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-rw-r--r--apworld/README.md48
-rw-r--r--apworld/__init__.py16
-rw-r--r--apworld/docs/en_Lingo_2.md4
-rw-r--r--apworld/items.py24
-rw-r--r--apworld/options.py37
-rw-r--r--apworld/player_logic.py155
-rw-r--r--apworld/regions.py28
-rw-r--r--apworld/requirements.txt2
-rw-r--r--apworld/rules.py35
-rw-r--r--apworld/static_logic.py19
-rw-r--r--apworld/version.py1
11 files changed, 330 insertions, 39 deletions
diff --git a/apworld/README.md b/apworld/README.md new file mode 100644 index 0000000..13374b2 --- /dev/null +++ b/apworld/README.md
@@ -0,0 +1,48 @@
1# Lingo 2 Apworld
2
3The Lingo 2 Apworld allows you to generate Archipelago Multiworlds containing
4Lingo 2.
5
6## Installation
7
81. Download the Lingo 2 Apworld from
9 [the releases page](https://code.fourisland.com/lingo2-archipelago/about/apworld/CHANGELOG.md).
102. If you do not already have it, download and install the
11 [Archipelago software](https://github.com/ArchipelagoMW/Archipelago/releases/).
123. Double click on `lingo2.apworld` to install it, or copy it manually to the
13 `custom_worlds` folder of your Archipelago installation.
14
15## Running from source
16
17The apworld is mostly written in Python, which does not need to be compiled.
18However, there are two files that need to be generated before the apworld can be
19used.
20
21The first file is `data.binpb`, the datafile containing the randomizer logic.
22You can read about how to generate it on
23[its own README page](https://code.fourisland.com/lingo2-archipelago/about/data/README.md).
24Once you have it, put it in a subfolder of `apworld` called `generated`.
25
26The second generated file is `data_pb2.py`. This file allows Archipelago to read
27the datafile. We use `protoc`, the Protocol Buffer compiler, to generate it. As
28of 0.6.3, Archipelago has protobuf 3.20.3 packaged with it, which means we need
29to compile our proto file with a similar version.
30
31If you followed the steps to generate `data.binpb` and compiled the `datapacker`
32tool yourself, you will already have protobuf version 3.21.12 installed through
33vcpkg. You can then run a command similar to this in order to generate the
34python file.
35
36```shell
37.\out\build\x64-Debug\vcpkg_installed\x64-windows\tools\protobuf\protoc.exe -Iproto\ ^
38 --python_out=apworld\generated\ .\proto\data.proto
39```
40
41The exact path to `protoc.exe` is going to depend on where vcpkg installed its
42packages. The above location is where Visual Studio will probably put it.
43
44After generating those two files, the apworld should be functional. You can copy
45it into an Archipelago source tree (rename the folder `apworld` to `lingo2` if
46you do so) if you want to edit/debug the code. Otherwise, you can zip up the
47folder and rename it to `lingo2.apworld` in order to package it for
48distribution.
diff --git a/apworld/__init__.py b/apworld/__init__.py index c45e8b3..54f870f 100644 --- a/apworld/__init__.py +++ b/apworld/__init__.py
@@ -1,18 +1,27 @@
1""" 1"""
2Archipelago init file for Lingo 2 2Archipelago init file for Lingo 2
3""" 3"""
4from BaseClasses import ItemClassification, Item 4from BaseClasses import ItemClassification, Item, Tutorial
5from worlds.AutoWorld import WebWorld, World 5from worlds.AutoWorld import WebWorld, World
6from .items import Lingo2Item 6from .items import Lingo2Item
7from .options import Lingo2Options 7from .options import Lingo2Options
8from .player_logic import Lingo2PlayerLogic 8from .player_logic import Lingo2PlayerLogic
9from .regions import create_regions 9from .regions import create_regions
10from .static_logic import Lingo2StaticLogic 10from .static_logic import Lingo2StaticLogic
11from .version import APWORLD_VERSION
11 12
12 13
13class Lingo2WebWorld(WebWorld): 14class Lingo2WebWorld(WebWorld):
