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-rw-r--r--apworld/player_logic.py410
1 files changed, 204 insertions, 206 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 4aa481d..2c3e08b 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,10 +1,12 @@
1from enum import IntEnum, auto 1from enum import IntEnum, auto
2 2
3from Options import OptionError
3from .generated import data_pb2 as data_pb2 4from .generated import data_pb2 as data_pb2
4from .items import SYMBOL_ITEMS 5from .items import SYMBOL_ITEMS
5from typing import TYPE_CHECKING, NamedTuple 6from typing import TYPE_CHECKING, NamedTuple
6 7
7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior 8from .options import ShuffleLetters, CyanDoorBehavior, VictoryCondition, FastTravelAccess
9from .rules import AccessRequirements
8 10
9if TYPE_CHECKING: 11if TYPE_CHECKING:
10 from . import Lingo2World 12 from . import Lingo2World
@@ -20,177 +22,10 @@ def calculate_letter_histogram(solution: str) -> dict[str, int]:
20 return histogram 22 return histogram
21 23
22 24
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
191class PlayerLocation(NamedTuple): 25class PlayerLocation(NamedTuple):
192 code: int | None 26 code: int | None
193 reqs: AccessRequirements 27 reqs: AccessRequirements
28 is_letter: bool = False
194 29
195 30
196class LetterBehavior(IntEnum): 31class LetterBehavior(IntEnum):
@@ -202,6 +37,10 @@ class LetterBehavior(IntEnum):
202class Lingo2PlayerLogic: 37class Lingo2PlayerLogic:
203 world: "Lingo2World" 38 world: "Lingo2World"
204 39
40 shuffled_maps: set[int]
41 shuffled_rooms: set[int]
42 shuffled_doors: set[int]
43
205 locations_by_room: dict[int, list[PlayerLocation]] 44 locations_by_room: dict[int, list[PlayerLocation]]
206 event_loc_item_by_room: dict[int, dict[str, str]] 45 event_loc_item_by_room: dict[int, dict[str, str]]
207 46
@@ -212,11 +51,17 @@ class Lingo2PlayerLogic:
212 door_reqs: dict[int, AccessRequirements] 51 door_reqs: dict[int, AccessRequirements]
213 52
214 real_items: list[str] 53 real_items: list[str]
54 starting_items: list[str]
215 55
216 double_letter_amount: dict[str, int] 56 double_letter_amount: dict[str, int]
57 goal_room_id: int
58 rte_mapping: list[int]
59 custom_mint_ending: str | None
217 60
218 def __init__(self, world: "Lingo2World"): 61 def __init__(self, world: "Lingo2World"):
219 self.world = world 62 self.world = world
63 self.shuffled_rooms = set()
64 self.shuffled_doors = set()
220 self.locations_by_room = {} 65 self.locations_by_room = {}
221 self.event_loc_item_by_room = {} 66 self.event_loc_item_by_room = {}
222 self.item_by_door = {} 67 self.item_by_door = {}
@@ -224,35 +69,141 @@ class Lingo2PlayerLogic:
224 self.proxy_reqs = dict() 69 self.proxy_reqs = dict()
225 self.door_reqs = dict() 70 self.door_reqs = dict()
226 self.real_items = list() 71 self.real_items = list()
72 self.starting_items = list()
227 self.double_letter_amount = dict() 73 self.double_letter_amount = dict()
74 self.custom_mint_ending = None
75
76 def should_shuffle_map(game_map) -> bool | set[int]:
77 if world.options.daedalus_only:
78 return game_map.daedalus_only_mode == data_pb2.DaedalusOnlyMode.DAED_ONLY_ALLOW
79
80 if game_map.type == data_pb2.MapType.NORMAL_MAP:
81 return True
82 elif game_map.type == data_pb2.MapType.ICARUS:
83 return bool(world.options.enable_icarus)
84 elif game_map.type == data_pb2.MapType.GIFT_MAP:
85 if game_map.name == "the_advanced":
86 return "The Advanced" in world.options.enable_gift_maps.value
87 elif game_map.name == "the_charismatic":
88 return "The Charismatic" in world.options.enable_gift_maps.value
89 elif game_map.name == "the_crystalline":
90 return "The Crystalline" in world.options.enable_gift_maps.value
91 elif game_map.name == "the_fuzzy":
92 return "The Fuzzy" in world.options.enable_gift_maps.value
93 elif game_map.name == "the_stellar":
94 return "The Stellar" in world.options.enable_gift_maps.value
95
96 return False
97
98 self.shuffled_maps = set(game_map.id for game_map in world.static_logic.objects.maps
99 if should_shuffle_map(game_map))
100
101 if world.options.daedalus_only:
102 if world.options.victory_condition not in [VictoryCondition.option_orange_ending,
103 VictoryCondition.option_gold_ending]:
104 raise OptionError(f"When Daedalus Only mode is enabled, the victory condition must be Orange Ending or "
105 f"Gold Ending (Player {world.player}).")
