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from enum import IntEnum, auto
from .generated import data_pb2 as data_pb2
from .items import SYMBOL_ITEMS
from typing import TYPE_CHECKING, NamedTuple
from .options import ShuffleLetters, CyanDoorBehavior
from .rules import AccessRequirements
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)
return histogram
class PlayerLocation(NamedTuple):
code: int | None
reqs: AccessRequirements
class LetterBehavior(IntEnum):
VANILLA = auto()
ITEM = auto()
UNLOCKED = auto()
class Lingo2PlayerLogic:
world: "Lingo2World"
shuffled_maps: set[int]
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]
double_letter_amount: dict[str, int]
goal_room_id: int
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()
self.double_letter_amount = dict()
def should_shuffle_map(game_map) -> bool:
if game_map.type == data_pb2.MapType.NORMAL_MAP:
return True
elif game_map.type == data_pb2.MapType.ICARUS:
return bool(world.options.enable_icarus)
elif game_map.type == data_pb2.MapType.GIFT_MAP:
if game_map.name == "the_advanced":
return "The Advanced" in world.options.enable_gift_maps.value
elif game_map.name == "the_charismatic":
return "The Charismatic" in world.options.enable_gift_maps.value
elif game_map.name == "the_crystalline":
return "The Crystalline" in world.options.enable_gift_maps.value
elif game_map.name == "the_fuzzy":
return "The Fuzzy" in world.options.enable_gift_maps.value
elif game_map.name == "the_stellar":
return "The Stellar" in world.options.enable_gift_maps.value
return False
self.shuffled_maps = set(game_map.id for game_map in world.static_logic.objects.maps
if should_shuffle_map(game_map))
maximum_masteries = 13 + len(world.options.enable_gift_maps.value)
if world.options.enable_icarus:
maximum_masteries += 1
if world.options.masteries_requirement > maximum_masteries:
world.options.masteries_requirement.value = maximum_masteries
if "The Fuzzy" in world.options.enable_gift_maps.value:
self.real_items.append("Numbers")
if self.world.options.shuffle_doors:
for progressive in world.static_logic.objects.progressives:
for i in range(0, len(progressive.doors)):
door = world.static_logic.objects.doors[progressive.doors[i]]
if door.map_id not in self.shuffled_maps:
continue
self.item_by_door[progressive.doors[i]] = (progressive.name, i + 1)
self.real_items.append(progressive.name)
for door_group in world.static_logic.objects.door_groups:
if door_group.type == data_pb2.DoorGroupType.CONNECTOR:
if not self.world.options.shuffle_doors or self.world.options.shuffle_worldports:
continue
elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
if not self.world.options.shuffle_control_center_colors or self.world.options.shuffle_worldports:
continue
elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
if not self.world.options.shuffle_doors:
continue
else:
continue
shuffleable_doors = [door_id for door_id in door_group.doors
if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps]
if len(shuffleable_doors) > 0:
for door in shuffleable_doors:
self.item_by_door[door] = (door_group.name, 1)
self.real_items.append(door_group.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.map_id not in self.shuffled_maps:
continue
if door.type in [data_pb2.DoorType.EVENT, data_pb2.DoorType.LOCATION_ONLY, data_pb2.DoorType.GRAVESTONE]:
continue
if door.id in self.item_by_door:
continue
if (door.type in [data_pb2.DoorType.STANDARD, data_pb2.DoorType.ITEM_ONLY] and
not self.world.options.shuffle_doors):
continue
if (door.type == data_pb2.DoorType.CONTROL_CENTER_COLOR and
not self.world.options.shuffle_control_center_colors):
continue
if door.type == data_pb2.DoorType.GALLERY_PAINTING and not self.world.options.shuffle_gallery_paintings:
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)
# We handle cyan_door_behavior = Item after door shuffle, because cyan doors that are impacted by door shuffle
# should be exempt from cyan_door_behavior.
if world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
for door_group in world.static_logic.objects.door_groups:
if door_group.type != data_pb2.DoorGroupType.CYAN_DOORS:
continue
shuffleable_doors = [door_id for door_id in door_group.doors
if world.static_logic.objects.doors[door_id].map_id in self.shuffled_maps
and door_id not in self.item_by_door]
if len(shuffleable_doors) > 0:
for door in shuffleable_doors:
self.item_by_door[door] = (door_group.name, 1)
self.real_items.append(door_group.name)
for door in world.static_logic.objects.doors:
if door.map_id not in self.shuffled_maps:
continue
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:
if world.static_logic.get_room_object_map_id(letter) not in self.shuffled_maps:
continue
self.locations_by_room.setdefault(letter.room_id, []).append(PlayerLocation(letter.ap_id,
AccessRequirements()))
behavior = self.get_letter_behavior(letter.key, letter.level2)
if behavior == LetterBehavior.VANILLA:
if not world.for_tracker:
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()
elif behavior == LetterBehavior.ITEM:
self.real_items.append(letter.key.upper())
if behavior != LetterBehavior.UNLOCKED:
self.double_letter_amount[letter.key.upper()] = self.double_letter_amount.get(letter.key.upper(), 0) + 1
for mastery in world.static_logic.objects.masteries:
if world.static_logic.get_room_object_map_id(mastery) not in self.shuffled_maps:
continue
self.locations_by_room.setdefault(mastery.room_id, []).append(PlayerLocation(mastery.ap_id,
AccessRequirements()))
if world.options.masteries_requirement > 0:
event_name = f"{world.static_logic.get_room_object_map_name(mastery)} - Mastery (Collected)"
self.event_loc_item_by_room.setdefault(mastery.room_id, {})[event_name] = "Mastery"
for ending in world.static_logic.objects.endings:
if world.static_logic.get_room_object_map_id(ending) not in self.shuffled_maps:
continue
# Don't create a location for your selected ending. Also don't create a location for White Ending if it's
# necessarily in the postgame, i.e. it requires all 12 other endings.
if world.options.victory_condition.current_key.removesuffix("_ending").upper() != ending.name\
and (ending.name != "WHITE" or world.options.endings_requirement < 12):
self.locations_by_room.setdefault(ending.room_id, []).append(PlayerLocation(ending.ap_id,
AccessRequirements()))
if world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
event_name = f"{ending.name.capitalize()} Ending (Goal)"
self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Victory"
self.goal_room_id = ending.room_id
if ending.name != "WHITE":
event_name = f"{ending.name.capitalize()} Ending (Achieved)"
self.event_loc_item_by_room.setdefault(ending.room_id, {})[event_name] = "Ending"
if self.world.options.keyholder_sanity:
for keyholder in world.static_logic.objects.keyholders:
if keyholder.HasField("key"):
if world.static_logic.get_room_object_map_id(keyholder) not in self.shuffled_maps:
continue
reqs = AccessRequirements()
if self.get_letter_behavior(keyholder.key, False) != LetterBehavior.UNLOCKED:
reqs.letters[keyholder.key.upper()] = 1
self.locations_by_room.setdefault(keyholder.room_id, []).append(PlayerLocation(keyholder.ap_id,
reqs))
if self.world.options.shuffle_symbols:
for symbol_name in SYMBOL_ITEMS.values():
self.real_items.append(symbol_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:
self.add_solution_reqs(reqs, answer)
elif len(panel.proxies) > 0:
possibilities = []
already_filled = False
for proxy in panel.proxies:
proxy_reqs = AccessRequirements()
self.add_solution_reqs(proxy_reqs, proxy.answer)
if not proxy_reqs.is_empty():
possibilities.append(proxy_reqs)
else:
already_filled = True
break
if not already_filled and not any(proxy.answer == panel.answer for proxy in panel.proxies):
proxy_reqs = AccessRequirements()
self.add_solution_reqs(proxy_reqs, panel.answer)
if not proxy_reqs.is_empty():
possibilities.append(proxy_reqs)
else:
already_filled = True
if not already_filled:
reqs.or_logic.append(possibilities)
else:
self.add_solution_reqs(reqs, panel.answer)
if self.world.options.shuffle_symbols:
for symbol in panel.symbols:
reqs.items.add(SYMBOL_ITEMS.get(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()
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:
disjunction = []
for proxy in door.panels:
proxy_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
if proxy_reqs.is_empty():
disjunction.clear()
break
else:
disjunction.append(proxy_reqs)
if len(disjunction) > 0:
reqs.or_logic.append(disjunction)
else:
reqs.complete_at = door.complete_at
for proxy in door.panels:
panel_reqs = self.get_panel_reqs(proxy.panel, proxy.answer if proxy.HasField("answer") else None)
reqs.possibilities.append(panel_reqs)
if door.HasField("control_center_color"):
reqs.rooms.add("Control Center - Main Area")
self.add_solution_reqs(reqs, door.control_center_color)
if door.double_letters:
if self.world.options.cyan_door_behavior == CyanDoorBehavior.option_collect_h2:
reqs.rooms.add("The Repetitive - Main Room")
elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_any_double_letter:
if self.world.options.shuffle_letters != ShuffleLetters.option_unlocked:
reqs.cyans = True
elif self.world.options.cyan_door_behavior == CyanDoorBehavior.option_item:
# There shouldn't be any locations that are cyan doors.
pass
for keyholder_uses in door.keyholders:
key_name = keyholder_uses.key.upper()
if (self.get_letter_behavior(keyholder_uses.key, False) != LetterBehavior.UNLOCKED
and 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))
if door.white_ending:
if self.world.options.endings_requirement > 0:
reqs.progressives["Ending"] = self.world.options.endings_requirement.value
if self.world.options.masteries_requirement > 0:
reqs.progressives["Mastery"] = self.world.options.masteries_requirement.value
for sub_door_id in door.doors:
sub_reqs = self.get_door_open_reqs(sub_door_id)
reqs.merge(sub_reqs)
reqs.simplify()
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)
def get_letter_behavior(self, letter: str, level2: bool) -> LetterBehavior:
if self.world.options.shuffle_letters == ShuffleLetters.option_unlocked:
return LetterBehavior.UNLOCKED
if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla_cyan, ShuffleLetters.option_item_cyan]:
if level2:
if self.world.options.shuffle_letters == ShuffleLetters.option_vanilla_cyan:
return LetterBehavior.VANILLA
else:
return LetterBehavior.ITEM
else:
return LetterBehavior.UNLOCKED
if not level2 and letter in ["h", "i", "n", "t"]:
return LetterBehavior.UNLOCKED
if self.world.options.shuffle_letters == ShuffleLetters.option_progressive:
return LetterBehavior.ITEM
return LetterBehavior.VANILLA
def add_solution_reqs(self, reqs: AccessRequirements, solution: str):
histogram = calculate_letter_histogram(solution)
for l, a in histogram.items():
needed = min(a, 2)
level2 = (needed == 2)
if level2 and self.get_letter_behavior(l.lower(), True) == LetterBehavior.UNLOCKED:
needed = 1
if self.get_letter_behavior(l.lower(), False) == LetterBehavior.UNLOCKED:
needed = needed - 1
if needed > 0:
reqs.letters[l] = max(reqs.letters.get(l, 0), needed)
if any(l.isnumeric() for l in solution):
reqs.items.add("Numbers")
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