14 rich_text_options_doc = True 15 rich_text_options_doc = True
15 theme = "grass" 16 theme = "grass"
17 tutorials = [Tutorial(
18 "Multiworld Setup Guide",
19 "A guide to playing Lingo 2 with Archipelago.",
20 "English",
21 "en_Lingo_2.md",
22 "setup/en",
23 ["hatkirby"]
24 )]
16 25
17 26
18class Lingo2World(World): 27class Lingo2World(World):
@@ -32,6 +41,8 @@ class Lingo2World(World):
32 static_logic = Lingo2StaticLogic() 41 static_logic = Lingo2StaticLogic()
33 item_name_to_id = static_logic.item_name_to_id 42 item_name_to_id = static_logic.item_name_to_id
34 location_name_to_id = static_logic.location_name_to_id 43 location_name_to_id = static_logic.location_name_to_id
44 item_name_groups = static_logic.item_name_groups
45 location_name_groups = static_logic.location_name_groups
35 46
36 player_logic: Lingo2PlayerLogic 47 player_logic: Lingo2PlayerLogic
37 48
@@ -71,12 +82,15 @@ class Lingo2World(World):
71 "keyholder_sanity", 82 "keyholder_sanity",
72 "shuffle_control_center_colors", 83 "shuffle_control_center_colors",
73 "shuffle_doors", 84 "shuffle_doors",
85 "shuffle_gallery_paintings",
74 "shuffle_letters", 86 "shuffle_letters",
87 "shuffle_symbols",
75 "victory_condition", 88 "victory_condition",
76 ] 89 ]
77 90
78 slot_data = { 91 slot_data = {
79 **self.options.as_dict(*slot_options), 92 **self.options.as_dict(*slot_options),
93 "version": [self.static_logic.get_data_version(), APWORLD_VERSION],
80 } 94 }
81 95
82 return slot_data 96 return slot_data
diff --git a/apworld/docs/en_Lingo_2.md b/apworld/docs/en_Lingo_2.md new file mode 100644 index 0000000..977795a --- /dev/null +++ b/apworld/docs/en_Lingo_2.md
@@ -0,0 +1,4 @@
1# Lingo 2
2
3See [the project README](https://code.fourisland.com/lingo2-archipelago/about/)
4for installation instructions and frequently asked questions. \ No newline at end of file
diff --git a/apworld/items.py b/apworld/items.py index 971a709..32568a3 100644 --- a/apworld/items.py +++ b/apworld/items.py
@@ -1,5 +1,29 @@
1from .generated import data_pb2 as data_pb2
1from BaseClasses import Item 2from BaseClasses import Item
2 3
3 4
4class Lingo2Item(Item): 5class Lingo2Item(Item):
5 game: str = "Lingo 2" 6 game: str = "Lingo 2"
7
8
9SYMBOL_ITEMS: dict[data_pb2.PuzzleSymbol, str] = {
10 data_pb2.PuzzleSymbol.SUN: "Sun Symbol",
11 data_pb2.PuzzleSymbol.SPARKLES: "Sparkles Symbol",
12 data_pb2.PuzzleSymbol.ZERO: "Zero Symbol",
13 data_pb2.PuzzleSymbol.EXAMPLE: "Example Symbol",
14 data_pb2.PuzzleSymbol.BOXES: "Boxes Symbol",
15 data_pb2.PuzzleSymbol.PLANET: "Planet Symbol",
16 data_pb2.PuzzleSymbol.PYRAMID: "Pyramid Symbol",
17 data_pb2.PuzzleSymbol.CROSS: "Cross Symbol",
18 data_pb2.PuzzleSymbol.SWEET: "Sweet Symbol",
19 data_pb2.PuzzleSymbol.GENDER: "Gender Symbol",
20 data_pb2.PuzzleSymbol.AGE: "Age Symbol",
21 data_pb2.PuzzleSymbol.SOUND: "Sound Symbol",
22 data_pb2.PuzzleSymbol.ANAGRAM: "Anagram Symbol",
23 data_pb2.PuzzleSymbol.JOB: "Job Symbol",
24 data_pb2.PuzzleSymbol.STARS: "Stars Symbol",
25 data_pb2.PuzzleSymbol.NULL: "Null Symbol",
26 data_pb2.PuzzleSymbol.EVAL: "Eval Symbol",
27 data_pb2.PuzzleSymbol.LINGO: "Lingo Symbol",
28 data_pb2.PuzzleSymbol.QUESTION: "Question Symbol",
29}
diff --git a/apworld/options.py b/apworld/options.py index 2197b0f..4f0b32a 100644 --- a/apworld/options.py +++ b/apworld/options.py
@@ -1,9 +1,9 @@
1from dataclasses import dataclass 1from dataclasses import dataclass
2 2
3from Options import PerGameCommonOptions, Toggle, Choice 3from Options import PerGameCommonOptions, Toggle, Choice, DefaultOnToggle
4 4
5 5
6class ShuffleDoors(Toggle): 6class ShuffleDoors(DefaultOnToggle):
7 """If enabled, most doors will open from receiving an item rather than fulfilling the in-game requirements.""" 7 """If enabled, most doors will open from receiving an item rather than fulfilling the in-game requirements."""
