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-rw-r--r--apworld/CHANGELOG.md54
-rw-r--r--apworld/README.md48
-rw-r--r--apworld/__init__.py35
-rw-r--r--apworld/docs/en_Lingo_2.md4
-rw-r--r--apworld/items.py26
-rw-r--r--apworld/options.py77
-rw-r--r--apworld/player_logic.py247
-rw-r--r--apworld/regions.py41
-rw-r--r--apworld/requirements.txt2
-rw-r--r--apworld/rules.py35
-rw-r--r--apworld/static_logic.py34
-rw-r--r--apworld/version.py1
12 files changed, 546 insertions, 58 deletions
diff --git a/apworld/CHANGELOG.md b/apworld/CHANGELOG.md new file mode 100644 index 0000000..af45992 --- /dev/null +++ b/apworld/CHANGELOG.md
@@ -0,0 +1,54 @@
1# lingo2-archipelago Apworld Releases
2
3## v5.5 - 2025-09-16
4
5- Fixed a panel in The Ancient that was missing a symbol.
6- Fixed an issue where you could be expected to get S1 in The Darkroom without
7 having U.
8- Renamed a few locations.
9
10Download:
11[lingo2.apworld](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v5.5/lingo2.apworld)<br/>
12Template YAML:
13[Lingo 2.yaml](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v5.5/Lingo%202.yaml)<br/>
14Source:
15[v5.5](https://code.fourisland.com/lingo2-archipelago/tag/?h=apworld-v5.5)
16
17## v4.4 - 2025-09-14
18
19- Fixed panel set location names.
20
21Download:
22[lingo2.apworld](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v4.4/lingo2.apworld)<br/>
23Template YAML:
24[Lingo 2.yaml](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v4.4/Lingo%202.yaml)<br/>
25Source:
26[v4.4](https://code.fourisland.com/lingo2-archipelago/tag/?h=apworld-v4.4)
27
28## v4.3 - 2025-09-13
29
30- Added a location for the anti-collectable in The Repetitive.
31- Added trap items. These remove letters from your keyboard until you use the
32 Key Return in The Entry, similar to the anti-collectable in The Repetitive.
33 This can be controlled using the `trap_percentage` option, which defaults to
34 zero.
35- Fixed crash on load when using Python 3.11.
36
37Download:
38[lingo2.apworld](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v4.3/lingo2.apworld)<br/>
39Template YAML:
40[Lingo 2.yaml](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v4.3/Lingo%202.yaml)<br/>
41Source:
42[v4.3](https://code.fourisland.com/lingo2-archipelago/tag/?h=apworld-v4.3)
43
44## v3.2 - 2025-09-12
45
46- Initial release for testing. Features include door shuffle, letter shuffle,
47 and symbol shuffle.
48
49Download:
50[lingo2.apworld](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v3.2/lingo2.apworld)<br/>
51Template YAML:
52[Lingo 2.yaml](https://files.fourisland.com/releases/lingo2-archipelago/apworld/v3.2/Lingo%202.yaml)<br/>
53Source:
54[v3.2](https://code.fourisland.com/lingo2-archipelago/tag/?h=apworld-v3.2)
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 8e3066d..8b2e42e 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, ANTI_COLLECTABLE_TRAPS
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
@@ -51,6 +62,20 @@ class Lingo2World(World):
51 total_locations = sum(len(locs) for locs in self.player_logic.locations_by_room.values()) 62 total_locations = sum(len(locs) for locs in self.player_logic.locations_by_room.values())
52 63
53 item_difference = total_locations - len(pool) 64 item_difference = total_locations - len(pool)
65
66 if self.options.trap_percentage > 0:
67 num_traps = int(item_difference * self.options.trap_percentage / 100)
68 item_difference = item_difference - num_traps
69
70 trap_names = []
71 trap_weights = []
72 for letter_name, weight in self.static_logic.letter_weights.items():
73 trap_names.append(f"Anti {letter_name}")
74 trap_weights.append(weight)
75
76 bad_letters = self.random.choices(trap_names, weights=trap_weights, k=num_traps)
77 pool += [self.create_item(trap_name) for trap_name in bad_letters]
78
54 for i in range(0, item_difference): 79 for i in range(0, item_difference):
