField("required_room"):
407 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.required_room))
408
409 return reqs
410
411 # This gets/calculates the requirements described by the door object. This is most notably used as the requirements
412 # for clearing a location, or opening a door when the door is not shuffled.
413 def get_door_reqs(self, door_id: int) -> AccessRequirements:
414 if door_id not in self.door_reqs:
415 self.door_reqs[door_id] = self.calculate_door_reqs(door_id)
416
417 return self.door_reqs.get(door_id)
418
419 def calculate_door_reqs(self, door_id: int) -> AccessRequirements:
420 door = self.world.static_logic.objects.doors[door_id]
421 reqs = AccessRequirements()
422
423 if not door.HasField("complete_at") or door.complete_at == 0:
424 for proxy in door.panels:
425 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
426 reqs.merge(panel_reqs)
427 elif door.complete_at == 1:
428 disjunction = []
429 for proxy in door.panels:
430 proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
431 if proxy_reqs.is_empty():
432 disjunction.clear()
433 break
434 else:
435 disjunction.append(proxy_reqs)
436 if len(disjunction) > 0:
437 reqs.or_logic.append(disjunction)
438 else:
439 reqs.complete_at = door.complete_at
440 for proxy in door.panels:
441 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
442 reqs.possibilities.append(panel_reqs)
443
444 if door.HasField("control_center_color"):
445 # TODO: Logic for ensuring two CC states aren't needed at once.
446 reqs.rooms.add("Control Center - Main Area")
447 self.add_solution_reqs(reqs, door.control_center_color)
448
449 if door.double_letters:
450 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
451 reqs.rooms.add("The Repetitive - Main Room")
452 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
453 if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
454 reqs.cyans = True
455 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
456 # There shouldn't be any locations that are cyan doors.
457 pass
458
459 for keyholder_uses in door.keyholders:
460 key_name = keyholder_uses.key.upper()
461 if (self.get_letter_behavior(keyholder_uses.key, False) != LetterBehavior.UNLOCKED
462 and key_name not in reqs.letters):
463 reqs.letters[key_name] = 1
464
465 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder]
466 reqs.rooms.add(self.world.static_logic.get_room_region_name(keyholder.room_id))
467
468 for room in door.rooms:
469 reqs.rooms.add(self.world.static_logic.get_room_region_name(room))
470
471 for ending_id in door.endings:
472 ending = self.world.static_logic.objects.endings[ending_id]
473
474 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
475 reqs.items.add("Victory")
476 else:
477 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
478
479 for sub_door_id in door.doors:
480 sub_reqs = self.get_door_open_reqs(sub_door_id)
481 reqs.merge(sub_reqs)
482
483 reqs.simplify()
484
485 return reqs
486
487 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item
488 # that acts as the door's key.
489 def get_door_open_reqs(self, door_id: int) -> AccessRequirements:
490 if door_id in self.item_by_door:
491 reqs = AccessRequirements()
492
493 item_name, amount = self.item_by_door.get(door_id)
494 if amount == 1:
495 reqs.items.add(item_name)
496 else:
497 reqs.progressives[item_name] = amount
498
499 return reqs
500 else:
501 return self.get_door_reqs(door_id)
502
503 def get_letter_behavior(self, letter: str, level2: bool) -> LetterBehavior:
504 if self.world.options.shuffle_letters == ShuffleLetters.option_unlocked:
505 return LetterBehavior.UNLOCKED
506
507 if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla_cyan, ShuffleLetters.option_item_cyan]:
508 if level2:
509 if self.world.options.shuffle_letters == ShuffleLetters.option_vanilla_cyan:
510 return LetterBehavior.VANILLA
511 else:
512 return LetterBehavior.ITEM
513 else:
514 return LetterBehavior.UNLOCKED
515
516 if not level2 and letter in ["h", "i", "n", "t"]:
517 return LetterBehavior.UNLOCKED
518
519 if self.world.options.shuffle_letters == ShuffleLetters.option_progressive:
520 return LetterBehavior.ITEM
521
522 return LetterBehavior.VANILLA
523
524 def add_solution_reqs(self, reqs: AccessRequirements, solution: str):
525 histogram = calculate_letter_histogram(solution)
526
527 for l, a in histogram.items():
528 needed = min(a, 2)
529 level2 = (needed == 2)
530
531 if level2 and self.get_letter_behavior(l.lower(), True) == LetterBehavior.UNLOCKED:
532 needed = 1
533
534 if self.get_letter_behavior(l.lower(), False) == LetterBehavior.UNLOCKED:
535 needed = needed - 1
536
537 if needed > 0:
538 reqs.letters[l] = max(reqs.letters.get(l, 0), needed)