8 display_name = "Shuffle Doors" 8 display_name = "Shuffle Doors"
9 9
@@ -16,6 +16,11 @@ class ShuffleControlCenterColors(Toggle):
16 display_name = "Shuffle Control Center Colors" 16 display_name = "Shuffle Control Center Colors"
17 17
18 18
19class ShuffleGalleryPaintings(Toggle):
20 """If enabled, gallery paintings will appear from receiving an item rather than by triggering them normally."""
21 display_name = "Shuffle Gallery Paintings"
22
23
19class ShuffleLetters(Choice): 24class ShuffleLetters(Choice):
20 """ 25 """
21 Controls how letter unlocks are handled. Note that H1, I1, N1, and T1 will always be present at their vanilla 26 Controls how letter unlocks are handled. Note that H1, I1, N1, and T1 will always be present at their vanilla
@@ -39,6 +44,14 @@ class ShuffleLetters(Choice):
39 option_item_cyan = 4 44 option_item_cyan = 4
40 45
41 46
47class ShuffleSymbols(Toggle):
48 """
49 If enabled, 19 items will be added to the pool, representing the different symbols that can appear on a panel.
50 Players will be prevented from solving puzzles with symbols on them until all of the required symbols are unlocked.
51 """
52 display_name = "Shuffle Symbols"
53
54
42class KeyholderSanity(Toggle): 55class KeyholderSanity(Toggle):
43 """ 56 """
44 If enabled, 26 locations will be created for placing each key into its respective Green Ending keyholder. 57 If enabled, 26 locations will be created for placing each key into its respective Green Ending keyholder.
@@ -80,7 +93,23 @@ class DaedalusRoofAccess(Toggle):
80 93
81 94
82class VictoryCondition(Choice): 95class VictoryCondition(Choice):
83 """Victory condition.""" 96 """
97 This option determines what your goal is.
98
99 - **Gray Ending** (The Colorful)
100 - **Purple Ending** (The Sun Temple). This ordinarily requires all level 1 (purple) letters.
101 - **Mint Ending** (typing EXIT into the keyholders in Control Center)
102 - **Black Ending** (The Graveyard)
103 - **Blue Ending** (The Words)
104 - **Cyan Ending** (The Parthenon). This ordinarily requires almost all level 2 (cyan) letters.
105 - **Red Ending** (The Tower)
106 - **Plum Ending** (The Wondrous / The Door)
107 - **Orange Ending** (the castle in Daedalus)
108 - **Gold Ending** (The Gold). This involves going through the color rooms in Daedalus.
109 - **Yellow Ending** (The Gallery). This requires unlocking all gallery paintings.
110 - **Green Ending** (The Ancient). This requires filling all keyholders with specific letters.
111 - **White Ending** (Control Center). This combines every other ending.
112 """
84 display_name = "Victory Condition" 113 display_name = "Victory Condition"
85 option_gray_ending = 0 114 option_gray_ending = 0
86 option_purple_ending = 1 115 option_purple_ending = 1
@@ -101,7 +130,9 @@ class VictoryCondition(Choice):
101class Lingo2Options(PerGameCommonOptions): 130class Lingo2Options(PerGameCommonOptions):
102 shuffle_doors: ShuffleDoors 131 shuffle_doors: ShuffleDoors
103 shuffle_control_center_colors: ShuffleControlCenterColors 132 shuffle_control_center_colors: ShuffleControlCenterColors
133 shuffle_gallery_paintings: ShuffleGalleryPaintings
104 shuffle_letters: ShuffleLetters 134 shuffle_letters: ShuffleLetters
135 shuffle_symbols: ShuffleSymbols
105 keyholder_sanity: KeyholderSanity 136 keyholder_sanity: KeyholderSanity
106 cyan_door_behavior: CyanDoorBehavior 137 cyan_door_behavior: CyanDoorBehavior
107 daedalus_roof_access: DaedalusRoofAccess 138 daedalus_roof_access: DaedalusRoofAccess
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index c94b809..8e2a523 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,6 +1,7 @@
1from enum import IntEnum, auto 1from enum import IntEnum, auto
2 2
3from .generated import data_pb2 as data_pb2 3from .generated import data_pb2 as data_pb2
4from .items import SYMBOL_ITEMS
4from typing import TYPE_CHECKING, NamedTuple 5from typing import TYPE_CHECKING, NamedTuple
5 6
6from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior 7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior
@@ -23,21 +24,38 @@ class AccessRequirements:
23 items: set[str] 24 items: set[str]
24 progressives: dict[str, int] 25 progressives: dict[str, int]
25 rooms: set[str] 26 rooms: set[str]
