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path: root/data/door_groups.txtpb
blob: ca94223a3da462ce80fce9859384ece38ef5d76f (plain) (blame)
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door_groups {
  name: "The Entry - Repetitive Entrance"
  # This *should* be a CONNECTOR, but currently we're not shuffling these
  # entrances because we want to guarantee that there's a way to The Repetitive
  # without missing keys in vanilla doors. Hopefully can be changed eventually.
  type: SHUFFLE_GROUP
  doors {
    map: "the_entry"
    name: "Starting Room West Wall North Door"
  }
  doors {
    map: "the_repetitive"
    name: "Entry Entrance"
  }
}
door_groups {
  name: "The Repetitive - Plaza Entrance"
  type: CONNECTOR
  doors {
    map: "the_repetitive"
    name: "Black Hallway"
  }
  doors {
    map: "the_plaza"
    name: "Repetitive Entrance"
  }
}
door_groups {
  name: "Control Center White Doors"
  type: COLOR_CONNECTOR
  doors {
    map: "daedalus"
    name: "White Hallway From Entry"
  }
  doors {
    map: "the_entry"
    name: "Control Center White Door"
  }
}
door_groups {
  name: "Control Center Purple Doors"
  type: COLOR_CONNECTOR
  doors {
    map: "daedalus"
    name: "Purple Hallway From Great"
  }
  doors {
    map: "the_great"
    name: "Control Center Purple Door"
  }
}
door_groups {
  name: "Control Center Orange Doors"
  type: COLOR_CONNECTOR
  doors {
    map: "daedalus"
    name: "Control Center Orange Door"
  }
  doors {
    map: "the_unkempt"
    name: "Control Center Orange Door"
  }
}
door_groups {
  name: "Control Center Brown Doors"
  type: COLOR_CONNECTOR
  doors {
    map: "the_bearer"
    name: "Control Center Brown Door"
  }
  doors {
    map: "the_tree"
    name: "Control Center Brown Door"
  }
}
door_groups {
  name: "Control Center Blue Doors"
  type: COLOR_CONNECTOR
  doors {
    map: "the_digital"
    name: "Control Center Blue Door"
  }
  doors {
    map: "the_unyielding"
    name: "Digital Entrance"
  }
}
door_groups {
  name: "Cyan Doors"
  type: CYAN_DOORS
  doors {
    map: "daedalus"
    name: "Eye Painting"
  }
  doors {
    map: "the_bearer"
    name: "Butterfly Entrance"
  }
  doors {
    map: "the_darkroom"
    name: "Double Letter Panel Blockers"
  }
  doors {
    map: "the_entry"
    name: "Starting Room West Wall North Door"
  }
  doors {
    map: "the_entry"
    name: "Flipped Pyramid Area Entrance"
  }
  doors {
    map: "the_entry"
    name: "Near D Room Painting"
  }
  doors {
    map: "the_graveyard"
    name: "Double Letters"
  }
  doors {
    map: "the_great"
    name: "Tower Entrance"
  }
  doors {
    map: "the_great"
    name: "Cyan Doors"
  }
  doors {
    map: "the_parthenon"
    name: "Double Letters"
  }
  doors {
    map: "the_unkempt"
    name: "Cyan Doors"
  }
  doors {
    map: "the_unkempt"
    name: "Control Center Orange Door"
  }
  doors {
    map: "the_unyielding"
    name: "Cyan Doors"
  }
}
door_groups {
  name: "Lavender Cubes"
  type: SHUFFLE_GROUP
  doors {
    map: "daedalus"
    name: "C Keyholder Blocker"
  }
  doors {
    map: "the_congruent"
    name: "T Keyholder Blocker"
  }
  doors {
    map: "the_great"
    name: "Lavender Cube"
  }
  doors {
    map: "the_parthenon"
    name: "Lavender Cubes"
  }
}
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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)