55 pool.append(self.create_item(self.get_filler_item_name())) 80 pool.append(self.create_item(self.get_filler_item_name()))
56 81
@@ -58,6 +83,7 @@ class Lingo2World(World):
58 83
59 def create_item(self, name: str) -> Item: 84 def create_item(self, name: str) -> Item:
60 return Lingo2Item(name, ItemClassification.filler if name == self.get_filler_item_name() else 85 return Lingo2Item(name, ItemClassification.filler if name == self.get_filler_item_name() else
86 ItemClassification.trap if name in ANTI_COLLECTABLE_TRAPS else
61 ItemClassification.progression, 87 ItemClassification.progression,
62 self.item_name_to_id.get(name), self.player) 88 self.item_name_to_id.get(name), self.player)
63 89
@@ -66,15 +92,20 @@ class Lingo2World(World):
66 92
67 def fill_slot_data(self): 93 def fill_slot_data(self):
68 slot_options = [ 94 slot_options = [
95 "cyan_door_behavior",
69 "daedalus_roof_access", 96 "daedalus_roof_access",
70 "keyholder_sanity", 97 "keyholder_sanity",
98 "shuffle_control_center_colors",
71 "shuffle_doors", 99 "shuffle_doors",
100 "shuffle_gallery_paintings",
72 "shuffle_letters", 101 "shuffle_letters",
102 "shuffle_symbols",
73 "victory_condition", 103 "victory_condition",
74 ] 104 ]
75 105
76 slot_data = { 106 slot_data = {
77 **self.options.as_dict(*slot_options), 107 **self.options.as_dict(*slot_options),
108 "version": [self.static_logic.get_data_version(), APWORLD_VERSION],
78 } 109 }
79 110
80 return slot_data 111 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..28158c3 100644 --- a/apworld/items.py +++ b/apworld/items.py
@@ -1,5 +1,31 @@
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}
30
31ANTI_COLLECTABLE_TRAPS: list[str] = [f"Anti {letter}" for letter in "ABCDEFGHIJKLMNOPQRSTUVWXYZ"]
diff --git a/apworld/options.py b/apworld/options.py index f7dc5bd..52d2034 100644 --- a/apworld/options.py +++ b/apworld/options.py
@@ -1,13 +1,26 @@
1from dataclasses import dataclass 1from dataclasses import dataclass
2 2
3from Options import PerGameCommonOptions, Toggle, Choice 3from Options import PerGameCommonOptions, Toggle, Choice, DefaultOnToggle, Range
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
10 10
11class ShuffleControlCenterColors(Toggle):
12 """
13 Some doors open after solving the COLOR panel in the Control Center. If this option is enabled, these doors will
14 instead open upon receiving an item.
15 """
16 display_name = "Shuffle Control Center Colors"
17
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
11class ShuffleLetters(Choice): 24class ShuffleLetters(Choice):
12 """ 25 """
13 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
@@ -31,6 +44,14 @@ class ShuffleLetters(Choice):
31 option_item_cyan = 4 44 option_item_cyan = 4
32 45
33 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
34class KeyholderSanity(Toggle): 55class KeyholderSanity(Toggle):
35 """ 56 """
36 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.
@@ -40,6 +61,27 @@ class KeyholderSanity(Toggle):
40 display_name = "Keyholder Sanity" 61 display_name = "Keyholder Sanity"
41 62
42 63
64class CyanDoorBehavior(Choice):
65 """
66 Cyan-colored doors usually only open upon unlocking double letters. Some panels also only appear upon unlocking
67 double letters. This option determines how these unlocks should behave.
68
69 - **Collect H2**: In the base game, H2 is the first double letter you are intended to collect, so cyan doors only
70 open when you collect the H2 pickup in The Repetitive. Collecting the actual pickup is still required even with
71 remote letter shuffle enabled.
72 - **Any Double Letter**: Cyan doors will open when you have unlocked any cyan letter on your keyboard. In letter
73 shuffle, this means receiving a cyan letter, not picking up a cyan letter collectable.
74 - **Item**: Cyan doors will be grouped together in a single item.
