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-rw-r--r--apworld/player_logic.py265
1 files changed, 226 insertions, 39 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 42b36e6..3ee8f38 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -4,7 +4,7 @@ from .generated import data_pb2 as data_pb2
4from .items import SYMBOL_ITEMS 4from .items import SYMBOL_ITEMS
5from typing import TYPE_CHECKING, NamedTuple 5from typing import TYPE_CHECKING, NamedTuple
6 6
7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior 7from .options import ShuffleLetters, CyanDoorBehavior
8 8
9if TYPE_CHECKING: 9if TYPE_CHECKING:
10 from . import Lingo2World 10 from . import Lingo2World
@@ -30,6 +30,11 @@ class AccessRequirements:
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()
35 self.progressives = dict() 40 self.progressives = dict()
@@ -37,6 +42,20 @@ class AccessRequirements:
37 self.letters = dict() 42 self.letters = dict()
38 self.cyans = False 43 self.cyans = False
39 self.or_logic = list() 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
40 59
41 def merge(self, other: "AccessRequirements"): 60 def merge(self, other: "AccessRequirements"):
42 for item in other.items: 61 for item in other.items:
@@ -54,11 +73,99 @@ class AccessRequirements:
54 self.cyans = self.cyans or other.cyans 73 self.cyans = self.cyans or other.cyans
55 74
56 for disjunction in other.or_logic: 75 for disjunction in other.or_logic:
57 self.or_logic.append(disjunction) 76 self.or_logic.append([sub_req.copy() for sub_req in 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 = [sub_req.copy() for sub_req in 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 = [sub_req.copy() for sub_req in other.possibilities]
96 self.or_logic.append([right_req])
97 else:
98 self.complete_at = other.complete_at
99 self.possibilities = [sub_req.copy() for sub_req in other.possibilities]
58 100
59 def is_empty(self) -> bool: 101 def is_empty(self) -> bool:
60 return (len(self.items) == 0 and len(self.progressives) == 0 and len(self.rooms) == 0 and len(self.letters) == 0 102 return (len(self.items) == 0 and len(self.progressives) == 0 and len(self.rooms) == 0 and len(self.letters) == 0
61 and not self.cyans and len(self.or_logic) == 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)
62 169
63 def __repr__(self): 170 def __repr__(self):
64 parts = [] 171 parts = []
@@ -74,7 +181,11 @@ class AccessRequirements:
74 parts.append(f"cyans=True") 181 parts.append(f"cyans=True")
75 if len(self.or_logic) > 0: 182 if len(self.or_logic) > 0:
76 parts.append(f"or_logic={self.or_logic}") 183 parts.append(f"or_logic={self.or_logic}")
77 return f"AccessRequirements({", ".join(parts)})" 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) + ")"
78 189
79 190
80class PlayerLocation(NamedTuple): 191class PlayerLocation(NamedTuple):
@@ -91,6 +202,8 @@ class LetterBehavior(IntEnum):
91class Lingo2PlayerLogic: 202class Lingo2PlayerLogic:
92 world: "Lingo2World" 203 world: "Lingo2World"
93 204
205 shuffled_maps: set[int]
206
94 locations_by_room: dict[int, list[PlayerLocation]] 207 locations_by_room: dict[int, list[PlayerLocation]]
95 event_loc_item_by_room: dict[int, dict[str, str]] 208 event_loc_item_by_room: dict[int, dict[str, str]]
96 209
@@ -103,6 +216,7 @@ class Lingo2PlayerLogic:
103 real_items: list[str] 216 real_items: list[str]
104 217
105 double_letter_amount: dict[str, int] 218 double_letter_amount: dict[str, int]
219 goal_room_id: int
106 220
107 def __init__(self, world: "Lingo2World"): 221 def __init__(self, world: "Lingo2World"):
108 self.world = world 222 self.world = world
@@ -115,18 +229,54 @@ class Lingo2PlayerLogic:
115 self.real_items = list() 229 self.real_items = list()
