from .generated import data_pb2 as data_pb2 from typing import TYPE_CHECKING, NamedTuple from .options import VictoryCondition if TYPE_CHECKING: from . import Lingo2World def calculate_letter_histogram(solution: str) -> dict[str, int]: histogram = dict() for l in solution: if l.isalpha(): real_l = l.upper() histogram[real_l] = min(histogram.get(real_l, 0) + 1, 2) for free_letter in "HINT": if histogram.get(free_letter, 0) == 1: del histogram[free_letter] return histogram class AccessRequirements: items: set[str] progressives: dict[str, int] rooms: set[str] symbols: set[str] letters: dict[str, int] # This is an AND of ORs. or_logic: list[list["AccessRequirements"]] def __init__(self): self.items = set() self.progressives = dict() self.rooms = set() self.symbols = set() self.letters = dict() self.or_logic = list() def add_solution(self, solution: str): histogram = calculate_letter_histogram(solution) for l, a in histogram.items(): self.letters[l] = max(self.letters.get(l, 0), histogram.get(l)) def merge(self, other: "AccessRequirements"): for item in other.items: self.items.add(item) for item, amount in other.progressives.items(): self.progressives[item] = max(amount, self.progressives.get(item, 0)) for room in other.rooms: self.rooms.add(room) for symbol in other.symbols: self.symbols.add(symbol) for letter, level in other.letters.items(): self.letters[letter] = max(self.letters.get(letter, 0), level) for disjunction in other.or_logic: self.or_logic.append(disjunction) def __repr__(self): parts = [] if len(self.items) > 0: parts.append(f"items={self.items}") if len(self.progressives) > 0: parts.append(f"progressives={self.progressives}") if len(self.rooms) > 0: parts.append(f"rooms={self.rooms}") if len(self.symbols) > 0: parts.append(f"symbols={self.symbols}") if len(self.letters) > 0: parts.append(f"letters={self.letters}") if len(self.or_logic) > 0: parts.append(f"or_logic={self.or_logic}") return f"AccessRequirements({", ".join(parts)})" class PlayerLocation(NamedTuple): code: int | None reqs: AccessRequirements class Lingo2PlayerLogic: world: "Lingo2World" locations_by_room: dict[int, list[PlayerLocation]] event_loc_item_by_room: dict[int, dict[str, str]] item_by_door: dict[int, tuple[str, int]] panel_reqs: dict[int, AccessRequirements] proxy_reqs: dict[int, dict[str, AccessRequirements]] door_reqs: dict[int, AccessRequirements] real_items: list[str] def __init__(self, world: "Lingo2World"): self.world = world self.locations_by_room = {} self.event_loc_item_by_room = {} self.item_by_door = {} self.panel_reqs = dict() self.proxy_reqs = dict() self.door_reqs = dict() self.real_items = list() if self.world.options.shuffle_doors: for progressive in world.static_logic.objects.progressives: for i in range(0, len(progressive.doors)): self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1) self.real_items.append(progressive.name) # We iterate through the doors in two parts because it is essential that we determine which doors are shuffled # before we calculate any access requirements. for door in world.static_logic.objects.doors: if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and self.world.options.shuffle_doors: if door.id in self.item_by_door: continue door_item_name = self.world.static_logic.get_door_item_name(door) self.item_by_door[door.id] = (door_item_name, 1) self.real_items.append(door_item_name) for door in world.static_logic.objects.doors: if door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]: self.locations_by_room.setdefault(door.room_id, []).append(PlayerLocation(door.ap_id, self.get_door_reqs(door.id))) for letter in world.static_logic.objects.letters: self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id, AccessRequirements())) letter_name = f"{letter.key.upper()}{'2' if letter.level2 else '1'}" event_name = f"{letter_name} (Collected)" self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() if letter.level2: event_name = f"{letter_name} (Double Collected)" self.event_loc_item_by_room.setdefault(letter.room_id, {})[event_name] = letter.key.upper() for mastery in world.static_logic.objects.masteries: self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id, AccessRequirements())) for ending in world.static_logic.objects.endings: # Don't ever create a location for White Ending. Don't even make an event for it if it's not the victory # condition, since it is necessarily going to be in the postgame. if ending.name == "WHITE": if self.world.options.victory_condition != VictoryCondition.option_white_ending: continue else: self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id, AccessRequirements())) event_name = f"{ending.name.capitalize()} Ending (Achieved)" item_name = event_name if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name: item_name = "Victory" self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = item_name def get_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: if answer is None: if panel_id not in self.panel_reqs: self.panel_reqs[panel_id] = self.calculate_panel_reqs(panel_id, answer) return self.panel_reqs.get(panel_id) else: if panel_id not in self.proxy_reqs or answer not in self.proxy_reqs.get(panel_id): self.proxy_reqs.setdefault(panel_id, {})[answer] = self.calculate_panel_reqs(panel_id, answer) return self.proxy_reqs.get(panel_id).get(answer) def calculate_panel_reqs(self, panel_id: int, answer: str | None) -> AccessRequirements: panel = self.world.static_logic.objects.panels[panel_id] reqs = AccessRequirements() reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.room_id)) if answer is not None: reqs.add_solution(answer) elif len(panel.proxies) > 0: possibilities = [] for proxy in panel.proxies: proxy_reqs = AccessRequirements() proxy_reqs.add_solution(proxy.answer) possibilities.append(proxy_reqs) if not any(proxy.answer == panel.answer for proxy in panel.proxies): proxy_reqs = AccessRequirements() proxy_reqs.add_solution(panel.answer) possibilities.append(proxy_reqs) reqs.or_logic.append(possibilities) else: reqs.add_solution(panel.answer) for symbol in panel.symbols: reqs.symbols.add(symbol) if panel.HasField("required_door"): door_reqs = self.get_door_open_reqs(panel.required_door) reqs.merge(door_reqs) if panel.HasField("required_room"): reqs.rooms.add(self.world.static_logic.get_room_region_name(panel.required_room)) return reqs # This gets/calculates the requirements described by the door object. This is most notably used as the requirements # for clearing a location, or opening a door when the door is not shuffled. def get_door_reqs(self, door_id: int) -> AccessRequirements: if door_id not in self.door_reqs: self.door_reqs[door_id] = self.calculate_door_reqs(door_id) return self.door_reqs.get(door_id) def calculate_door_reqs(self, door_id: int) -> AccessRequirements: door = self.world.static_logic.objects.doors[door_id] reqs = AccessRequirements() # TODO: lavender_cubes, endings if not door.HasField("complete_at") or door.complete_at == 0: for proxy in door.panels: panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) reqs.merge(panel_reqs) elif door.complete_at == 1: reqs.or_logic.append([self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None) for proxy in door.panels]) else: # TODO: Handle complete_at > 1 pass if door.HasField("control_center_color"): # TODO: Logic for ensuring two CC states aren't needed at once. reqs.rooms.add("Control Center - Main Area") reqs.add_solution(door.control_center_color) if door.double_letters: # TODO: When letter shuffle is on, change this to require any double letter instead. reqs.rooms.add("The Repetitive - Main Room") for keyholder_uses in door.keyholders: key_name = keyholder_uses.key.upper() if key_name not in reqs.letters: reqs.letters[key_name] = 1 keyholder = self.world.static_logic.objects.keyholders[keyholder_uses.keyholder] reqs.rooms.add(self.world.static_logic.get_room_region_name(keyholder.room_id)) for room in door.rooms: reqs.rooms.add(self.world.static_logic.get_room_region_name(room)) for ending_id in door.endings: ending = self.world.static_logic.objects.endings[ending_id] reqs.items.add(f"{ending.name.capitalize()} Ending (Achieved)") for sub_door_id in door.doors: sub_reqs = self.get_door_open_reqs(sub_door_id) reqs.merge(sub_reqs) return reqs # This gets the requirements to open a door within the world. When a door is shuffled, this means having the item # that acts as the door's key. def get_door_open_reqs(self, door_id: int) -> AccessRequirements: if door_id in self.item_by_door: reqs = AccessRequirements() item_name, amount = self.item_by_door.get(door_id) if amount == 1: reqs.items.add(item_name) else: reqs.progressives[item_name] = amount return reqs else: return self.get_door_reqs(door_id)