75
76 Note that some cyan doors are impacted by door shuffle (e.g. the entrance to The Tower). When door shuffle is
77 enabled, these doors won't be affected by the value of this option.
78 """
79 display_name = "Cyan Door Behavior"
80 option_collect_h2 = 0
81 option_any_double_letter = 1
82 option_item = 2
83
84
43class DaedalusRoofAccess(Toggle): 85class DaedalusRoofAccess(Toggle):
44 """ 86 """
45 If enabled, the player will be logically expected to be able to go from the castle entrance to any part of Daedalus 87 If enabled, the player will be logically expected to be able to go from the castle entrance to any part of Daedalus
@@ -51,7 +93,23 @@ class DaedalusRoofAccess(Toggle):
51 93
52 94
53class VictoryCondition(Choice): 95class VictoryCondition(Choice):
54 """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 """
55 display_name = "Victory Condition" 113 display_name = "Victory Condition"
56 option_gray_ending = 0 114 option_gray_ending = 0
57 option_purple_ending = 1 115 option_purple_ending = 1
@@ -68,10 +126,23 @@ class VictoryCondition(Choice):
68 option_white_ending = 12 126 option_white_ending = 12
69 127
70 128
129class TrapPercentage(Range):
130 """Replaces junk items with traps, at the specified rate."""
131 display_name = "Trap Percentage"
132 range_start = 0
133 range_end = 100
134 default = 0
135
136
71@dataclass 137@dataclass
72class Lingo2Options(PerGameCommonOptions): 138class Lingo2Options(PerGameCommonOptions):
73 shuffle_doors: ShuffleDoors 139 shuffle_doors: ShuffleDoors
140 shuffle_control_center_colors: ShuffleControlCenterColors
141 shuffle_gallery_paintings: ShuffleGalleryPaintings
74 shuffle_letters: ShuffleLetters 142 shuffle_letters: ShuffleLetters
143 shuffle_symbols: ShuffleSymbols
75 keyholder_sanity: KeyholderSanity 144 keyholder_sanity: KeyholderSanity
145 cyan_door_behavior: CyanDoorBehavior
76 daedalus_roof_access: DaedalusRoofAccess 146 daedalus_roof_access: DaedalusRoofAccess
77 victory_condition: VictoryCondition 147 victory_condition: VictoryCondition
148 trap_percentage: TrapPercentage
diff --git a/apworld/player_logic.py b/apworld/player_logic.py index 5cb9011..4aa481d 100644 --- a/apworld/player_logic.py +++ b/apworld/player_logic.py
@@ -1,9 +1,10 @@
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 7from .options import VictoryCondition, ShuffleLetters, CyanDoorBehavior
7 8
8if TYPE_CHECKING: 9if TYPE_CHECKING:
9 from . import Lingo2World 10 from . import Lingo2World
@@ -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 +75,98 @@ 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 new_reqs = sub_reqs.copy()
118 new_reqs.letters = {l: v for l, v in new_reqs.letters.items() if self.letters.get(l, 0) < v}
119 if new_reqs != sub_reqs:
120 return new_reqs
121 else:
122 return sub_reqs
123
124 self.or_logic = []
125 for disjunction in old_or_logic:
126 new_disjunction = []
127 for ssr in disjunction:
128 new_ssr = remove_redundant(ssr)
129 if not new_ssr.is_empty():
130 new_disjunction.append(new_ssr)
131 else:
132 new_disjunction.clear()
133 break
134 if len(new_disjunction) == 1:
135 self.merge(new_disjunction[0])
136 resimplify = True
137 elif len(new_disjunction) > 1:
138 if all(cjr == new_disjunction[0] for cjr in new_disjunction):
139 self.merge(new_disjunction[0])
140 resimplify = True
141 else:
142 self.or_logic.append(new_disjunction)
143
144 if resimplify:
145 self.simplify()
146
147 def get_referenced_rooms(self):
148 result = set(self.rooms)
149
150 for disjunction in self.or_logic:
151 for sub_req in disjunction:
152 result = result.union(sub_req.get_referenced_rooms())
153
154 for sub_req in self.possibilities:
155 result = result.union(sub_req.get_referenced_rooms())
156
157 return result
158
159 def remove_room(self, room: str):
160 if room in self.rooms:
161 self.rooms.remove(room)
162
163 for disjunction in self.or_logic:
164 for sub_req in disjunction:
165 sub_req.remove_room(room)
166
167 for sub_req in self.possibilities:
168 sub_req.remove_room(room)
169
63 def __repr__(self): 170 def __repr__(self):
64 parts = [] 171 parts = []
65 if len(self.items) > 0: 172 if len(self.items) > 0:
@@ -68,15 +175,17 @@ class AccessRequirements:
68 parts.append(f"progressives={self.progressives}") 175 parts.append(f"progressives={self.progressives}")
69 if len(self.rooms) > 0: 176 if len(self.rooms) > 0:
70 parts.append(f"rooms={self.rooms}") 177 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: 178 if len(self.letters) > 0:
74 parts.append(f"letters={self.letters}") 179 parts.append(f"letters={self.letters}")
75 if self.cyans: 180 if self.cyans:
76 parts.append(f"cyans=True") 181 parts.append(f"cyans=True")
77 if len(self.or_logic) > 0: 182 if len(self.or_logic) > 0:
78 parts.append(f"or_logic={self.or_logic}") 183 parts.append(f"or_logic={self.or_logic}")
79 return f"AccessRequirements({", ".join(parts)})" 184 if self.complete_at is not None:
185 parts.append(f"complete_at={self.complete_at}")
186 if len(self.possibilities) > 0:
187 parts.append(f"possibilities={self.possibilities}")
188 return "AccessRequirements(" + ", ".join(parts) + ")"
80 189
81 190
82class PlayerLocation(NamedTuple): 191class PlayerLocation(NamedTuple):
@@ -123,16 +232,60 @@ class Lingo2PlayerLogic:
123 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) 232 self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
124 self.real_items.append(progressive.name) 233 self.real_items.append(progressive.name)
125 234
235 for door_group in world.static_logic.objects.door_groups:
236 if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
237 if not self.world.options.shuffle_doors:
238 continue
239 elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
240 if not self.world.options.shuffle_control_center_colors:
241 continue
242 elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
243 if not self.world.options.shuffle_doors:
244 continue
245 else:
246 continue
247
248 for door in door_group.doors:
249 self.item_by_door[door] = (door_group.name, 1)
250
251 self.real_items.append(door_group.name)
252
126 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled 253 # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled
127 # before we calculate any access requirements. 254 # before we calculate any access requirements.
128 for door in world.static_logic.objects.doors: 255 for door in world.static_logic.objects.doors:
129 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and self.world.options.shuffle_doors: 256 if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
130 if door.id in self.item_by_door: 257 continue
258
259 if door.id in self.item_by_door:
260 continue
261
262 if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
263 not self.world.options.shuffle_doors):
264 continue
265
266 if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
267 not self.world.options.shuffle_control_center_colors):
268 continue
269
270 if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
271 continue
272
273 door_item_name = self.world.static_logic.get_door_item_name(door)
274 self.item_by_door[door.id] = (door_item_name, 1)
275 self.real_items.append(door_item_name)
276
277 # We handle cyan_door_behavior = Item after door shuffle, because cyan doors that are impacted by door shuffle
278 # should be exempt from cyan_door_behavior.
