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-rw-r--r--apworld/player_logic.py477
1 files changed, 383 insertions, 94 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 6feef99..2c3e08b 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,6 +1,13 @@
1from enum import IntEnum, auto
2
3from Options import OptionError
1from .generated import data_pb2 as data_pb2 4from .generated import data_pb2 as data_pb2
5from .items import SYMBOL_ITEMS
2from typing import TYPE_CHECKING, NamedTuple 6from typing import TYPE_CHECKING, NamedTuple
3 7
8from .options import ShuffleLetters, CyanDoorBehavior, VictoryCondition, FastTravelAccess
9from .rules import AccessRequirements
10
4if TYPE_CHECKING: 11if TYPE_CHECKING:
5 from . import Lingo2World 12 from . import Lingo2World
6 13
@@ -12,87 +19,49 @@ def calculate_letter_histogram(solution: str) -> dict[str, int]:
12 real_l = l.upper() 19 real_l = l.upper()
13 histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2) 20 histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2)
14 21
15 for free_letter in "HINT":
16 if histogram.get(free_letter, 0) == 1:
17 del histogram[free_letter]
18
19 return histogram 22 return histogram
20 23
21 24
22class AccessRequirements:
23 items: set[str]
24 rooms: set[str]
25 symbols: set[str]
26 letters: dict[str, int]
27
28 # This is an AND of ORs.
29 or_logic: list[list["AccessRequirements"]]
30
31 def __init__(self):
32 self.items = set()
33 self.rooms = set()
34 self.symbols = set()
35 self.letters = dict()
36 self.or_logic = list()
37
38 def add_solution(self, solution: str):
39 histogram = calculate_letter_histogram(solution)
40
41 for l, a in histogram.items():
42 self.letters[l] = max(self.letters.get(l, 0), histogram.get(l))
43
44 def merge(self, other: "AccessRequirements"):
45 for item in other.items:
46 self.items.add(item)
47
48 for room in other.rooms:
49 self.rooms.add(room)
50
51 for symbol in other.symbols:
52 self.symbols.add(symbol)
53
54 for letter, level in other.letters.items():
55 self.letters[letter] = max(self.letters.get(letter, 0), level)
56
57 for disjunction in other.or_logic:
58 self.or_logic.append(disjunction)
59
60 def __repr__(self):
61 parts = []
62 if len(self.items) > 0:
63 parts.append(f"items={self.items}")
64 if len(self.rooms) > 0:
65 parts.append(f"rooms={self.rooms}")
66 if len(self.symbols) > 0:
67 parts.append(f"symbols={self.symbols}")
68 if len(self.letters) > 0:
69 parts.append(f"letters={self.letters}")
70 if len(self.or_logic) > 0:
71 parts.append(f"or_logic={self.or_logic}")
72 return f"AccessRequirements({", ".join(parts)})"
73
74
75class PlayerLocation(NamedTuple): 25class PlayerLocation(NamedTuple):
76 code: int | None 26 code: int | None
77 reqs: AccessRequirements 27 reqs: AccessRequirements
28 is_letter: bool = False
29
30
31class LetterBehavior(IntEnum):
32 VANILLA = auto()
33 ITEM = auto()
34 UNLOCKED = auto()
78 35
79 36
80class Lingo2PlayerLogic: 37class Lingo2PlayerLogic:
81 world: "Lingo2World" 38 world: "Lingo2World"
82 39
40 shuffled_maps: set[int]
41 shuffled_rooms: set[int]
42 shuffled_doors: set[int]
43
83 locations_by_room: dict[int, list[PlayerLocation]] 44 locations_by_room: dict[int, list[PlayerLocation]]
84 event_loc_item_by_room: dict[int, dict[str, str]] 45 event_loc_item_by_room: dict[int, dict[str, str]]
85 46
86 item_by_door: dict[int, str] 47 item_by_door: dict[int, tuple[str, int]]
87 48
88 panel_reqs: dict[int, AccessRequirements] 49 panel_reqs: dict[int, AccessRequirements]
89 proxy_reqs: dict[int, dict[str, AccessRequirements]] 50 proxy_reqs: dict[int, dict[str, AccessRequirements]]
90 door_reqs: dict[int, AccessRequirements] 51 door_reqs: dict[int, AccessRequirements]
91 52
92 real_items: list[str] 53 real_items: list[str]
54 starting_items: list[str]
55
56 double_letter_amount: dict[str, int]
57 goal_room_id: int
58 rte_mapping: list[int]
59 custom_mint_ending: str | None
93 60
94 def __init__(self, world: "Lingo2World"): 61 def __init__(self, world: "Lingo2World"):
95 self.world = world 62 self.world = world
63 self.shuffled_rooms = set()
64 self.shuffled_doors = set()
96 self.locations_by_room = {} 65 self.locations_by_room = {}
97 self.event_loc_item_by_room = {} 66 self.event_loc_item_by_room = {}
98 self.item_by_door = {} 67 self.item_by_door = {}
@@ -100,47 +69,262 @@ class Lingo2PlayerLogic:
100 self.proxy_reqs = dict() 69 self.proxy_reqs = dict()
101 self.door_reqs = dict() 70 self.door_reqs = dict()
102 self.real_items = list() 71 self.real_items = list()
72 self.starting_items = list()
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))
168
169 if self.world.options.shuffle_doors:
170 for progressive in world.static_logic.objects.progressives:
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
176 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
177 self.real_items.append(progressive.name)
178
179 for door_group in world.static_logic.objects.door_groups:
180 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
