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"""
Archipelago init file for Lingo 2
"""
import asyncio
import os.path
import subprocess
from typing import ClassVar
import Utils
import settings
from BaseClasses import ItemClassification, Item, Tutorial
from settings import Group, UserFilePath
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
from ..LauncherComponents import Component, Type, components
async def run_game():
exe_file = settings.get_settings().lingo2_options.exe_file
subprocess.Popen(
[
exe_file,
"--scene",
Utils.local_path("worlds", "lingo2", "client", "run_from_source.tscn"),
"--",
Utils.local_path("worlds", "lingo2", "client"),
],
cwd=os.path.dirname(exe_file),
)
async def client_main():
Utils.async_start(run_game())
def launch_client(*args):
asyncio.run(client_main())
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 Lingo2Settings(Group):
class ExecutableFile(UserFilePath):
"""Path to the Lingo 2 executable"""
is_exe = True
exe_file: ExecutableFile = ExecutableFile()
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()
settings: ClassVar[Lingo2Settings]
settings_key = "lingo2_options"
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
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