116 self.double_letter_amount = dict() 230 self.double_letter_amount = dict()
117 231
232 def should_shuffle_map(game_map) -> bool:
233 if game_map.type == data_pb2.MapType.NORMAL_MAP:
234 return True
235 elif game_map.type == data_pb2.MapType.ICARUS:
236 return bool(world.options.enable_icarus)
237 elif game_map.type == data_pb2.MapType.GIFT_MAP:
238 if game_map.name == "the_advanced":
239 return "The Advanced" in world.options.enable_gift_maps.value
240 elif game_map.name == "the_charismatic":
241 return "The Charismatic" in world.options.enable_gift_maps.value
242 elif game_map.name == "the_crystalline":
243 return "The Crystalline" in world.options.enable_gift_maps.value
244 elif game_map.name == "the_fuzzy":
245 return "The Fuzzy" in world.options.enable_gift_maps.value
246 elif game_map.name == "the_stellar":
247 return "The Stellar" in world.options.enable_gift_maps.value
248
249 return False
250
251 self.shuffled_maps = set(game_map.id for game_map in world.static_logic.objects.maps
252 if should_shuffle_map(game_map))
253
254 maximum_masteries = 13 + len(world.options.enable_gift_maps.value)
255 if world.options.enable_icarus:
256 maximum_masteries += 1
257
258 if world.options.masteries_requirement > maximum_masteries:
259 world.options.masteries_requirement.value = maximum_masteries
260
261 if "The Fuzzy" in world.options.enable_gift_maps.value:
262 self.real_items.append("Numbers")
263
118 if self.world.options.shuffle_doors: 264 if self.world.options.shuffle_doors:
119 for progressive in world.static_logic.objects.progressives: 265 for progressive in world.static_logic.objects.progressives:
120 for i in range(0, len(progressive.doors)): 266 for i in range(0, len(progressive.doors)):
267 door = world.static_logic.objects.doors[progressive.doors[i]]
268 if door.map_id not in self.shuffled_maps:
269 continue
270
121 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) 271 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
122 self.real_items.append(progressive.name) 272 self.real_items.append(progressive.name)
123 273
124 for door_group in world.static_logic.objects.door_groups: 274 for door_group in world.static_logic.objects.door_groups:
125 if door_group.type == data_pb2.DoorGroupType.CONNECTOR: 275 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
126 if not self.world.options.shuffle_doors: 276 if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
127 continue 277 continue
128 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR: 278 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
129 if not self.world.options.shuffle_control_center_colors: 279 if not self.world.options.shuffle_control_center_colors or self.world.options.shuffle_worldports:
130 continue 280 continue
131 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP: 281 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
132 if not self.world.options.shuffle_doors: 282 if not self.world.options.shuffle_doors:
@@ -134,14 +284,21 @@ class Lingo2PlayerLogic:
134 else: 284 else:
135 continue 285 continue
136 286
137 for door in door_group.doors: 287 shuffleable_doors = [door_id for door_id in door_group.doors
138 self.item_by_door[door] = (door_group.name, 1) 288 if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps]
289
290 if len(shuffleable_doors) > 0:
291 for door in shuffleable_doors:
292 self.item_by_door[door] = (door_group.name, 1)
139 293
140 self.real_items.append(door_group.name) 294 self.real_items.append(door_group.name)
141 295
142 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled 296 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled
143 # before we calculate any access requirements. 297 # before we calculate any access requirements.