106
107 if not world.options.shuffle_worldports:
108 raise OptionError(f"When Daedalus Only mode is enabled, worldport shuffle must also be enabled (Player "
109 f"{world.player}).")
110
111 if world.options.shuffle_letters != ShuffleLetters.option_unlocked:
112 raise OptionError(f"When Daedalus Only mode is enabled, letter shuffle must be set to Unlocked (Player "
113 f"{world.player}).")
114
115 if world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
116 raise OptionError(f"When Daedalus Only mode is enabled, Cyan Door Behavior cannot be set to Collect H2 "
117 f"(Player {world.player}).")
118
119 if not world.options.shuffle_control_center_colors:
120 raise OptionError(f"When Daedalus Only mode is enabled, control center color shuffle must be enabled "
121 f"(Player {world.player}).")
122
123 if world.options.shuffle_symbols and not world.options.keyholder_sanity:
124 raise OptionError(f"When Daedalus Only mode is enabled and symbols are shuffled, keyholdersanity must "
125 f"also be enabled (Player {world.player}).")
126
127 for game_map in world.static_logic.objects.maps:
128 if game_map.daedalus_only_mode == data_pb2.DaedalusOnlyMode.DAED_ONLY_PARTIAL:
129 self.shuffled_rooms.update(set(room.id for room in world.static_logic.objects.rooms
130 if room.map_id == game_map.id and room.daedalus_only_allow))
131 self.shuffled_doors.update(set(door.id for door in world.static_logic.objects.doors
132 if door.map_id == game_map.id and door.daedalus_only_allow))
133
134 if (world.options.restrict_letter_placements
135 and world.options.shuffle_letters == ShuffleLetters.option_progressive
136 and (world.options.shuffle_doors or world.options.shuffle_symbols)):
137 raise OptionError(f"When Restrict Letter Placements is enabled and Shuffle Letters is set to Progressive, "
138 f"both Shuffle Doors and Shuffle Symbols must be disabled (Player {world.player}).")
139
140 if world.options.custom_mint_ending.value != "":
141 self.custom_mint_ending = ''.join(filter(str.isalpha, world.options.custom_mint_ending.value)).lower()
142
143 if len(self.custom_mint_ending) > 52:
144 raise OptionError(f"Custom Mint Ending should not be greater than 52 letters (Player {world.player}).")
145
146 maximum_masteries = 13 + len(world.options.enable_gift_maps.value)
147 if world.options.enable_icarus:
148 maximum_masteries += 1
149
150 if world.options.masteries_requirement > maximum_masteries:
151 world.options.masteries_requirement.value = maximum_masteries
152
153 if "The Fuzzy" in world.options.enable_gift_maps.value:
154 self.real_items.append("Numbers")
155
156 if world.options.shuffle_fast_travel:
157 travelable_maps = [map_id for map_id in self.shuffled_maps
158 if world.static_logic.objects.maps[map_id].HasField("rte_room")]
159 self.rte_mapping = world.random.sample(travelable_maps, 4)
160 else:
161 canonical_rtes = ["the_plaza", "the_gallery", "daedalus", "control_center"]
162 self.rte_mapping = [world.static_logic.map_id_by_name[map_name] for map_name in canonical_rtes
163 if world.static_logic.map_id_by_name[map_name] in self.shuffled_maps]
164
165 if world.options.fast_travel_access == FastTravelAccess.option_items:
166 for rte_map in self.rte_mapping:
167 self.real_items.append(world.static_logic.get_map_rte_item_name(rte_map))
228 168
229 if self.world.options.shuffle_doors: 169 if self.world.options.shuffle_doors:
230 for progressive in world.static_logic.objects.progressives: 170 for progressive in world.static_logic.objects.progressives:
231 for i in range(0, len(progressive.doors)): 171 for i in range(0, len(progressive.doors)):
172 door = world.static_logic.objects.doors[progressive.doors[i]]
173 if not self.should_shuffle_door(door.id):
174 continue
175
232 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) 176 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
233 self.real_items.append(progressive.name) 177 self.real_items.append(progressive.name)
234 178
235 for door_group in world.static_logic.objects.door_groups: 179 for door_group in world.static_logic.objects.door_groups:
236 if door_group.type == data_pb2.DoorGroupType.CONNECTOR: 180 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
237 if not self.world.options.shuffle_doors: 181 if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
238 continue 182 continue
239 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR: 183 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
240 if not self.world.options.shuffle_control_center_colors: 184 if not self.world.options.shuffle_control_center_colors or self.world.options.shuffle_worldports:
241 continue 185 continue
242 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP: 186 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
243 if not self.world.options.shuffle_doors: 187 if (not self.world.options.shuffle_doors and
188 not (door_group.daedalus_only_always_item and self.world.options.daedalus_only)):
244 continue 189 continue
245 else: 190 else:
246 continue 191 continue
247 192
248 for door in door_group.doors: 193 shuffleable_doors = [door_id for door_id in door_group.doors if self.should_shuffle_door(door_id)]
249 self.item_by_door[door] = (door_group.name, 1)
250 194
251 self.real_items.append(door_group.name) 195 if len(shuffleable_doors) > 0:
196 for door in shuffleable_doors:
197 self.item_by_door[door] = (door_group.name, 1)
198
199 self.real_items.append(door_group.name)
252 200
253 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled 201 # 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. 202 # before we calculate any access requirements.
