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from collections.abc import Callable
from enum import IntFlag, auto
from typing import TYPE_CHECKING
from BaseClasses import CollectionState, Region, MultiWorld, Entrance
from .player_logic import AccessRequirements
from ..AutoWorld import LogicMixin
if TYPE_CHECKING:
from . import Lingo2World
class ControlCenterColor(IntFlag):
RED = auto()
BLUE = auto()
ORANGE = auto()
MAGENTA = auto()
PURPLE = auto()
GREEN = auto()
BROWN = auto()
WHITE = auto()
NONE = 0
ALL = RED + BLUE + ORANGE + MAGENTA + PURPLE + GREEN + BROWN + WHITE
CONTROL_CENTER_COLOR_NAMES: dict[str, ControlCenterColor] = {
"red": ControlCenterColor.RED,
"blue": ControlCenterColor.BLUE,
"orange": ControlCenterColor.ORANGE,
"magenta": ControlCenterColor.MAGENTA,
"purple": ControlCenterColor.PURPLE,
"green": ControlCenterColor.GREEN,
"brown": ControlCenterColor.BROWN,
"white": ControlCenterColor.WHITE,
}
class Lingo2Entrance(Entrance):
world: "Lingo2World"
reqs: AccessRequirements | None
required_regions: list[Region]
control_center_colors: ControlCenterColor
def set_lingo2_rule(self, world: "Lingo2World", regions: dict[str, Region] | None, reqs: AccessRequirements,
control_center_colors: ControlCenterColor):
self.world = world
if reqs.is_empty():
self.reqs = None
else:
self.reqs = reqs.copy()
self.reqs.rooms.clear()
if regions is None:
self.required_regions = [world.multiworld.get_region(room_name, world.player)
for room_name in reqs.rooms]
else:
self.required_regions = [regions[room_name] for room_name in reqs.rooms]
self.control_center_colors = control_center_colors
self.access_rule = self._lingo2_rule
def _lingo2_rule(self, state: CollectionState) -> bool:
if self.reqs is not None and not lingo2_can_satisfy_requirements(state, self.reqs, self.required_regions,
self.world):
return False
if self.control_center_colors != ControlCenterColor.ALL\
and not self.world.options.shuffle_control_center_colors:
from_region_state = state.lingo2_get_region_state(self.parent_region)
if from_region_state.control_center_colors & self.control_center_colors == ControlCenterColor.NONE:
return False
state.lingo2_use_entrance(self)
return True
class Lingo2Region(Region):
def can_reach(self, state) -> bool:
if self in state.reachable_regions[self.player]:
return True
if not state.stale[self.player] and not state.lingo2_state[self.player].stale:
# if the cache is updated we can use the cache
return super().can_reach(state)
if state.lingo2_state[self.player].stale:
state.lingo2_sweep(self.player)
return super().can_reach(state)
class PerPlayerRegionState:
control_center_colors: ControlCenterColor
def __init__(self):
self.control_center_colors = ControlCenterColor.NONE
def copy(self) -> "PerPlayerRegionState":
result = PerPlayerRegionState()
result.control_center_colors = self.control_center_colors
return result
class PerPlayerState:
world: "Lingo2World"
regions: dict[str, PerPlayerRegionState]
stale: bool
sweeping: bool
sweepable_entrances: set[Entrance]
check_colors: bool
def __init__(self, world: "Lingo2World"):
self.world = world
self.regions = {}
self.stale = True
self.sweeping = False
self.sweepable_entrances = set()
self.check_colors = not world.options.shuffle_control_center_colors
self.regions["Menu"] = PerPlayerRegionState()
self.regions["Menu"].control_center_colors = ControlCenterColor.ALL
def copy(self) -> "PerPlayerState":
result = PerPlayerState(self.world)
result.regions = {region_name: region_state.copy() for region_name, region_state in self.regions.items()}
result.stale = self.stale
result.sweeping = self.sweeping
result.sweepable_entrances = self.sweepable_entrances.copy()
result.check_colors = self.check_colors
return result
def get_region_state(self, region: Region):
return self.regions.setdefault(region.name, PerPlayerRegionState())
class Lingo2LogicMixin(LogicMixin):
multiworld: MultiWorld
reachable_regions: dict[int, set[Region]]
