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path: root/apworld/player_logic.py
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name: "B2 Room"
display_name: "B2 Room"
letters { key: "b" double: true }
# Uhh idk if the paintings and door in here should be randomized.
d='n205' href='#n205'>205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510
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 VictoryCondition, ShuffleLetters, CyanDoorBehavior

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 AccessRequirements:
    items: set[str]
    progressives: dict[str, int]
    rooms: set[str]
    letters: dict[str, int]
    cyans: bool

    # This is an AND of ORs.
    or_logic: list[list["AccessRequirements"]]

    # When complete_at is set, at least that many of the requirements in possibilities must be accessible. This should
    # only be used for doors with complete_at > 1, as or_logic is more efficient for complete_at == 1.
    complete_at: int | None
    possibilities: list["AccessRequirements"]

    def __init__(self):
        self.items = set()
        self.progressives = dict()
        self.rooms = set()
        self.letters = dict()
        self.cyans = False
        self.or_logic = list()
        self.complete_at = None
        self.possibilities = list()

    def copy(self) -> "AccessRequirements":
        reqs = AccessRequirements()
        reqs.items = self.items.copy()
        reqs.progressives = self.progressives.copy()
        reqs.rooms = self.rooms.copy()
        reqs.letters = self.letters.copy()
        reqs.cyans = self.cyans
        reqs.or_logic = [[other_req.copy() for other_req in disjunction] for disjunction in self.or_logic]
        reqs.complete_at = self.complete_at
        reqs.possibilities = self.possibilities.copy()
        return reqs

    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 letter, level in other.letters.items():
            self.letters[letter] = max(self.letters.get(letter, 0), level)

        self.cyans = self.cyans or other.cyans

        for disjunction in other.or_logic:
            self.or_logic.append(disjunction)

        if other.complete_at is not None:
            # Merging multiple requirements that use complete_at sucks, and is part of why we want to minimize use of
            # it. If both requirements use complete_at, we will cheat by using the or_logic field, which supports
            # conjunctions of requirements.
            if self.complete_at is not None:
                print("Merging requirements with complete_at > 1. This is messy and should be avoided!")

                left_req = AccessRequirements()
                left_req.complete_at = self.complete_at
                left_req.possibilities = self.possibilities
                self.or_logic.append([left_req])

                self.complete_at = None
                self.possibilities = list()

                right_req = AccessRequirements()
                right_req.complete_at = other.complete_at
                right_req.possibilities = other.possibilities
                self.or_logic.append([right_req])
            else:
                self.complete_at = other.complete_at
                self.possibilities = other.possibilities

    def is_empty(self) -> bool:
        return (len(self.items) == 0 and len(self.progressives) == 0 and len(self.rooms) == 0 and len(self.letters) == 0
                and not self.cyans and len(self.or_logic) == 0 and self.complete_at is None)

    def __eq__(self, other: "AccessRequirements"):
        return (self.items == other.items and self.progressives == other.progressives and self.rooms == other.rooms and
                self.letters == other.letters and self.cyans == other.cyans and self.or_logic == other.or_logic and
                self.complete_at == other.complete_at and self.possibilities == other.possibilities)

    def simplify(self):
        resimplify = False

        if len(self.or_logic) > 0:
            old_or_logic = self.or_logic

            def remove_redundant(sub_reqs: "AccessRequirements"):
                sub_reqs.letters = {l: v for l, v in sub_reqs.letters.items() if self.letters.get(l, 0) < v}

            self.or_logic = []
            for disjunction in old_or_logic:
                new_disjunction = []
                for ssr in disjunction:
                    remove_redundant(ssr)
                    if not ssr.is_empty():
                        new_disjunction.append(ssr)
                    else:
                        new_disjunction.clear()
                        break
                if len(new_disjunction) == 1:
                    self.merge(new_disjunction[0])
                    resimplify = True
                elif len(new_disjunction) > 1:
                    if all(cjr == new_disjunction[0] for cjr in new_disjunction):
                        self.merge(new_disjunction[0])
                        resimplify = True
                    else:
                        self.or_logic.append(new_disjunction)

        if resimplify:
            self.simplify()

    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.letters) > 0:
            parts.append(f"letters={self.letters}")
        if self.cyans:
            parts.append(f"cyans=True")
        if len(self.or_logic) > 0:
            parts.append(f"or_logic={self.or_logic}")
        if self.complete_at is not None:
            parts.append(f"complete_at={self.complete_at}")
        if len(self.possibilities) > 0:
            parts.append(f"possibilities={self.possibilities}")
        return f"AccessRequirements({", ".join(parts)})"


class PlayerLocation(NamedTuple):
    code: int | None
    reqs: AccessRequirements


class LetterBehavior(IntEnum):
    VANILLA = auto()
    ITEM = auto()
    UNLOCKED = auto()


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]

    double_letter_amount: dict[str, 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()

        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)

        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:
                    continue
            elif door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR:
                if not self.world.options.shuffle_control_center_colors:
                    continue
            elif door_group.type == data_pb2.DoorGroupType.SHUFFLE_GROUP:
                if not self.world.options.shuffle_doors:
                    continue
            else:
                continue

            for door in door_group.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.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

                for door in door_group.doors:
                    if not door in self.item_by_door:
                        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.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()))
            behavior = self.get_letter_behavior(letter.key, letter.level2)
            if behavior == LetterBehavior.VANILLA:
                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:
            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

        if self.world.options.keyholder_sanity:
            for keyholder in world.static_logic.objects.keyholders:
                if keyholder.HasField("key"):
                    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"):
            # TODO: Logic for ensuring two CC states aren't needed at once.
            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))

        for ending_id in door.endings:
            ending = self.world.static_logic.objects.endings[ending_id]

            if self.world.options.victory_condition.current_key.removesuffix("_ending").upper() == ending.name:
                reqs.items.add("Victory")
            else:
                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)

        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)