""" Archipelago init file for Lingo 2 """ from BaseClasses import ItemClassification, Item, Tutorial from worlds.AutoWorld import WebWorld, World from .items import Lingo2Item, ANTI_COLLECTABLE_TRAPS from .options import Lingo2Options from .player_logic import Lingo2PlayerLogic from .regions import create_regions, shuffle_entrances, connect_ports_from_ut from .static_logic import Lingo2StaticLogic from .version import APWORLD_VERSION class Lingo2WebWorld(WebWorld): rich_text_options_doc = True theme = "grass" tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to playing Lingo 2 with Archipelago.", "English", "en_Lingo_2.md", "setup/en", ["hatkirby"] )] class Lingo2World(World): """ Lingo 2 is a first person indie puzzle game where you solve word puzzles in a labyrinthe world. Compared to its predecessor, Lingo 2 has new mechanics, more areas, and a unique progression system where you have to unlock letters before using them in puzzle solutions. """ game = "Lingo 2" web = Lingo2WebWorld() topology_present = True options_dataclass = Lingo2Options options: Lingo2Options static_logic = Lingo2StaticLogic() item_name_to_id = static_logic.item_name_to_id location_name_to_id = static_logic.location_name_to_id item_name_groups = static_logic.item_name_groups location_name_groups = static_logic.location_name_groups player_logic: Lingo2PlayerLogic port_pairings: dict[int, int] def generate_early(self): self.player_logic = Lingo2PlayerLogic(self) self.port_pairings = {} def create_regions(self): create_regions(self) def connect_entrances(self): if self.options.shuffle_worldports: if hasattr(self.multiworld, "re_gen_passthrough") and "Lingo 2" in self.multiworld.re_gen_passthrough: slot_value = self.multiworld.re_gen_passthrough["Lingo 2"]["port_pairings"] self.port_pairings = {int(fp): int(tp) for fp, tp in slot_value.items()} connect_ports_from_ut(self.port_pairings, self) else: shuffle_entrances(self) from Utils import visualize_regions visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml") def create_items(self): pool = [self.create_item(name) for name in self.player_logic.real_items] total_locations = sum(len(locs) for locs in self.player_logic.locations_by_room.values()) item_difference = total_locations - len(pool) if self.options.trap_percentage > 0: num_traps = int(item_difference * self.options.trap_percentage / 100) item_difference = item_difference - num_traps trap_names = [] trap_weights = [] for letter_name, weight in self.static_logic.letter_weights.items(): trap_names.append(f"Anti {letter_name}") trap_weights.append(weight) bad_letters = self.random.choices(trap_names, weights=trap_weights, k=num_traps) pool += [self.create_item(trap_name) for trap_name in bad_letters] for i in range(0, item_difference): pool.append(self.create_item(self.get_filler_item_name())) self.multiworld.itempool += pool def create_item(self, name: str) -> Item: return Lingo2Item(name, ItemClassification.filler if name == self.get_filler_item_name() else ItemClassification.trap if name in ANTI_COLLECTABLE_TRAPS else ItemClassification.progression, self.item_name_to_id.get(name), self.player) def set_rules(self): self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player) def fill_slot_data(self): slot_options = [ "cyan_door_behavior", "daedalus_roof_access", "keyholder_sanity", "shuffle_control_center_colors", "shuffle_doors", "shuffle_gallery_paintings", "shuffle_letters", "shuffle_symbols", "shuffle_worldports", "strict_cyan_ending", "strict_purple_ending", "victory_condition", ] slot_data: dict[str, object] = { **self.options.as_dict(*slot_options), "version": [self.static_logic.get_data_version(), APWORLD_VERSION], } if self.options.shuffle_worldports: slot_data["port_pairings"] = self.port_pairings return slot_data def get_filler_item_name(self) -> str: return "A Job Well Done" # for the universal tracker, doesn't get called in standard gen # docs: https://github.com/FarisTheAncient/Archipelago/blob/tracker/worlds/tracker/docs/re-gen-passthrough.md @staticmethod def interpret_slot_data(slot_data: dict[str, object]) -> dict[str, object]: # returning slot_data so it regens, giving it back in multiworld.re_gen_passthrough # we are using re_gen_passthrough over modifying the world here due to complexities with ER return slot_data