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-rw-r--r--apworld/player_logic.py144
1 files changed, 107 insertions, 37 deletions
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 4aa481d..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
@@ -202,6 +202,8 @@ class LetterBehavior(IntEnum):
202class Lingo2PlayerLogic: 202class Lingo2PlayerLogic:
203 world: "Lingo2World" 203 world: "Lingo2World"
204 204
205 shuffled_maps: set[int]
206
205 locations_by_room: dict[int, list[PlayerLocation]] 207 locations_by_room: dict[int, list[PlayerLocation]]
206 event_loc_item_by_room: dict[int, dict[str, str]] 208 event_loc_item_by_room: dict[int, dict[str, str]]
207 209
@@ -214,6 +216,7 @@ class Lingo2PlayerLogic:
214 real_items: list[str] 216 real_items: list[str]
215 217
216 double_letter_amount: dict[str, int] 218 double_letter_amount: dict[str, int]
219 goal_room_id: int
217 220
218 def __init__(self, world: "Lingo2World"): 221 def __init__(self, world: "Lingo2World"):
219 self.world = world 222 self.world = world
@@ -226,18 +229,54 @@ class Lingo2PlayerLogic:
226 self.real_items = list() 229 self.real_items = list()
227 self.double_letter_amount = dict() 230 self.double_letter_amount = dict()
228 231
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
229 if self.world.options.shuffle_doors: 264 if self.world.options.shuffle_doors:
230 for progressive in world.static_logic.objects.progressives: 265 for progressive in world.static_logic.objects.progressives:
231 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
232 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) 271 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
233 self.real_items.append(progressive.name) 272 self.real_items.append(progressive.name)
234 273
235 for door_group in world.static_logic.objects.door_groups: 274 for door_group in world.static_logic.objects.door_groups:
236 if door_group.type == data_pb2.DoorGroupType.CONNECTOR: 275 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
237 if not self.world.options.shuffle_doors: 276 if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
238 continue 277 continue
239 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR: 278 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
240 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:
241 continue 280 continue
242 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP: 281 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
243 if not self.world.options.shuffle_doors: 282 if not self.world.options.shuffle_doors:
@@ -245,14 +284,21 @@ class Lingo2PlayerLogic:
245 else: 284 else:
246 continue 285 continue
247 286
248 for door in door_group.doors: 287 shuffleable_doors = [door_id for door_id in door_group.doors
249 self.item_by_door[door] = (door_group.name, 1) 288 if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps]
250 289
251 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)
252 295
253 # 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
254 # before we calculate any access requirements. 297 # before we calculate any access requirements.
255 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
256 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]:
257 continue 303 continue
258 304
@@ -281,29 +327,40 @@ class Lingo2PlayerLogic:
281 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS: 327 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
282 continue 328 continue
283 329
284 for door in door_group.doors: 330 shuffleable_doors = [door_id for door_id in door_group.doors
285 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:
286 self.item_by_door[door] = (door_group.name, 1) 336 self.item_by_door[door] = (door_group.name, 1)
287 337
288 self.real_items.append(door_group.name) 338 self.real_items.append(door_group.name)
289 339
290 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
291 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]:
292 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,
293 self.get_door_reqs(door.id))) 346 self.get_door_reqs(door.id)))
294 347
295 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
296 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,
297 AccessRequirements())) 353 AccessRequirements()))
298 behavior = self.get_letter_behavior(letter.key, letter.level2) 354 behavior = self.get_letter_behavior(letter.key, letter.level2)
299 if behavior == LetterBehavior.VANILLA: 355 if behavior == LetterBehavior.VANILLA:
300 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 356 if not world.for_tracker:
301 event_name = f"{letter_name} (Collected)" 357 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
302 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 358 event_name = f"{letter_name} (Collected)"
303
304 if letter.level2:
305 event_name = f"{letter_name} (Double Collected)"
306 self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() 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()
307 elif behavior == LetterBehavior.ITEM: 364 elif behavior == LetterBehavior.ITEM:
308 self.real_items.append(letter.key.upper()) 365 self.real_items.append(letter.key.upper())
309 366
@@ -311,30 +368,42 @@ class Lingo2PlayerLogic:
311 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
312 369
313 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
314 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,
315 AccessRequirements())) 375 AccessRequirements()))
316 376
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
317 for ending in world.static_logic.objects.endings: 381 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 382 if world.static_logic.get_room_object_map_id(ending) not in self.shuffled_maps:
319 # condition, since it is necessarily going to be in the postgame. 383 continue
320 if ending.name == "WHITE": 384
321 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
322 continue 386 # necessarily in the postgame, i.e. it requires all 12 other endings.
323 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):
324 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,
325 AccessRequirements())) 390 AccessRequirements()))
326 391
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: 392 if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
331 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
332 396
333 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"
334 400
335 if self.world.options.keyholder_sanity: 401 if self.world.options.keyholder_sanity:
336 for keyholder in world.static_logic.objects.keyholders: 402 for keyholder in world.static_logic.objects.keyholders:
337 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
338 reqs = AccessRequirements() 407 reqs = AccessRequirements()
339 408
340 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED: 409 if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
@@ -442,7 +511,6 @@ class Lingo2PlayerLogic:
442 reqs.possibilities.append(panel_reqs) 511 reqs.possibilities.append(panel_reqs)
443 512
444 if door.HasField("control_center_color"): 513 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") 514 reqs.rooms.add("Control Center - Main Area")
447 self.add_solution_reqs(reqs, door.control_center_color) 515 self.add_solution_reqs(reqs, door.control_center_color)
448 516
@@ -468,13 +536,12 @@ class Lingo2PlayerLogic:
468 for room in door.rooms: 536 for room in door.rooms:
469 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))
470 538
471 for ending_id in door.endings: 539 if door.white_ending:
472 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
473 542
474 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: 543 if self.world.options.masteries_requirement > 0:
475 reqs.items.add("Victory") 544 reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
476 else:
477 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
478 545
479 for sub_door_id in door.doors: 546 for sub_door_id in door.doors:
480 sub_reqs = self.get_door_open_reqs(sub_door_id) 547 sub_reqs = self.get_door_open_reqs(sub_door_id)
@@ -536,3 +603,6 @@ class Lingo2PlayerLogic:
536 603
537 if needed > 0: 604 if needed > 0:
538 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")