279 if world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
280 for door_group in world.static_logic.objects.door_groups:
281 if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
131 continue 282 continue
132 283
133 door_item_name = self.world.static_logic.get_door_item_name(door) 284 for door in door_group.doors:
134 self.item_by_door[door.id] = (door_item_name, 1) 285 if not door in self.item_by_door:
135 self.real_items.append(door_item_name) 286 self.item_by_door[door] = (door_group.name, 1)
287
288 self.real_items.append(door_group.name)
136 289
137 for door in world.static_logic.objects.doors: 290 for door in world.static_logic.objects.doors:
138 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: 291 if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
@@ -190,6 +343,10 @@ class Lingo2PlayerLogic:
190 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id, 343 self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
191 reqs)) 344 reqs))
192 345
346 if self.world.options.shuffle_symbols:
347 for symbol_name in SYMBOL_ITEMS.values():
348 self.real_items.append(symbol_name)
349
193 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: 350 def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements:
194 if answer is None: 351 if answer is None:
195 if panel_id not in self.panel_reqs: 352 if panel_id not in self.panel_reqs:
@@ -212,25 +369,35 @@ class Lingo2PlayerLogic:
212 self.add_solution_reqs(reqs, answer) 369 self.add_solution_reqs(reqs, answer)
213 elif len(panel.proxies) > 0: 370 elif len(panel.proxies) > 0:
214 possibilities = [] 371 possibilities = []
372 already_filled = False
215 373
216 for proxy in panel.proxies: 374 for proxy in panel.proxies:
217 proxy_reqs = AccessRequirements() 375 proxy_reqs = AccessRequirements()
218 self.add_solution_reqs(proxy_reqs, proxy.answer) 376 self.add_solution_reqs(proxy_reqs, proxy.answer)
219 377
220 possibilities.append(proxy_reqs) 378 if not proxy_reqs.is_empty():
379 possibilities.append(proxy_reqs)
380 else:
381 already_filled = True
382 break
221 383
222 if not any(proxy.answer == panel.answer for proxy in panel.proxies): 384 if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
223 proxy_reqs = AccessRequirements() 385 proxy_reqs = AccessRequirements()
224 self.add_solution_reqs(proxy_reqs, panel.answer) 386 self.add_solution_reqs(proxy_reqs, panel.answer)
225 387
226 possibilities.append(proxy_reqs) 388 if not proxy_reqs.is_empty():
389 possibilities.append(proxy_reqs)
390 else:
391 already_filled = True
227 392
228 reqs.or_logic.append(possibilities) 393 if not already_filled:
394 reqs.or_logic.append(possibilities)
229 else: 395 else:
230 self.add_solution_reqs(reqs, panel.answer) 396 self.add_solution_reqs(reqs, panel.answer)
231 397
232 for symbol in panel.symbols: 398 if self.world.options.shuffle_symbols:
233 reqs.symbols.add(symbol) 399 for symbol in panel.symbols:
400 reqs.items.add(SYMBOL_ITEMS.get(symbol))
234 401
235 if panel.HasField("required_door"): 402 if panel.HasField("required_door"):
236 door_reqs = self.get_door_open_reqs(panel.required_door) 403 door_reqs = self.get_door_open_reqs(panel.required_door)
@@ -253,18 +420,26 @@ class Lingo2PlayerLogic:
253 door = self.world.static_logic.objects.doors[door_id] 420 door = self.world.static_logic.objects.doors[door_id]
254 reqs = AccessRequirements() 421 reqs = AccessRequirements()
255 422
256 # TODO: lavender_cubes, endings
257 if not door.HasField("complete_at") or door.complete_at == 0: 423 if not door.HasField("complete_at") or door.complete_at == 0:
258 for proxy in door.panels: 424 for proxy in door.panels:
259 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) 425 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
260 reqs.merge(panel_reqs) 426 reqs.merge(panel_reqs)
261 elif door.complete_at == 1: 427 elif door.complete_at == 1:
262 reqs.or_logic.append([self.get_panel_reqs(proxy.panel, 428 disjunction = []
263 proxy.answer if proxy.HasField("answer") else None) 429 for proxy in door.panels:
264 for proxy in door.panels]) 430 proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
431 if proxy_reqs.is_empty():
432 disjunction.clear()
433 break
434 else:
435 disjunction.append(proxy_reqs)
436 if len(disjunction) > 0:
437 reqs.or_logic.append(disjunction)
265 else: 438 else:
266 # TODO: Handle complete_at > 1 439 reqs.complete_at = door.complete_at
267 pass 440 for proxy in door.panels:
441 panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
442 reqs.possibilities.append(panel_reqs)
268 443
269 if door.HasField("control_center_color"): 444 if door.HasField("control_center_color"):
270 # TODO: Logic for ensuring two CC states aren't needed at once. 445 # TODO: Logic for ensuring two CC states aren't needed at once.