26 symbols: set[str]
27 letters: dict[str, int] 27 letters: dict[str, int]
28 cyans: bool 28 cyans: bool
29 29
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()
36 self.rooms = set() 41 self.rooms = set()
37 self.symbols = set()
38 self.letters = dict() 42 self.letters = dict()
39 self.cyans = False 43 self.cyans = False
40 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
41 59
42 def merge(self, other: "AccessRequirements"): 60 def merge(self, other: "AccessRequirements"):
43 for item in other.items: 61 for item in other.items:
@@ -49,9 +67,6 @@ class AccessRequirements:
49 for room in other.rooms: 67 for room in other.rooms:
50 self.rooms.add(room) 68 self.rooms.add(room)
51 69
52 for symbol in other.symbols:
53 self.symbols.add(symbol)
54
55 for letter, level in other.letters.items(): 70 for letter, level in other.letters.items():
56 self.letters[letter] = max(self.letters.get(letter, 0), level) 71 self.letters[letter] = max(self.letters.get(letter, 0), level)
57 72
@@ -60,6 +75,70 @@ class AccessRequirements:
60 for disjunction in other.or_logic: 75 for disjunction in other.or_logic:
61 self.or_logic.append(disjunction) 76 self.or_logic.append(disjunction)
62 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 sub_reqs.letters = {l: v for l, v in sub_reqs.letters.items() if self.letters.get(l, 0) < v}
118
119 self.or_logic = []
120 for disjunction in old_or_logic:
121 new_disjunction = []
122 for ssr in disjunction:
123 remove_redundant(ssr)
124 if not ssr.is_empty():
125 new_disjunction.append(ssr)
126 else:
127 new_disjunction.clear()
128 break
129 if len(new_disjunction) == 1:
130 self.merge(new_disjunction[0])
131 resimplify = True
132 elif len(new_disjunction) > 1:
133 if all(cjr == new_disjunction[0] for cjr in new_disjunction):
134 self.merge(new_disjunction[0])
135 resimplify = True
136 else:
137 self.or_logic.append(new_disjunction)
138
139 if resimplify:
140 self.simplify()
141
63 def __repr__(self): 142 def __repr__(self):
64 parts = [] 143 parts = []
65 if len(self.items) > 0: 144 if len(self.items) > 0:
@@ -68,14 +147,16 @@ class AccessRequirements:
68 parts.append(f"progressives={self.progressives}") 147 parts.append(f"progressives={self.progressives}")
69 if len(self.rooms) > 0: 148 if len(self.rooms) > 0:
70 parts.append(f"rooms={self.rooms}") 149 parts.append(f"rooms={self.rooms}")
71 if len(self.symbols) > 0:
72 parts.append(f"symbols={self.symbols}")
73 if len(self.letters) > 0: 150 if len(self.letters) > 0:
74 parts.append(f"letters={self.letters}") 151 parts.append(f"letters={self.letters}")
75 if self.cyans: 152 if self.cyans:
76 parts.append(f"cyans=True") 153 parts.append(f"cyans=True")
77 if len(self.or_logic) > 0: 154 if len(self.or_logic) > 0:
78 parts.append(f"or_logic={self.or_logic}") 155 parts.append(f"or_logic={self.or_logic}")
156 if self.complete_at is not None:
157 parts.append(f"complete_at={self.complete_at}")
158 if len(self.possibilities) > 0:
159 parts.append(f"possibilities={self.possibilities}")
79 return f"AccessRequirements({", ".join(parts)})" 160 return f"AccessRequirements({", ".join(parts)})"
80 161
81 162
@@ -158,6 +239,9 @@ class Lingo2PlayerLogic:
158 not self.world.options.shuffle_control_center_colors): 239 not self.world.options.shuffle_control_center_colors):
159 continue 240 continue
160 241
242 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
243 continue
244
161 door_item_name = self.world.static_logic.get_door_item_name(door) 245 door_item_name = self.world.static_logic.get_door_item_name(door)
162 self.item_by_door[door.id] = (door_item_name, 1) 246 self.item_by_door[door.id] = (door_item_name, 1)
163 self.real_items.append(door_item_name) 247 self.real_items.append(door_item_name)
@@ -231,6 +315,10 @@ class Lingo2PlayerLogic:
231 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id, 315 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
232 reqs)) 316 reqs))
233 317
318 if self.world.options.shuffle_symbols:
319 for symbol_name in SYMBOL_ITEMS.values():
320 self.real_items.append(symbol_name)
321
234 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: 322 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
235 if answer is None: 323 if answer is None:
236 if panel_id not in self.panel_reqs: 324 if panel_id not in self.panel_reqs:
@@ -253,25 +341,35 @@ class Lingo2PlayerLogic:
253 self.add_solution_reqs(reqs, answer) 341 self.add_solution_reqs(reqs, answer)
254 elif len(panel.proxies) > 0: 342 elif len(panel.proxies) > 0:
255 possibilities = [] 343 possibilities = []
344 already_filled = False
256 345
257 for proxy in panel.proxies: 346 for proxy in panel.proxies:
258 proxy_reqs = AccessRequirements() 347 proxy_reqs = AccessRequirements()
259 self.add_solution_reqs(proxy_reqs, proxy.answer) 348 self.add_solution_reqs(proxy_reqs, proxy.answer)
260 349
261 possibilities.append(proxy_reqs) 350 if not proxy_reqs.is_empty():
351 possibilities.append(proxy_reqs)
352 else:
353 already_filled = True
354 break
262 355
263 if not any(proxy.answer == panel.answer for proxy in panel.proxies): 356 if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
264 proxy_reqs = AccessRequirements() 357 proxy_reqs = AccessRequirements()
265 self.add_solution_reqs(proxy_reqs, panel.answer) 358 self.add_solution_reqs(proxy_reqs, panel.answer)
266 359
267 possibilities.append(proxy_reqs) 360 if not proxy_reqs.is_empty():
361 possibilities.append(proxy_reqs)
362 else:
363 already_filled = True
268 364
269 reqs.or_logic.append(possibilities) 365 if not already_filled:
366 reqs.or_logic.append(possibilities)
270 else: 367 else:
271 self.add_solution_reqs(reqs, panel.answer) 368 self.add_solution_reqs(reqs, panel.answer)
272 369
273 for symbol in panel.symbols: 370 if self.world.options.shuffle_symbols:
274 reqs.symbols.add(symbol) 371 for symbol in panel.symbols:
372 reqs.items.add(SYMBOL_ITEMS.get(symbol))
275 373
276 if panel.HasField("required_door"): 374 if panel.HasField("required_door"):
277 door_reqs = self.get_door_open_reqs(panel.required_door) 375 door_reqs = self.get_door_open_reqs(panel.required_door)
@@ -294,18 +392,26 @@ class Lingo2PlayerLogic:
294 door = self.world.static_logic.objects.doors[door_id] 392 door = self.world.static_logic.objects.doors[door_id]
295 reqs = AccessRequirements() 393 reqs = AccessRequirements()
296 394
297 # TODO: lavender_cubes, endings
298 if not door.HasField("complete_at") or door.complete_at == 0: 395 if not door.HasField("complete_at") or door.complete_at == 0:
299 for proxy in door.panels: 396 for proxy in door.panels:
300 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) 397 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
301 reqs.merge(panel_reqs) 398 reqs.merge(panel_reqs)
302 elif door.complete_at == 1: 399 elif door.complete_at == 1:
303 reqs.or_logic.append([self.get_panel_reqs(proxy.panel, 400 disjunction = []
304 proxy.answer if proxy.HasField("answer") else None) 401 for proxy in door.panels:
305 for proxy in door.panels]) 402 proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
403 if proxy_reqs.is_empty():
404 disjunction.clear()
405 break
406 else:
407 disjunction.append(proxy_reqs)
408 if len(disjunction) > 0:
409 reqs.or_logic.append(disjunction)
306 else: 410 else:
307 # TODO: Handle complete_at > 1 411 reqs.complete_at = door.complete_at
308 pass 412 for proxy in door.panels:
413 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
414 reqs.possibilities.append(panel_reqs)
309 415
310 if door.HasField("control_center_color"): 416 if door.HasField("control_center_color"):
311 # TODO: Logic for ensuring two CC states aren't needed at once. 417 # TODO: Logic for ensuring two CC states aren't needed at once.
@@ -316,7 +422,8 @@ class Lingo2PlayerLogic:
316 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2: 422 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
317 reqs.rooms.add("The Repetitive - Main Room") 423 reqs.rooms.add("The Repetitive - Main Room")
318 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter: 424 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
319 reqs.cyans = True 425 if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
426 reqs.cyans = True
320 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item: 427 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
321 # There shouldn't be any locations that are cyan doors. 428 # There shouldn't be any locations that are cyan doors.
