1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
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
|
from enum import IntEnum, auto
from .generated import data_pb2 as data_pb2
from typing import TYPE_CHECKING, NamedTuple
from .options import VictoryCondition, ShuffleLetters
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]
symbols: 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.symbols = 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 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)
self.cyans = self.cyans or other.cyans
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 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)
# 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()))
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))
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 = []
for proxy in panel.proxies:
proxy_reqs = AccessRequirements()
self.add_solution_reqs(proxy_reqs, proxy.answer)
possibilities.append(proxy_reqs)
if not any(proxy.answer == panel.answer for proxy in panel.proxies):
proxy_reqs = AccessRequirements()
self.add_solution_reqs(proxy_reqs, panel.answer)
possibilities.append(proxy_reqs)
reqs.or_logic.append(possibilities)
else:
self.add_solution_reqs(reqs, 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")
self.add_solution_reqs(reqs, door.control_center_color)
if door.double_letters:
if self.world.options.shuffle_letters in [ShuffleLetters.option_vanilla,
ShuffleLetters.option_vanilla_cyan]:
reqs.rooms.add("The Repetitive - Main Room")
elif self.world.options.shuffle_letters in [ShuffleLetters.option_progressive,
ShuffleLetters.option_item_cyan]:
reqs.cyans = True
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]
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)
|