""" Archipelago init file for Lingo 2 """ from typing import ClassVar 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, launch as launch_component, icon_paths 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 for_tracker: ClassVar[bool] = False 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 def launch_client(*args): from .context import client_main launch_component(client_main, name="Lingo2Client", args=args) icon_paths["lingo2_ico"] = f"ap:{__name__}/logo.png" component = Component("Lingo 2 Client", component_type=Type.CLIENT, func=launch_client, description="Open Lingo 2.", supports_uri=True, game_name="Lingo 2", icon="lingo2_ico") components.append(component) 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421
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"]]

    def __init__(self):
        self.items = set()
        self.progressives = dict()
        self.rooms = set()
        self.letters = dict()
        self.cyans = False
        self.or_logic = list()

    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)

    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)

    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}")
        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

            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()

        # 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:
            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:
            # 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")
            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)

        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)