144 for door in world.static_logic.objects.doors: 298 for door in world.static_logic.objects.doors:
299 if door.map_id not in self.shuffled_maps:
300 continue
301
145 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 302 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
146 continue 303 continue
147 304
@@ -156,6 +313,9 @@ class Lingo2PlayerLogic:
156 not self.world.options.shuffle_control_center_colors): 313 not self.world.options.shuffle_control_center_colors):
157 continue 314 continue
158 315
316 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
317 continue
318
159 door_item_name = self.world.static_logic.get_door_item_name(door) 319 door_item_name = self.world.static_logic.get_door_item_name(door)
160 self.item_by_door[door.id] = (door_item_name, 1) 320 self.item_by_door[door.id] = (door_item_name, 1)
161 self.real_items.append(door_item_name) 321 self.real_items.append(door_item_name)
@@ -167,29 +327,40 @@ class Lingo2PlayerLogic:
167 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS: 327 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
168 continue 328 continue
169 329
170 for door in door_group.doors: 330 shuffleable_doors = [door_id for door_id in door_group.doors
171 if not door in self.item_by_door: 331 if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps
332 and door_id not in self.item_by_door]
333
334 if len(shuffleable_doors) > 0:
335 for door in shuffleable_doors:
172 self.item_by_door[door] = (door_group.name, 1) 336 self.item_by_door[door] = (door_group.name, 1)
173 337
174 self.real_items.append(door_group.name) 338 self.real_items.append(door_group.name)
175 339
176 for door in world.static_logic.objects.doors: 340 for door in world.static_logic.objects.doors:
341 if door.map_id not in self.shuffled_maps:
342 continue
343
177 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 344 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
178 self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id, 345 self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id,
179 self.get_door_reqs(door.id))) 346 self.get_door_reqs(door.id)))
180 347
181 for letter in world.static_logic.objects.letters: 348 for letter in world.static_logic.objects.letters:
349 if world.static_logic.get_room_object_map_id(letter) not in self.shuffled_maps:
350 continue
351
182 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id, 352 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id,
183 AccessRequirements())) 353 AccessRequirements()))
184 behavior = self.get_letter_behavior(letter.key, letter.level2) 354 behavior = self.get_letter_behavior(letter.key, letter.level2)
185 if behavior == LetterBehavior.VANILLA: 355 if behavior == LetterBehavior.VANILLA:
186 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 356 if not world.for_tracker:
187 event_name = f"{letter_name} (Collected)" 357 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
188 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 358 event_name = f"{letter_name} (Collected)"
189
190 if letter.level2:
191 event_name = f"{letter_name} (Double Collected)"
192 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 359 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
360
361 if letter.level2:
362 event_name = f"{letter_name} (Double Collected)"
363 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
193 elif behavior == LetterBehavior.ITEM: 364 elif behavior == LetterBehavior.ITEM:
194 self.real_items.append(letter.key.upper()) 365 self.real_items.append(letter.key.upper())
195 366
@@ -197,30 +368,42 @@ class Lingo2PlayerLogic:
197 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1 368 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
198 369
199 for mastery in world.static_logic.objects.masteries: 370 for mastery in world.static_logic.objects.masteries:
371 if world.static_logic.get_room_object_map_id(mastery) not in self.shuffled_maps:
372 continue
373
200 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id, 374 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id,
201 AccessRequirements())) 375 AccessRequirements()))
202 376
377 if world.options.masteries_requirement > 0:
378 event_name = f"{world.static_logic.get_room_object_map_name(mastery)} - Mastery (Collected)"
379 self.event_loc_item_by_room.setdefault(mastery.room_id, {})[event_name] = "Mastery"
380
203 for ending in world.static_logic.objects.endings: 381 for ending in world.static_logic.objects.endings:
204 # Don't ever create a location for White Ending. Don't even make an event for it if it's not the victory 382 if world.static_logic.get_room_object_map_id(ending) not in self.shuffled_maps:
205 # condition, since it is necessarily going to be in the postgame. 383 continue
206 if ending.name == "WHITE": 384
207 if self.world.options.victory_condition != VictoryCondition.option_white_ending: 385 # Don't create a location for your selected ending. Also don't create a location for White Ending if it's
208 continue 386 # necessarily in the postgame, i.e. it requires all 12 other endings.