322 pass 429 pass
@@ -335,12 +442,18 @@ class Lingo2PlayerLogic:
335 442
336 for ending_id in door.endings: 443 for ending_id in door.endings:
337 ending = self.world.static_logic.objects.endings[ending_id] 444 ending = self.world.static_logic.objects.endings[ending_id]
338 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)") 445
446 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
447 reqs.items.add("Victory")
448 else:
449 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
339 450
340 for sub_door_id in door.doors: 451 for sub_door_id in door.doors:
341 sub_reqs = self.get_door_open_reqs(sub_door_id) 452 sub_reqs = self.get_door_open_reqs(sub_door_id)
342 reqs.merge(sub_reqs) 453 reqs.merge(sub_reqs)
343 454
455 reqs.simplify()
456
344 return reqs 457 return reqs
345 458
346 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item 459 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item
diff --git a/apworld/regions.py b/apworld/regions.py index e30493c..4f1dd55 100644 --- a/apworld/regions.py +++ b/apworld/regions.py
@@ -11,12 +11,18 @@ if TYPE_CHECKING:
11 11
12 12
13def create_region(room, world: "Lingo2World") -> Region: 13def create_region(room, world: "Lingo2World") -> Region:
14 new_region = Region(world.static_logic.get_room_region_name(room.id), world.player, world.multiworld) 14 return Region(world.static_logic.get_room_region_name(room.id), world.player, world.multiworld)
15 15
16
17def create_locations(room, new_region: Region, world: "Lingo2World", regions: dict[str, Region]):
16 for location in world.player_logic.locations_by_room.get(room.id, {}): 18 for location in world.player_logic.locations_by_room.get(room.id, {}):
19 reqs = location.reqs.copy()
20 if new_region.name in reqs.rooms:
21 reqs.rooms.remove(new_region.name)
22
17 new_location = Lingo2Location(world.player, world.static_logic.location_id_to_name[location.code], 23 new_location = Lingo2Location(world.player, world.static_logic.location_id_to_name[location.code],
18 location.code, new_region) 24 location.code, new_region)
19 new_location.access_rule = make_location_lambda(location.reqs, world) 25 new_location.access_rule = make_location_lambda(reqs, world, regions)
20 new_region.locations.append(new_location) 26 new_region.locations.append(new_location)
21 27
22 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items(): 28 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items():
@@ -25,17 +31,23 @@ def create_region(room, world: "Lingo2World") -> Region:
25 new_location.place_locked_item(event_item) 31 new_location.place_locked_item(event_item)
26 new_region.locations.append(new_location) 32 new_region.locations.append(new_location)
27 33
28 return new_region
29
30
31def create_regions(world: "Lingo2World"): 34def create_regions(world: "Lingo2World"):
32 regions = { 35 regions = {
33 "Menu": Region("Menu", world.player, world.multiworld) 36 "Menu": Region("Menu", world.player, world.multiworld)
34 } 37 }
35 38
39 region_and_room = []
40
41 # Create the regions in two stages. First, make the actual region objects and memoize them. Then, add all of the
42 # locations. This allows us to reference the actual region objects in the access rules for the locations, which is
43 # faster than having to look them up during access checking.
36 for room in world.static_logic.objects.rooms: 44 for room in world.static_logic.objects.rooms:
37 region = create_region(room, world) 45 region = create_region(room, world)
38 regions[region.name] = region 46 regions[region.name] = region
47 region_and_room.append((region, room))
48
49 for (region, room) in region_and_room:
50 create_locations(room, region, world, regions)
39 51
40 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game") 52 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game")
41 53
@@ -82,14 +94,18 @@ def create_regions(world: "Lingo2World"):
82 else: 94 else:
83 connection_name = f"{connection_name} (via panel {panel.name})" 95 connection_name = f"{connection_name} (via panel {panel.name})"
84 96
97 reqs.simplify()
98
85 if from_region in regions and to_region in regions: 99 if from_region in regions and to_region in regions:
86 connection = Entrance(world.player, connection_name, regions[from_region]) 100 connection = Entrance(world.player, connection_name, regions[from_region])
87 connection.access_rule = make_location_lambda(reqs, world) 101 connection.access_rule = make_location_lambda(reqs, world, regions)
88 102
89 regions[from_region].exits.append(connection) 103 regions[from_region].exits.append(connection)
