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-rw-r--r--apworld/player_logic.py167
1 files changed, 130 insertions, 37 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index ce6ae24..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
@@ -73,7 +73,7 @@ class AccessRequirements:
73 self.cyans = self.cyans or other.cyans 73 self.cyans = self.cyans or other.cyans
74 74
75 for disjunction in other.or_logic: 75 for disjunction in other.or_logic:
76 self.or_logic.append(disjunction) 76 self.or_logic.append([sub_req.copy() for sub_req in disjunction])
77 77
78 if other.complete_at is not None: 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 79 # Merging multiple requirements that use complete_at sucks, and is part of why we want to minimize use of
@@ -84,7 +84,7 @@ class AccessRequirements:
84 84
85 left_req = AccessRequirements() 85 left_req = AccessRequirements()
86 left_req.complete_at = self.complete_at 86 left_req.complete_at = self.complete_at
87 left_req.possibilities = self.possibilities 87 left_req.possibilities = [sub_req.copy() for sub_req in self.possibilities]
88 self.or_logic.append([left_req]) 88 self.or_logic.append([left_req])
89 89
90 self.complete_at = None 90 self.complete_at = None
@@ -92,11 +92,11 @@ class AccessRequirements:
92 92
93 right_req = AccessRequirements() 93 right_req = AccessRequirements()
94 right_req.complete_at = other.complete_at 94 right_req.complete_at = other.complete_at
95 right_req.possibilities = other.possibilities 95 right_req.possibilities = [sub_req.copy() for sub_req in other.possibilities]
96 self.or_logic.append([right_req]) 96 self.or_logic.append([right_req])
97 else: 97 else:
98 self.complete_at = other.complete_at 98 self.complete_at = other.complete_at
99 self.possibilities = other.possibilities 99 self.possibilities = [sub_req.copy() for sub_req in other.possibilities]
100 100
101 def is_empty(self) -> bool: 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) == 0 102 return (len(self.items) == 0 and len(self.progressives) == 0 and len(self.rooms) == 0 and len(self.letters) == 0
@@ -144,6 +144,29 @@ class AccessRequirements:
144 if resimplify: 144 if resimplify:
145 self.simplify() 145 self.simplify()
146 146
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
147 def __repr__(self): 170 def __repr__(self):
148 parts = [] 171 parts = []
149 if len(self.items) > 0: 172 if len(self.items) > 0:
@@ -179,6 +202,8 @@ class LetterBehavior(IntEnum):
179class Lingo2PlayerLogic: 202class Lingo2PlayerLogic:
180 world: "Lingo2World" 203 world: "Lingo2World"
181 204
205 shuffled_maps: set[int]
206
182 locations_by_room: dict[int, list[PlayerLocation]] 207 locations_by_room: dict[int, list[PlayerLocation]]
183 event_loc_item_by_room: dict[int, dict[str, str]] 208 event_loc_item_by_room: dict[int, dict[str, str]]
184 209
@@ -191,6 +216,7 @@ class Lingo2PlayerLogic:
191 real_items: list[str] 216 real_items: list[str]
192 217
193 double_letter_amount: dict[str, int] 218 double_letter_amount: dict[str, int]
219 goal_room_id: int
194 220
195 def __init__(self, world: "Lingo2World"): 221 def __init__(self, world: "Lingo2World"):
196 self.world = world 222 self.world = world
@@ -203,18 +229,54 @@ class Lingo2PlayerLogic:
203 self.real_items = list() 229 self.real_items = list()
204 self.double_letter_amount = dict() 230 self.double_letter_amount = dict()
205 231
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
206 if self.world.options.shuffle_doors: 264 if self.world.options.shuffle_doors:
207 for progressive in world.static_logic.objects.progressives: 265 for progressive in world.static_logic.objects.progressives:
208 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
209 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) 271 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
210 self.real_items.append(progressive.name) 272 self.real_items.append(progressive.name)
211 273
212 for door_group in world.static_logic.objects.door_groups: 274 for door_group in world.static_logic.objects.door_groups:
213 if door_group.type == data_pb2.DoorGroupType.CONNECTOR: 275 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
214 if not self.world.options.shuffle_doors: 276 if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
215 continue 277 continue
216 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR: 278 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
217 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:
218 continue 280 continue
219 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP: 281 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
220 if not self.world.options.shuffle_doors: 282 if not self.world.options.shuffle_doors:
@@ -222,14 +284,21 @@ class Lingo2PlayerLogic:
222 else: 284 else:
223 continue 285 continue
224 286
225 for door in door_group.doors: 287 shuffleable_doors = [door_id for door_id in door_group.doors
226 self.item_by_door[door] = (door_group.name, 1) 288 if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps]
227 289
228 self.real_items.append(door_group.name) 290 if len(shuffleable_doors) > 0:
291 for door in shuffleable_doors:
292 self.item_by_door[door] = (door_group.name, 1)
293
294 self.real_items.append(door_group.name)
229 295
230 # 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
231 # before we calculate any access requirements. 297 # before we calculate any access requirements.