@@ -272,12 +447,14 @@ class Lingo2PlayerLogic:
272 self.add_solution_reqs(reqs, door.control_center_color) 447 self.add_solution_reqs(reqs, door.control_center_color)
273 448
274 if door.double_letters: 449 if door.double_letters:
275 if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla, 450 if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
276 ShuffleLetters.option_vanilla_cyan]:
277 reqs.rooms.add("The Repetitive - Main Room") 451 reqs.rooms.add("The Repetitive - Main Room")
278 elif self.world.options.shuffle_letters in [ShuffleLetters.option_progressive, 452 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
279 ShuffleLetters.option_item_cyan]: 453 if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
280 reqs.cyans = True 454 reqs.cyans = True
455 elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
456 # There shouldn't be any locations that are cyan doors.
457 pass
281 458
282 for keyholder_uses in door.keyholders: 459 for keyholder_uses in door.keyholders:
283 key_name = keyholder_uses.key.upper() 460 key_name = keyholder_uses.key.upper()
@@ -293,12 +470,18 @@ class Lingo2PlayerLogic:
293 470
294 for ending_id in door.endings: 471 for ending_id in door.endings:
295 ending = self.world.static_logic.objects.endings[ending_id] 472 ending = self.world.static_logic.objects.endings[ending_id]
296 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)") 473
474 if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
475 reqs.items.add("Victory")
476 else:
477 reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)")
297 478
298 for sub_door_id in door.doors: 479 for sub_door_id in door.doors:
299 sub_reqs = self.get_door_open_reqs(sub_door_id) 480 sub_reqs = self.get_door_open_reqs(sub_door_id)
300 reqs.merge(sub_reqs) 481 reqs.merge(sub_reqs)
301 482
483 reqs.simplify()
484
302 return reqs 485 return reqs
303 486
304 # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item 487 # 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..fad9bc7 100644 --- a/apworld/regions.py +++ b/apworld/regions.py
@@ -11,12 +11,17 @@ 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 reqs.remove_room(new_region.name)
21
17 new_location = Lingo2Location(world.player, world.static_logic.location_id_to_name[location.code], 22 new_location = Lingo2Location(world.player, world.static_logic.location_id_to_name[location.code],
18 location.code, new_region) 23 location.code, new_region)
19 new_location.access_rule = make_location_lambda(location.reqs, world) 24 new_location.access_rule = make_location_lambda(reqs, world, regions)
20 new_region.locations.append(new_location) 25 new_region.locations.append(new_location)
21 26
22 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items(): 27 for event_name, item_name in world.player_logic.event_loc_item_by_room.get(room.id, {}).items():
@@ -25,17 +30,23 @@ def create_region(room, world: "Lingo2World") -> Region:
25 new_location.place_locked_item(event_item) 30 new_location.place_locked_item(event_item)
26 new_region.locations.append(new_location) 31 new_region.locations.append(new_location)
27 32
28 return new_region
29
30
31def create_regions(world: "Lingo2World"): 33def create_regions(world: "Lingo2World"):
32 regions = { 34 regions = {
33 "Menu": Region("Menu", world.player, world.multiworld) 35 "Menu": Region("Menu", world.player, world.multiworld)
34 } 36 }
35 37
38 region_and_room = []
39
40 # Create the regions in two stages. First, make the actual region objects and memoize them. Then, add all of the
41 # locations. This allows us to reference the actual region objects in the access rules for the locations, which is
42 # faster than having to look them up during access checking.