90 connection.connect(regions[to_region]) 104 connection.connect(regions[to_region])
91 105
92 for region in reqs.rooms: 106 for region in reqs.rooms:
107 if region == from_region:
108 continue
93 world.multiworld.register_indirect_condition(regions[region], connection) 109 world.multiworld.register_indirect_condition(regions[region], connection)
94 110
95 world.multiworld.regions += regions.values() 111 world.multiworld.regions += regions.values()
diff --git a/apworld/requirements.txt b/apworld/requirements.txt index 49ca0a7..dbc395b 100644 --- a/apworld/requirements.txt +++ b/apworld/requirements.txt
@@ -1 +1 @@
protobuf==3.20.3 \ No newline at end of file protobuf==3.20.3
diff --git a/apworld/rules.py b/apworld/rules.py index 56486fa..c077858 100644 --- a/apworld/rules.py +++ b/apworld/rules.py
@@ -1,14 +1,15 @@
1from collections.abc import Callable 1from collections.abc import Callable
2from typing import TYPE_CHECKING 2from typing import TYPE_CHECKING
3 3
4from BaseClasses import CollectionState 4from BaseClasses import CollectionState, Region
5from .player_logic import AccessRequirements 5from .player_logic import AccessRequirements
6 6
7if TYPE_CHECKING: 7if TYPE_CHECKING:
8 from . import Lingo2World 8 from . import Lingo2World
9 9
10 10
11def lingo2_can_satisfy_requirements(state: CollectionState, reqs: AccessRequirements, world: "Lingo2World") -> bool: 11def lingo2_can_satisfy_requirements(state: CollectionState, reqs: AccessRequirements, regions: list[Region],
12 world: "Lingo2World") -> bool:
12 if not all(state.has(item, world.player) for item in reqs.items): 13 if not all(state.has(item, world.player) for item in reqs.items):
13 return False 14 return False
14 15
@@ -18,7 +19,8 @@ def lingo2_can_satisfy_requirements(state: CollectionState, reqs: AccessRequirem
18 if not all(state.can_reach_region(region_name, world.player) for region_name in reqs.rooms): 19 if not all(state.can_reach_region(region_name, world.player) for region_name in reqs.rooms):
19 return False 20 return False
20 21
21 # TODO: symbols 22 if not all(state.can_reach(region) for region in regions):
23 return False
22 24
23 for letter_key, letter_level in reqs.letters.items(): 25 for letter_key, letter_level in reqs.letters.items():
24 if not state.has(letter_key, world.player, letter_level): 26 if not state.has(letter_key, world.player, letter_level):
@@ -30,11 +32,32 @@ def lingo2_can_satisfy_requirements(state: CollectionState, reqs: AccessRequirem
30 return False 32 return False
31 33
32 if len(reqs.or_logic) > 0: 34 if len(reqs.or_logic) > 0:
33 if not all(any(lingo2_can_satisfy_requirements(state, sub_reqs, world) for sub_reqs in subjunction) 35 if not all(any(lingo2_can_satisfy_requirements(state, sub_reqs, [], world) for sub_reqs in subjunction)
34 for subjunction in reqs.or_logic): 36 for subjunction in reqs.or_logic):
35 return False 37 return False
36 38
39 if reqs.complete_at is not None:
40 completed = 0
41 checked = 0
42 for possibility in reqs.possibilities:
43 checked += 1
44 if lingo2_can_satisfy_requirements(state, possibility, [], world):
45 completed += 1
46 if completed >= reqs.complete_at:
47 break
48 elif len(reqs.possibilities) - checked + completed < reqs.complete_at:
49 # There aren't enough remaining possibilities for the check to pass.
50 return False
51 if completed < reqs.complete_at:
52 return False
53
37 return True 54 return True
38 55
39def make_location_lambda(reqs: AccessRequirements, world: "Lingo2World") -> Callable[[CollectionState], bool]: 56def make_location_lambda(reqs: AccessRequirements, world: "Lingo2World",
40 return lambda state: lingo2_can_satisfy_requirements(state, reqs, world) 57 regions: dict[str, Region]) -> Callable[[CollectionState], bool]:
58 # Replace required rooms with regions for the top level requirement, which saves looking up the regions during rule
59 # checking.
60 required_regions = [regions[room_name] for room_name in reqs.rooms]
61 new_reqs = reqs.copy()
62 new_reqs.rooms.clear()
63 return lambda state: lingo2_can_satisfy_requirements(state, new_reqs, required_regions, world)
diff --git a/apworld/static_logic.py b/apworld/static_logic.py index 3f6cdea..1ace1e7 100644 --- a/apworld/static_logic.py +++ b/apworld/static_logic.py
@@ -1,4 +1,5 @@
1from .generated import data_pb2 as data_pb2 1from .generated import data_pb2 as data_pb2
2from .items import SYMBOL_ITEMS
2import pkgutil 3import pkgutil
3 4
4class Lingo2StaticLogic: 5class Lingo2StaticLogic:
@@ -8,9 +9,14 @@ class Lingo2StaticLogic:
8 item_name_to_id: dict[str, int] 9 item_name_to_id: dict[str, int]
9 location_name_to_id: dict[str, int] 10 location_name_to_id: dict[str, int]