181 if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
182 continue
183 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
184 if not self.world.options.shuffle_control_center_colors or self.world.options.shuffle_worldports:
185 continue
186 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
187 if (not self.world.options.shuffle_doors and
188 not (door_group.daedalus_only_always_item and self.world.options.daedalus_only)):
189 continue
190 else:
191 continue
192
193 shuffleable_doors = [door_id for door_id in door_group.doors if self.should_shuffle_door(door_id)]
194
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)
103 200
104 # 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
105 # before we calculate any access requirements. 202 # before we calculate any access requirements.
106 for door in world.static_logic.objects.doors: 203 for door in world.static_logic.objects.doors:
107 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and self.world.options.shuffle_doors: 204 if not self.should_shuffle_door(door.id):
108 door_item_name = self.world.static_logic.get_door_item_name(door.id) 205 continue
109 self.item_by_door[door.id] = door_item_name 206
110 self.real_items.append(door_item_name) 207 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
208 continue
209
210 if door.id in self.item_by_door:
211 continue
212
213 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
214 not self.world.options.shuffle_doors and
215 not (door.daedalus_only_always_item and self.world.options.daedalus_only)):
216 continue
217
218 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
219 not self.world.options.shuffle_control_center_colors):
220 continue
221
222 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
223 continue
224
225 door_item_name = self.world.static_logic.get_door_item_name(door)
226 self.item_by_door[door.id] = (door_item_name, 1)
227 self.real_items.append(door_item_name)
228
229 # We handle cyan_door_behavior = Item after door shuffle, because cyan doors that are impacted by door shuffle
230 # should be exempt from cyan_door_behavior.
231 if world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
232 for door_group in world.static_logic.objects.door_groups:
233 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
234 continue
235
236 shuffleable_doors = [door_id for door_id in door_group.doors
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:
241 self.item_by_door[door] = (door_group.name, 1)
242
243 self.real_items.append(door_group.name)
111 244
112 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
113 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]:
114 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,
115 self.get_door_reqs(door.id))) 251 self.get_door_reqs(door.id)))
116 252
117 for letter in world.static_logic.objects.letters: 253 for letter in world.static_logic.objects.letters:
118 self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id, 254 if not self.should_shuffle_room(letter.room_id):
119 AccessRequirements())) 255 continue
256
257 behavior = self.get_letter_behavior(letter.key, letter.level2)
258
259 self.locations_by_room.setdefault(letter.room_id, []).append(
260 PlayerLocation(letter.ap_id, AccessRequirements(), behavior == LetterBehavior.ITEM))
120 261
121 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 262 if behavior == LetterBehavior.VANILLA:
122 event_name = f"{letter_name} (Collected)" 263 if not world.for_tracker:
123 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 264 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
265 event_name = f"{letter_name} (Collected)"
266 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
124 267
125 if letter.level2: 268 if letter.level2:
126 event_name = f"{letter_name} (Double Collected)" 269 event_name = f"{letter_name} (Double Collected)"
127 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 270 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper()
271 elif behavior == LetterBehavior.ITEM:
272 self.real_items.append(letter.key.upper())
273
274 if behavior != LetterBehavior.UNLOCKED:
275 self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
128 276
129 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
130 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,
131 AccessRequirements())) 282 AccessRequirements()))
132 283
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
133 for ending in world.static_logic.objects.endings: 288 for ending in world.static_logic.objects.endings:
134 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id, 289 if not self.should_shuffle_room(ending.room_id):
135 AccessRequirements())) 290 continue
136 291
137 event_name = f"{ending.name.capitalize()} Ending (Achieved)" 292 # Don't create a location for your selected ending. Also don't create a location for White Ending if it's
138 item_name = event_name 293 # necessarily in the postgame, i.e. it requires all 12 other endings.