255 for door in world.static_logic.objects.doors: 203 for door in world.static_logic.objects.doors:
204 if not self.should_shuffle_door(door.id):
205 continue
206
256 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 207 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
257 continue 208 continue
258 209
@@ -260,7 +211,8 @@ class Lingo2PlayerLogic:
260 continue 211 continue
261 212
262 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and 213 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
263 not self.world.options.shuffle_doors): 214 not self.world.options.shuffle_doors and
215 not (door.daedalus_only_always_item and self.world.options.daedalus_only)):
264 continue 216 continue
265 217
266 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and 218 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
@@ -281,29 +233,41 @@ class Lingo2PlayerLogic:
281 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS: 233 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
282 continue 234 continue
283 235
284 for door in door_group.doors: 236 shuffleable_doors = [door_id for door_id in door_group.doors
285 if not door in self.item_by_door: 237 if self.should_shuffle_door(door_id) and door_id not in self.item_by_door]
238
239 if len(shuffleable_doors) > 0:
240 for door in shuffleable_doors:
286 self.item_by_door[door] = (door_group.name, 1) 241 self.item_by_door[door] = (door_group.name, 1)
287 242
288 self.real_items.append(door_group.name) 243 self.real_items.append(door_group.name)
289 244
290 for door in world.static_logic.objects.doors: 245 for door in world.static_logic.objects.doors:
246 if not self.should_shuffle_door(door.id):
247 continue
248
291 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 249 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, 250 self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id,
293 self.get_door_reqs(door.id))) 251 self.get_door_reqs(door.id)))
294 252
295 for letter in world.static_logic.objects.letters: 253 for letter in world.static_logic.objects.letters:
296 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id, 254 if not self.should_shuffle_room(letter.room_id):
297 AccessRequirements())) 255 continue
256
298 behavior = self.get_letter_behavior(letter.key, letter.level2) 257 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()
303 258
304 if letter.level2: 259 self.locations_by_room.setdefault(letter.room_id, []).append(
305 event_name = f"{letter_name} (Double Collected)" 260 PlayerLocation(letter.ap_id, AccessRequirements(), behavior == LetterBehavior.ITEM))
261
262 if behavior == LetterBehavior.VANILLA:
263 if not world.for_tracker:
264 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
265 event_name = f"{letter_name} (Collected)"
306 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 266 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
267
268 if letter.level2:
269 event_name = f"{letter_name} (Double Collected)"
270 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
307 elif behavior == LetterBehavior.ITEM: 271 elif behavior == LetterBehavior.ITEM:
308 self.real_items.append(letter.key.upper()) 272 self.real_items.append(letter.key.upper())
309 273
@@ -311,30 +275,42 @@ class Lingo2PlayerLogic:
311 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1 275 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
312 276
313 for mastery in world.static_logic.objects.masteries: 277 for mastery in world.static_logic.objects.masteries:
278 if not self.should_shuffle_room(mastery.room_id):
279 continue
280
314 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id, 281 self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id,
315 AccessRequirements())) 282 AccessRequirements()))
316 283
284 if world.options.masteries_requirement > 0:
285 event_name = f"{world.static_logic.get_room_object_map_name(mastery)} - Mastery (Collected)"
286 self.event_loc_item_by_room.setdefault(mastery.room_id, {})[event_name] = "Mastery"
287
317 for ending in world.static_logic.objects.endings: 288 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 289 if not self.should_shuffle_room(ending.room_id):
319 # condition, since it is necessarily going to be in the postgame. 290 continue
320 if ending.name == "WHITE": 291
321 if self.world.options.victory_condition != VictoryCondition.option_white_ending: 292 # Don't create a location for your selected ending. Also don't create a location for White Ending if it's
322 continue 293 # necessarily in the postgame, i.e. it requires all 12 other endings.