36 for room in world.static_logic.objects.rooms: 43 for room in world.static_logic.objects.rooms:
37 region = create_region(room, world) 44 region = create_region(room, world)
38 regions[region.name] = region 45 regions[region.name] = region
46 region_and_room.append((region, room))
47
48 for (region, room) in region_and_room:
49 create_locations(room, region, world, regions)
39 50
40 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game") 51 regions["Menu"].connect(regions["The Entry - Starting Room"], "Start Game")
41 52
@@ -46,6 +57,10 @@ def create_regions(world: "Lingo2World"):
46 57
47 from_region = world.static_logic.get_room_region_name(connection.from_room) 58 from_region = world.static_logic.get_room_region_name(connection.from_room)
48 to_region = world.static_logic.get_room_region_name(connection.to_room) 59 to_region = world.static_logic.get_room_region_name(connection.to_room)
60
61 if from_region not in regions or to_region not in regions:
62 continue
63
49 connection_name = f"{from_region} -> {to_region}" 64 connection_name = f"{from_region} -> {to_region}"
50 65
51 reqs = AccessRequirements() 66 reqs = AccessRequirements()
@@ -82,14 +97,16 @@ def create_regions(world: "Lingo2World"):
82 else: 97 else:
83 connection_name = f"{connection_name} (via panel {panel.name})" 98 connection_name = f"{connection_name} (via panel {panel.name})"
84 99
85 if from_region in regions and to_region in regions: 100 reqs.simplify()
86 connection = Entrance(world.player, connection_name, regions[from_region]) 101 reqs.remove_room(from_region)
87 connection.access_rule = make_location_lambda(reqs, world) 102
103 connection = Entrance(world.player, connection_name, regions[from_region])
104 connection.access_rule = make_location_lambda(reqs, world, regions)
88 105
89 regions[from_region].exits.append(connection) 106 regions[from_region].exits.append(connection)
90 connection.connect(regions[to_region]) 107 connection.connect(regions[to_region])
91 108
92 for region in reqs.rooms: 109 for region in reqs.get_referenced_rooms():
93 world.multiworld.register_indirect_condition(regions[region], connection) 110 world.multiworld.register_indirect_condition(regions[region], connection)
94 111
95 world.multiworld.regions += regions.values() 112 world.multiworld.regions += regions.values()
diff --git a/apworld/requirements.txt b/apworld/requirements.txt index b701d11..dbc395b 100644 --- a/apworld/requirements.txt +++ b/apworld/requirements.txt
@@ -1 +1 @@
protobuf>=5.29.3 \ 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 b699d59..e4d7d49 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, ANTI_COLLECTABLE_TRAPS
2import pkgutil 3import pkgutil
3 4
4class Lingo2StaticLogic: 5class Lingo2StaticLogic:
@@ -8,9 +9,17 @@ 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
15 letter_weights: dict[str, int]
16
11 def __init__(self): 17 def __init__(self):
12 self.item_id_to_name = {} 18 self.item_id_to_name = {}
13 self.location_id_to_name = {} 19 self.location_id_to_name = {}
20 self.item_name_groups = {}
21 self.location_name_groups = {}
22 self.letter_weights = {}
14 23
15 file = pkgutil.get_data(__name__, "generated/data.binpb") 24 file = pkgutil.get_data(__name__, "generated/data.binpb")
16 self.objects = data_pb2.AllObjects() 25 self.objects = data_pb2.AllObjects()
@@ -29,31 +38,49 @@ class Lingo2StaticLogic:
29 letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" 38 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}" 39 location_name = f"{self.get_room_object_map_name(letter)} - {letter_name}"
31 self.location_id_to_name[letter.ap_id] = location_name 40 self.location_id_to_name[letter.ap_id] = location_name
41 self.location_name_groups.setdefault("Letters", []).append(location_name)
32 42
33 if not letter.level2: 43 if not letter.level2:
34 self.item_id_to_name[letter.ap_id] = letter.key.upper() 44 self.item_id_to_name[letter.ap_id] = letter.key.upper()
45 self.item_name_groups.setdefault("Letters", []).append(letter.key.upper())
35 46
36 for mastery in self.objects.masteries: 47 for mastery in self.objects.masteries:
37 location_name = f"{self.get_room_object_map_name(mastery)} - Mastery" 48 location_name = f"{self.get_room_object_map_name(mastery)} - Mastery"