lingo2_state: dict[int, PerPlayerState]
def init_mixin(self, multiworld: MultiWorld):
self.lingo2_state = {player: PerPlayerState(multiworld.worlds[player])
for player in multiworld.get_game_players("Lingo 2")}
def copy_mixin(self, new_state: CollectionState) -> CollectionState:
new_state.lingo2_state = {player: pps.copy() for player, pps in self.lingo2_state.items()}
return new_state
def lingo2_get_region_state(self, region: Region):
return self.lingo2_state[region.player].get_region_state(region)
def lingo2_use_entrance(self, entrance: Lingo2Entrance):
player_state = self.lingo2_state[entrance.player]
from_region_state = player_state.get_region_state(entrance.parent_region)
to_region_state = player_state.get_region_state(entrance.connected_region)
should_update = False
if player_state.check_colors:
avail_colors = from_region_state.control_center_colors & entrance.control_center_colors
if avail_colors & ~to_region_state.control_center_colors != ControlCenterColor.NONE:
if to_region_state.control_center_colors != ControlCenterColor.NONE or avail_colors != ControlCenterColor.ALL:
#print(f"entrance {entrance.name} takes region from {to_region_state.control_center_colors} to {avail_colors}")
pass
should_update = True
to_region_state.control_center_colors = to_region_state.control_center_colors | avail_colors
if should_update:
player_state.stale = True
for adjacent in entrance.parent_region.exits:
player_state.sweepable_entrances.add(adjacent)
def lingo2_sweep(self, player: int):
player_state = self.lingo2_state[player]
if player_state.sweeping:
return
player_state.sweeping = True
while player_state.sweepable_entrances:
next_entrance = player_state.sweepable_entrances.pop()
if next_entrance.parent_region in self.reachable_regions[player]:
next_entrance.can_reach(self)
player_state.stale = False
player_state.sweeping = False
def lingo2_can_satisfy_requirements(state: CollectionState, reqs: AccessRequirements, regions: list[Region],
world: "Lingo2World") -> bool:
if not all(state.has(item, world.player) for item in reqs.items):
return False
if not all(state.has(item, world.player, amount) for item, amount in reqs.progressives.items()):
return False
if not all(state.can_reach_region(region_name, world.player) for region_name in reqs.rooms):
return False
if not all(state.can_reach(region) for region in regions):
return False
for letter_key, letter_level in reqs.letters.items():
if not state.has(letter_key, world.player, letter_level):
return False
if reqs.cyans:
if not any(state.has(letter, world.player, amount)
for letter, amount in world.player_logic.double_letter_amount.items()):
return False
if len(reqs.or_logic) > 0:
if not all(any(lingo2_can_satisfy_requirements(state, sub_reqs, [], world) for sub_reqs in subjunction)
for subjunction in reqs.or_logic):
return False
if reqs.complete_at is not None:
completed = 0
checked = 0
for possibility in reqs.possibilities:
checked += 1
if lingo2_can_satisfy_requirements(state, possibility, [], world):
completed += 1
if completed >= reqs.complete_at:
break
elif len(reqs.possibilities) - checked + completed < reqs.complete_at:
# There aren't enough remaining possibilities for the check to pass.
return False
if completed < reqs.complete_at:
return False
return True
def make_location_lambda(reqs: AccessRequirements, world: "Lingo2World",
regions: dict[str, Region] | None) -> Callable[[CollectionState], bool]:
# Replace required rooms with regions for the top level requirement, which saves looking up the regions during rule
# checking.
if regions is not None:
required_regions = [regions[room_name] for room_name in reqs.rooms]
else:
required_regions = [world.multiworld.get_region(room_name, world.player) for room_name in reqs.rooms]
new_reqs = reqs.copy()
new_reqs.rooms.clear()
return lambda state: lingo2_can_satisfy_requirements(state, new_reqs, required_regions, world)
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