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path: root/client/Archipelago/keyboard.gd
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extends Node

const kALL_LETTERS = "abcdefghjiklmnopqrstuvwxyz"

var letters_saved = {}
var letters_in_keyholders = []
var letters_dynamic = {}
var keyholder_state = {}

var filename = ""


func _init():
	reset()


func reset():
	letters_saved.clear()
	letters_in_keyholders.clear()
	letters_dynamic.clear()
	keyholder_state.clear()


func load_seed():
	var ap = global.get_node("Archipelago")

	reset()

	filename = "user://archipelago_keys/%s_%d" % [ap.client._seed, ap.client._slot]

	if FileAccess.file_exists(filename):
		var ap_file = FileAccess.open(filename, pre { line-height: 125%; }
td.linenos .normal { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
span.linenos { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
td.linenos .special { color: #000000; background-color: #ffffc0; padding-left: 5px; padding-right: 5px; }
span.linenos.special { color: #000000; background-color: #ffffc0; padding-left: 5px; padding-right: 5px; }
.highlight .hll { background-color: #ffffcc }
.highlight .c { color: #888888 } /* Comment */
.highlight .err { color: #a61717; background-color: #e3d2d2 } /* Error */
.highlight .k { color: #008800; font-weight: bold } /* Keyword */
.highlight .ch { color: #888888 } /* Comment.Hashbang */
.highlight .cm { color: #888888 } /* Comment.Multiline */
.highlight .cp { color: #cc0000; font-weight: bold } /* Comment.Preproc */
.highlight .cpf { color: #888888 } /* Comment.PreprocFile */
.highlight .c1 { color: #888888 } /* Comment.Single */
.highlight .cs { color: #cc0000; font-weight: bold; background-color: #fff0f0 } /* Comment.Special */
.highlight .gd { color: #000000; background-color: #ffdddd } /* Generic.Deleted */
.highlight .ge { font-style: italic } /* Generic.Emph */
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.highlight .kc { color: #008800; font-weight: bold } /* Keyword.Constant */
.highlight .kd { color: #008800; font-weight: bold } /* Keyword.Declaration */
.highlight .kn { color: #008800; font-weight: bold } /* Keyword.Namespace */
.highlight .kp { color: #008800 } /* Keyword.Pseudo */
.highlight .kr { color: #008800; font-weight: bold } /* Keyword.Reserved */
.highlight .kt { color: #888888; font-weight: bold } /* Keyword.Type */
.highlight .m { color: #0000DD; font-weight: bold } /* Literal.Number */
.highlight .s { color: #dd2200; background-color: #fff0f0 } /* Literal.String */
.highlight .na { color: #336699 } /* Name.Attribute */
.highlight .nb { color: #003388 } /* Name.Builtin */
.highlight .nc { color: #bb0066; font-weight: bold } /* Name.Class */
.highlight .no { color: #003366; font-weight: bold } /* Name.Constant */
.highlight .nd { color: #555555 } /* Name.Decorator */
.highlight .ne { color: #bb0066; font-weight: bold } /* Name.Exception */
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.highlight .ow { color: #008800 } /* Operator.Word */
.highlight .w { color: #bbbbbb } /* Text.Whitespace */
.highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */
.highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */
.highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */
.highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */
.highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */
.highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */
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.highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
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 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 not None)

    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
;.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) 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)