209 else: 387 if world.options.victory_condition.current_key.removesuffix("_ending").upper() != ending.name\
388 and (ending.name != "WHITE" or world.options.endings_requirement < 12):
210 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id, 389 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id,
211 AccessRequirements())) 390 AccessRequirements()))
212 391
213 event_name = f"{ending.name.capitalize()} Ending (Achieved)"
214 item_name = event_name
215
216 if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: 392 if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
217 item_name = "Victory" 393 event_name = f"{ending.name.capitalize()} Ending (Goal)"
394 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Victory"
395 self.goal_room_id = ending.room_id
218 396
219 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name 397 if ending.name != "WHITE":
398 event_name = f"{ending.name.capitalize()} Ending (Achieved)"
399 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Ending"
220 400
221 if self.world.options.keyholder_sanity: 401 if self.world.options.keyholder_sanity:
222 for keyholder in world.static_logic.objects.keyholders: 402 for keyholder in world.static_logic.objects.keyholders:
223 if keyholder.HasField("key"): 403 if keyholder.HasField("key"):
404 if world.static_logic.get_room_object_map_id(keyholder) not in self.shuffled_maps:
405 continue
406
224 reqs = AccessRequirements() 407 reqs = AccessRequirements()
225 408
226 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED: 409 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
@@ -306,7 +489,6 @@ class Lingo2PlayerLogic:
306 door = self.world.static_logic.objects.doors[door_id] 489 door = self.world.static_logic.objects.doors[door_id]
307 reqs = AccessRequirements() 490 reqs = AccessRequirements()
308 491
309 # TODO: lavender_cubes, endings
310 if not door.HasField("complete_at") or door.complete_at == 0: 492 if not door.HasField("complete_at") or door.complete_at == 0:
311 for proxy in door.panels: 493 for proxy in door.panels:
312 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) 494 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
@@ -323,11 +505,12 @@ class Lingo2PlayerLogic:
323 if len(disjunction) > 0: 505 if len(disjunction) > 0:
324 reqs.or_logic.append(disjunction) 506 reqs.or_logic.append(disjunction)
325 else: 507 else:
326 # TODO: Handle complete_at > 1 508 reqs.complete_at = door.complete_at
327 pass 509 for proxy in door.panels:
510 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
511 reqs.possibilities.append(panel_reqs)
328 512
329 if door.HasField("control_center_color"): 513 if door.HasField("control_center_color"):
330 # TODO: Logic for ensuring two CC states aren't needed at once.
331 reqs.rooms.add("Control Center - Main Area") 514 reqs.rooms.add("Control Center - Main Area")
332 self.add_solution_reqs(reqs, door.control_center_color) 515 self.add_solution_reqs(reqs, door.control_center_color)
333 516
@@ -353,18 +536,19 @@ class Lingo2PlayerLogic:
353 for room in door.rooms: 536 for room in door.rooms:
354 reqs.rooms.add(self.world.static_logic.get_room_region_name(room)) 537 reqs.rooms.add(self.world.static_logic.get_room_region_name(room))
355 538
356 for ending_id in door.endings: 539 if door.white_ending:
357 ending = self.world.static_logic.objects.endings[ending_id] 540 if self.world.options.endings_requirement > 0:
541 reqs.progressives["Ending"] = self.world.options.endings_requirement.value
358 542
359 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: 543 if self.world.options.masteries_requirement > 0:
360 reqs.items.add("Victory") 544 reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
361 else:
362 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
363 545
364 for sub_door_id in door.doors: 546 for sub_door_id in door.doors:
365 sub_reqs = self.get_door_open_reqs(sub_door_id) 547 sub_reqs = self.get_door_open_reqs(sub_door_id)
366 reqs.merge(sub_reqs) 548 reqs.merge(sub_reqs)
367 549
550 reqs.simplify()
551
368 return reqs 552 return reqs
369 553
370 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item 554 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item
@@ -419,3 +603,6 @@ class Lingo2PlayerLogic:
419 603
420 if needed > 0: 604 if needed > 0:
421 reqs.letters[l] = max(reqs.letters.get(l, 0), needed) 605 reqs.letters[l] = max(reqs.letters.get(l, 0), needed)
606
607 if any(l.isnumeric() for l in solution):
608 reqs.items.add("Numbers")