294 if world.options.victory_condition.current_key.removesuffix("_ending").upper() != ending.name\
295 and (ending.name != "WHITE" or world.options.endings_requirement < 12):
296 self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id,
297 AccessRequirements()))
139 298
140 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:
141 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
303
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"
307
308 if self.world.options.keyholder_sanity:
309 for keyholder in world.static_logic.objects.keyholders:
310 if keyholder.HasField("key"):
311 if not self.should_shuffle_room(keyholder.room_id):
312 continue
142 313
143 self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name 314 reqs = AccessRequirements()
315
316 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
317 reqs.letters[keyholder.key.upper()] = 1
318
319 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
320 reqs))
321
322 if self.world.options.shuffle_symbols:
323 for symbol_name in SYMBOL_ITEMS.values():
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)
144 328
145 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:
146 if answer is None: 330 if answer is None:
@@ -161,28 +345,38 @@ class Lingo2PlayerLogic:
161 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id)) 345 reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id))
162 346
163 if answer is not None: 347 if answer is not None:
164 reqs.add_solution(answer) 348 self.add_solution_reqs(reqs, answer)
165 elif len(panel.proxies) > 0: 349 elif len(panel.proxies) > 0:
166 possibilities = [] 350 possibilities = []
351 already_filled = False
167 352
168 for proxy in panel.proxies: 353 for proxy in panel.proxies:
169 proxy_reqs = AccessRequirements() 354 proxy_reqs = AccessRequirements()
170 proxy_reqs.add_solution(proxy.answer) 355 self.add_solution_reqs(proxy_reqs, proxy.answer)
171 356
172 possibilities.append(proxy_reqs) 357 if not proxy_reqs.is_empty():
358 possibilities.append(proxy_reqs)
359 else:
360 already_filled = True
361 break
173 362
174 if not any(proxy.answer == panel.answer for proxy in panel.proxies): 363 if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
175 proxy_reqs = AccessRequirements() 364 proxy_reqs = AccessRequirements()
176 proxy_reqs.add_solution(panel.answer) 365 self.add_solution_reqs(proxy_reqs, panel.answer)
177 366
178 possibilities.append(proxy_reqs) 367 if not proxy_reqs.is_empty():
368 possibilities.append(proxy_reqs)
369 else:
370 already_filled = True
179 371
180 reqs.or_logic.append(possibilities) 372 if not already_filled:
373 reqs.or_logic.append(possibilities)
181 else: 374 else:
182 reqs.add_solution(panel.answer) 375 self.add_solution_reqs(reqs, panel.answer)
183 376
184 for symbol in panel.symbols: 377 if self.world.options.shuffle_symbols:
185 reqs.symbols.add(symbol) 378 for symbol in panel.symbols:
379 reqs.items.add(SYMBOL_ITEMS.get(symbol))
186 380
187 if panel.HasField("required_door"): 381 if panel.HasField("required_door"):
188 door_reqs = self.get_door_open_reqs(panel.required_door) 382 door_reqs = self.get_door_open_reqs(panel.required_door)
@@ -205,22 +399,45 @@ class Lingo2PlayerLogic:
205 door = self.world.static_logic.objects.doors[door_id] 399 door = self.world.static_logic.objects.doors[door_id]
206 reqs = AccessRequirements() 400 reqs = AccessRequirements()
207 401
208 # TODO: control_center_color, switches
209 if not door.HasField("complete_at") or door.complete_at == 0: 402 if not door.HasField("complete_at") or door.complete_at == 0:
210 for proxy in door.panels: 403 for proxy in door.panels:
211 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) 404 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
212 reqs.merge(panel_reqs) 405 reqs.merge(panel_reqs)
213 elif door.complete_at == 1: 406 elif door.complete_at == 1:
214 reqs.or_logic.append([self.get_panel_reqs(proxy.panel, 407 disjunction = []
215 proxy.answer if proxy.HasField("answer") else None) 408 for proxy in door.panels:
216 for proxy in door.panels]) 409 proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
410 if proxy_reqs.is_empty():
411 disjunction.clear()
412 break
413 else:
414 disjunction.append(proxy_reqs)
415 if len(disjunction) > 0:
416 reqs.or_logic.append(disjunction)
217 else: 417 else:
218 # TODO: Handle complete_at > 1 418 reqs.complete_at = door.complete_at
219 pass 419 for proxy in door.panels:
420 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
421 reqs.possibilities.append(panel_reqs)
422
423 if door.HasField("control_center_color"):
424 reqs.rooms.add("Control Center - Main Area")
425 self.add_solution_reqs(reqs, door.control_center_color)
426
427 if door.double_letters:
428 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
429 reqs.rooms.add("The Repetitive - Main Room")
430 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
431 if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
432 reqs.cyans = True
433 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
434 # There shouldn't be any locations that are cyan doors.