38 self.location_id_to_name[mastery.ap_id] = location_name 49 self.location_id_to_name[mastery.ap_id] = location_name
50 self.location_name_groups.setdefault("Masteries", []).append(location_name)
39 51
40 for ending in self.objects.endings: 52 for ending in self.objects.endings:
41 location_name = f"{self.get_room_object_map_name(ending)} - {ending.name.title()} Ending" 53 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 54 self.location_id_to_name[ending.ap_id] = location_name
55 self.location_name_groups.setdefault("Endings", []).append(location_name)
43 56
44 for progressive in self.objects.progressives: 57 for progressive in self.objects.progressives:
45 self.item_id_to_name[progressive.ap_id] = progressive.name 58 self.item_id_to_name[progressive.ap_id] = progressive.name
46 59
60 for door_group in self.objects.door_groups:
61 self.item_id_to_name[door_group.ap_id] = door_group.name
62
47 for keyholder in self.objects.keyholders: 63 for keyholder in self.objects.keyholders:
48 if keyholder.HasField("key"): 64 if keyholder.HasField("key"):
49 location_name = f"{self.get_room_object_location_prefix(keyholder)} - {keyholder.key.upper()} Keyholder" 65 location_name = f"{self.get_room_object_location_prefix(keyholder)} - {keyholder.key.upper()} Keyholder"
50 self.location_id_to_name[keyholder.ap_id] = location_name 66 self.location_id_to_name[keyholder.ap_id] = location_name
67 self.location_name_groups.setdefault("Keyholders", []).append(location_name)
51 68
52 self.item_id_to_name[self.objects.special_ids["A Job Well Done"]] = "A Job Well Done" 69 self.item_id_to_name[self.objects.special_ids["A Job Well Done"]] = "A Job Well Done"
53 70
71 for symbol_name in SYMBOL_ITEMS.values():
72 self.item_id_to_name[self.objects.special_ids[symbol_name]] = symbol_name
73
74 for trap_name in ANTI_COLLECTABLE_TRAPS:
75 self.item_id_to_name[self.objects.special_ids[trap_name]] = trap_name
76
54 self.item_name_to_id = {name: ap_id for ap_id, name in self.item_id_to_name.items()} 77 self.item_name_to_id = {name: ap_id for ap_id, name in self.item_id_to_name.items()}
55 self.location_name_to_id = {name: ap_id for ap_id, name in self.location_id_to_name.items()} 78 self.location_name_to_id = {name: ap_id for ap_id, name in self.location_id_to_name.items()}
56 79
80 for panel in self.objects.panels:
81 for letter in panel.answer.upper():
82 self.letter_weights[letter] = self.letter_weights.get(letter, 0) + 1
83
57 def get_door_item_name(self, door: data_pb2.Door) -> str: 84 def get_door_item_name(self, door: data_pb2.Door) -> str:
58 return f"{self.get_map_object_map_name(door)} - {door.name}" 85 return f"{self.get_map_object_map_name(door)} - {door.name}"
59 86
@@ -77,7 +104,7 @@ class Lingo2StaticLogic:
77 if door.type != data_pb2.DoorType.STANDARD: 104 if door.type != data_pb2.DoorType.STANDARD:
78 return None 105 return None
79 106
80 if len(door.keyholders) > 0 or len(door.endings) > 0: 107 if len(door.keyholders) > 0 or len(door.endings) > 0 or door.HasField("complete_at"):
81 return None 108 return None
82 109
83 if len(door.panels) > 4: 110 if len(door.panels) > 4:
@@ -113,7 +140,7 @@ class Lingo2StaticLogic:
113 for panel_id in door.panels] 140 for panel_id in door.panels]
114 panel_names.sort() 141 panel_names.sort()
115 142
116 return f"{map_part} - {", ".join(panel_names)}" 143 return map_part + " - " + ", ".join(panel_names)
117 144
118 def get_door_location_name_by_id(self, door_id: int) -> str: 145 def get_door_location_name_by_id(self, door_id: int) -> str:
119 door = self.objects.doors[door_id] 146 door = self.objects.doors[door_id]
@@ -137,3 +164,6 @@ class Lingo2StaticLogic:
137 return f"{game_map.display_name} ({room.panel_display_name})" 164 return f"{game_map.display_name} ({room.panel_display_name})"
138 else: 165 else:
139 return game_map.display_name 166 return game_map.display_name
167
168 def get_data_version(self) -> int:
169 return self.objects.version
diff --git a/apworld/version.py b/apworld/version.py new file mode 100644 index 0000000..a0becae --- /dev/null +++ b/apworld/version.py
@@ -0,0 +1 @@
APWORLD_VERSION = 5