from .generated import data_pb2 as data_pb2 from typing import TYPE_CHECKING, NamedTuple 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) for free_letter in "HINT": if histogram.get(free_letter, 0) == 1: del histogram[free_letter] return histogram class AccessRequirements: items: set[str] rooms: set[str] symbols: set[str] letters: dict[str, int] # This is an AND of ORs. or_logic: list[list["AccessRequirements"]] def __init__(self): self.items = set() self.rooms = set() self.symbols = set() self.letters = dict() self.or_logic = list() def add_solution(self, solution: str): histogram = calculate_letter_histogram(solution) for l, a in histogram.items(): self.letters[l] = max(self.letters.get(l, 0), histogram.get(l)) def merge(self, other: "AccessRequirements"): for item in other.items: self.items.add(item) 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) 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.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 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 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, str] panel_reqs: dict[int, AccessRequirements] proxy_reqs: dict[int, dict[str, AccessRequirements]] door_reqs: dict[int, AccessRequirements] real_items: list[str] 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() # 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: door_item_name = self.world.static_logic.get_door_item_name(door.id) self.item_by_door[door.id] = door_item_name 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, AccessRequirem
display_name: "The Jubilant"
worldport_entrance {
room: "Main Area"
name: "GREAT"
}