435 pass
220 436
221 for keyholder_uses in door.keyholders: 437 for keyholder_uses in door.keyholders:
222 key_name = keyholder_uses.key.upper() 438 key_name = keyholder_uses.key.upper()
223 if key_name not in reqs.letters: 439 if (self.get_letter_behavior(keyholder_uses.key, False) != LetterBehavior.UNLOCKED
440 and key_name not in reqs.letters):
224 reqs.letters[key_name] = 1 441 reqs.letters[key_name] = 1
225 442
226 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder] 443 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder]
@@ -229,10 +446,19 @@ class Lingo2PlayerLogic:
229 for room in door.rooms: 446 for room in door.rooms:
230 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))
231 448
449 if door.white_ending:
450 if self.world.options.endings_requirement > 0:
451 reqs.progressives["Ending"] = self.world.options.endings_requirement.value
452
453 if self.world.options.masteries_requirement > 0:
454 reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
455
232 for sub_door_id in door.doors: 456 for sub_door_id in door.doors:
233 sub_reqs = self.get_door_open_reqs(sub_door_id) 457 sub_reqs = self.get_door_open_reqs(sub_door_id)
234 reqs.merge(sub_reqs) 458 reqs.merge(sub_reqs)
235 459
460 reqs.simplify()
461
236 return reqs 462 return reqs
237 463
238 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item 464 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item
@@ -240,8 +466,71 @@ class Lingo2PlayerLogic:
240 def get_door_open_reqs(self, door_id: int) -> AccessRequirements: 466 def get_door_open_reqs(self, door_id: int) -> AccessRequirements:
241 if door_id in self.item_by_door: 467 if door_id in self.item_by_door:
242 reqs = AccessRequirements() 468 reqs = AccessRequirements()
243 reqs.items.add(self.item_by_door.get(door_id)) 469
470 item_name, amount = self.item_by_door.get(door_id)
471 if amount == 1:
472 reqs.items.add(item_name)
473 else:
474 reqs.progressives[item_name] = amount
244 475
245 return reqs 476 return reqs
246 else: 477 else:
247 return self.get_door_reqs(door_id) 478 return self.get_door_reqs(door_id)
479
480 def get_letter_behavior(self, letter: str, level2: bool) -> LetterBehavior:
481 if self.world.options.shuffle_letters == ShuffleLetters.option_unlocked:
482 return LetterBehavior.UNLOCKED
483
484 if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla_cyan, ShuffleLetters.option_item_cyan]:
485 if level2:
486 if self.world.options.shuffle_letters == ShuffleLetters.option_vanilla_cyan:
487 return LetterBehavior.VANILLA
488 else:
489 return LetterBehavior.ITEM
490 else:
491 return LetterBehavior.UNLOCKED
492
493 if not level2 and letter in ["h", "i", "n", "t"]:
494 return LetterBehavior.UNLOCKED
495
496 if self.world.options.shuffle_letters == ShuffleLetters.option_progressive:
497 return LetterBehavior.ITEM
498
499 return LetterBehavior.VANILLA
500
501 def add_solution_reqs(self, reqs: AccessRequirements, solution: str):
502 histogram = calculate_letter_histogram(solution)
503
504 for l, a in histogram.items():
505 needed = min(a, 2)
506 level2 = (needed == 2)
507
508 if level2 and self.get_letter_behavior(l.lower(), True) == LetterBehavior.UNLOCKED:
509 needed = 1
510
511 if self.get_letter_behavior(l.lower(), False) == LetterBehavior.UNLOCKED:
512 needed = needed - 1
513
514 if needed > 0:
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