232 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
233 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]:
234 continue 303 continue
235 304
@@ -258,29 +327,40 @@ class Lingo2PlayerLogic:
258 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS: 327 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
259 continue 328 continue
260 329
261 for door in door_group.doors: 330 shuffleable_doors = [door_id for door_id in door_group.doors
262 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:
263 self.item_by_door[door] = (door_group.name, 1) 336 self.item_by_door[door] = (door_group.name, 1)
264 337
265 self.real_items.append(door_group.name) 338 self.real_items.append(door_group.name)
266 339
267 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
268 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]:
269 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,
270 self.get_door_reqs(door.id))) 346 self.get_door_reqs(door.id)))
271 347
272 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
273 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,
274 AccessRequirements())) 353 AccessRequirements()))
275 behavior = self.get_letter_behavior(letter.key, letter.level2) 354 behavior = self.get_letter_behavior(letter.key, letter.level2)
276 if behavior == LetterBehavior.VANILLA: 355 if behavior == LetterBehavior.VANILLA:
277 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 356 if not world.for_tracker:
278 event_name = f"{letter_name} (Collected)" 357 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
279 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 358 event_name = f"{letter_name} (Collected)"
280
281 if letter.level2:
282 event_name = f"{letter_name} (Double Collected)"
283 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()
284 elif behavior == LetterBehavior.ITEM: 364 elif behavior == LetterBehavior.ITEM:
285 self.real_items.append(letter.key.upper()) 365 self.real_items.append(letter.key.upper())
286 366
@@ -288,30 +368,42 @@ class Lingo2PlayerLogic:
288 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
289 369
290 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
291 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,
292 AccessRequirements())) 375 AccessRequirements()))
293 376
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
294 for ending in world.static_logic.objects.endings: 381 for ending in world.static_logic.objects.endings:
295 # 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:
296 # condition, since it is necessarily going to be in the postgame. 383 continue
297 if ending.name == "WHITE": 384
298 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
299 continue 386 # necessarily in the postgame, i.e. it requires all 12 other endings.
300 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):
301 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,
302 AccessRequirements())) 390 AccessRequirements()))
303 391
304 event_name = f"{ending.name.capitalize()} Ending (Achieved)"
305 item_name = event_name
306
307 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:
308 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
309 396
310 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"
311 400
312 if self.world.options.keyholder_sanity: 401 if self.world.options.keyholder_sanity:
313 for keyholder in world.static_logic.objects.keyholders: 402 for keyholder in world.static_logic.objects.keyholders:
314 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
315 reqs = AccessRequirements() 407 reqs = AccessRequirements()
316 408
317 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED: 409 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
@@ -419,7 +511,6 @@ class Lingo2PlayerLogic:
419 reqs.possibilities.append(panel_reqs) 511 reqs.possibilities.append(panel_reqs)
420 512
421 if door.HasField("control_center_color"): 513 if door.HasField("control_center_color"):
422 # TODO: Logic for ensuring two CC states aren't needed at once.
423 reqs.rooms.add("Control Center - Main Area") 514 reqs.rooms.add("Control Center - Main Area")
424 self.add_solution_reqs(reqs, door.control_center_color) 515 self.add_solution_reqs(reqs, door.control_center_color)
425 516
@@ -445,13 +536,12 @@ class Lingo2PlayerLogic:
445 for room in door.rooms: 536 for room in door.rooms:
446 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))
447 538
448 for ending_id in door.endings: 539 if door.white_ending:
449 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
450 542
451 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: 543 if self.world.options.masteries_requirement > 0:
452 reqs.items.add("Victory") 544 reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
453 else:
454 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
455 545
456 for sub_door_id in door.doors: 546 for sub_door_id in door.doors:
457 sub_reqs = self.get_door_open_reqs(sub_door_id) 547 sub_reqs = self.get_door_open_reqs(sub_door_id)
@@ -513,3 +603,6 @@ class Lingo2PlayerLogic:
513 603
514 if needed > 0: 604 if needed > 0:
515 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")