323 else: 294 if world.options.victory_condition.current_key.removesuffix("_ending").upper() != ending.name\
295 and (ending.name != "WHITE" or world.options.endings_requirement < 12):
324 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id, 296 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id,
325 AccessRequirements())) 297 AccessRequirements()))
326 298
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: 299 if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
331 item_name = "Victory" 300 event_name = f"{ending.name.capitalize()} Ending (Goal)"
301 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Victory"
302 self.goal_room_id = ending.room_id
332 303
333 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name 304 if ending.name != "WHITE":
305 event_name = f"{ending.name.capitalize()} Ending (Achieved)"
306 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Ending"
334 307
335 if self.world.options.keyholder_sanity: 308 if self.world.options.keyholder_sanity:
336 for keyholder in world.static_logic.objects.keyholders: 309 for keyholder in world.static_logic.objects.keyholders:
337 if keyholder.HasField("key"): 310 if keyholder.HasField("key"):
311 if not self.should_shuffle_room(keyholder.room_id):
312 continue
313
338 reqs = AccessRequirements() 314 reqs = AccessRequirements()
339 315
340 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED: 316 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
@@ -345,7 +321,10 @@ class Lingo2PlayerLogic:
345 321
346 if self.world.options.shuffle_symbols: 322 if self.world.options.shuffle_symbols:
347 for symbol_name in SYMBOL_ITEMS.values(): 323 for symbol_name in SYMBOL_ITEMS.values():
348 self.real_items.append(symbol_name) 324 if self.world.options.daedalus_only and symbol_name == "Sun Symbol":
325 self.starting_items.append(symbol_name)
326 else:
327 self.real_items.append(symbol_name)
349 328
350 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: 329 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
351 if answer is None: 330 if answer is None:
@@ -442,7 +421,6 @@ class Lingo2PlayerLogic:
442 reqs.possibilities.append(panel_reqs) 421 reqs.possibilities.append(panel_reqs)
443 422
444 if door.HasField("control_center_color"): 423 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") 424 reqs.rooms.add("Control Center - Main Area")
447 self.add_solution_reqs(reqs, door.control_center_color) 425 self.add_solution_reqs(reqs, door.control_center_color)
448 426
@@ -468,13 +446,12 @@ class Lingo2PlayerLogic:
468 for room in door.rooms: 446 for room in door.rooms:
469 reqs.rooms.add(self.world.static_logic.get_room_region_name(room)) 447 reqs.rooms.add(self.world.static_logic.get_room_region_name(room))
470 448
471 for ending_id in door.endings: 449 if door.white_ending:
472 ending = self.world.static_logic.objects.endings[ending_id] 450 if self.world.options.endings_requirement > 0:
451 reqs.progressives["Ending"] = self.world.options.endings_requirement.value
473 452
474 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: 453 if self.world.options.masteries_requirement > 0:
475 reqs.items.add("Victory") 454 reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
476 else:
477 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
478 455
479 for sub_door_id in door.doors: 456 for sub_door_id in door.doors:
480 sub_reqs = self.get_door_open_reqs(sub_door_id) 457 sub_reqs = self.get_door_open_reqs(sub_door_id)
@@ -536,3 +513,24 @@ class Lingo2PlayerLogic:
536 513
537 if needed > 0: 514 if needed > 0:
538 reqs.letters[l] = max(reqs.letters.get(l, 0), needed) 515 reqs.letters[l] = max(reqs.letters.get(l, 0), needed)
516
517 if any(l.isnumeric() for l in solution):
518 reqs.items.add("Numbers")
519
520 def should_shuffle_room(self, room_id: int) -> bool:
521 if room_id in self.shuffled_rooms:
522 return True
523
524 room = self.world.static_logic.objects.rooms[room_id]
525 game_map = self.world.static_logic.objects.maps[room.map_id]
526
527 return game_map.id in self.shuffled_maps
528
529 def should_shuffle_door(self, door_id: int) -> bool:
530 if door_id in self.shuffled_doors:
531 return True
532
533 door = self.world.static_logic.objects.doors[door_id]
534 game_map = self.world.static_logic.objects.maps[door.map_id]
535
536 return game_map.id in self.shuffled_maps