10 11
12 item_name_groups: dict[str, list[str]]
13 location_name_groups: dict[str, list[str]]
14
11 def __init__(self): 15 def __init__(self):
12 self.item_id_to_name = {} 16 self.item_id_to_name = {}
13 self.location_id_to_name = {} 17 self.location_id_to_name = {}
18 self.item_name_groups = {}
19 self.location_name_groups = {}
14 20
15 file = pkgutil.get_data(__name__, "generated/data.binpb") 21 file = pkgutil.get_data(__name__, "generated/data.binpb")
16 self.objects = data_pb2.AllObjects() 22 self.objects = data_pb2.AllObjects()
@@ -29,17 +35,21 @@ class Lingo2StaticLogic:
29 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 35 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}"
30 location_name = f"{self.get_room_object_map_name(letter)} - {letter_name}" 36 location_name = f"{self.get_room_object_map_name(letter)} - {letter_name}"
31 self.location_id_to_name[letter.ap_id] = location_name 37 self.location_id_to_name[letter.ap_id] = location_name
38 self.location_name_groups.setdefault("Letters", []).append(location_name)
32 39
33 if not letter.level2: 40 if not letter.level2:
34 self.item_id_to_name[letter.ap_id] = letter.key.upper() 41 self.item_id_to_name[letter.ap_id] = letter.key.upper()
42 self.item_name_groups.setdefault("Letters", []).append(letter.key.upper())
35 43
36 for mastery in self.objects.masteries: 44 for mastery in self.objects.masteries:
37 location_name = f"{self.get_room_object_map_name(mastery)} - Mastery" 45 location_name = f"{self.get_room_object_map_name(mastery)} - Mastery"
38 self.location_id_to_name[mastery.ap_id] = location_name 46 self.location_id_to_name[mastery.ap_id] = location_name
47 self.location_name_groups.setdefault("Masteries", []).append(location_name)
39 48
40 for ending in self.objects.endings: 49 for ending in self.objects.endings:
41 location_name = f"{self.get_room_object_map_name(ending)} - {ending.name.title()} Ending" 50 location_name = f"{self.get_room_object_map_name(ending)} - {ending.name.title()} Ending"
42 self.location_id_to_name[ending.ap_id] = location_name 51 self.location_id_to_name[ending.ap_id] = location_name
52 self.location_name_groups.setdefault("Endings", []).append(location_name)
43 53
44 for progressive in self.objects.progressives: 54 for progressive in self.objects.progressives:
45 self.item_id_to_name[progressive.ap_id] = progressive.name 55 self.item_id_to_name[progressive.ap_id] = progressive.name
@@ -51,9 +61,13 @@ class Lingo2StaticLogic:
51 if keyholder.HasField("key"): 61 if keyholder.HasField("key"):
52 location_name = f"{self.get_room_object_location_prefix(keyholder)} - {keyholder.key.upper()} Keyholder" 62 location_name = f"{self.get_room_object_location_prefix(keyholder)} - {keyholder.key.upper()} Keyholder"
53 self.location_id_to_name[keyholder.ap_id] = location_name 63 self.location_id_to_name[keyholder.ap_id] = location_name
64 self.location_name_groups.setdefault("Keyholders", []).append(location_name)
54 65
55 self.item_id_to_name[self.objects.special_ids["A Job Well Done"]] = "A Job Well Done" 66 self.item_id_to_name[self.objects.special_ids["A Job Well Done"]] = "A Job Well Done"
56 67
68 for symbol_name in SYMBOL_ITEMS.values():
69 self.item_id_to_name[self.objects.special_ids[symbol_name]] = symbol_name
70
57 self.item_name_to_id = {name: ap_id for ap_id, name in self.item_id_to_name.items()} 71 self.item_name_to_id = {name: ap_id for ap_id, name in self.item_id_to_name.items()}
58 self.location_name_to_id = {name: ap_id for ap_id, name in self.location_id_to_name.items()} 72 self.location_name_to_id = {name: ap_id for ap_id, name in self.location_id_to_name.items()}
59 73
@@ -80,7 +94,7 @@ class Lingo2StaticLogic:
80 if door.type != data_pb2.DoorType.STANDARD: 94 if door.type != data_pb2.DoorType.STANDARD:
81 return None 95 return None
82 96
83 if len(door.keyholders) > 0 or len(door.endings) > 0: 97 if len(door.keyholders) > 0 or len(door.endings) > 0 or not door.HasField("complete_at"):
84 return None 98 return None
85 99
86 if len(door.panels) > 4: 100 if len(door.panels) > 4:
@@ -140,3 +154,6 @@ class Lingo2StaticLogic:
140 return f"{game_map.display_name} ({room.panel_display_name})" 154 return f"{game_map.display_name} ({room.panel_display_name})"
141 else: 155 else:
142 return game_map.display_name 156 return game_map.display_name
157
158 def get_data_version(self) -> int:
159 return self.objects.version
diff --git a/apworld/version.py b/apworld/version.py new file mode 100644 index 0000000..87f8797 --- /dev/null +++ b/apworld/version.py
@@ -0,0 +1 @@
APWORLD_VERSION = 2