about summary refs log tree commit diff stats
path: root/data/maps
ModeNameSize
d---------control_center158log stats plain
d---------daedalus158log stats plain
d---------four_rooms158log stats plain
d---------the_ancient158log stats plain
d---------the_bearer192log stats plain
d---------the_between158log stats plain
d---------the_butterfly158log stats plain
d---------the_colorful158log stats plain
d---------the_congruent158log stats plain
d---------the_darkroom158log stats plain
d---------the_digital158log stats plain
d---------the_door158log stats plain
d---------the_double_sided158log stats plain
d---------the_entry158log stats plain
d---------the_extravagant158log stats plain
d---------the_gallery158log stats plain
d---------the_gold74log stats plain
d---------the_graveyard158log stats plain
d---------the_great158log stats plain
d---------the_hinterlands74log stats plain
d---------the_hive158log stats plain
d---------the_impressive158log stats plain
d---------the_invisible158log stats plain
d---------the_jubilant158log stats plain
d---------the_keen158log stats plain
d---------the_liberated158log stats plain
d---------the_linear113log stats plain
d---------the_lionized158log stats plain
d---------the_literate158log stats plain
d---------the_lively158log stats plain
d---------the_nuanced158log stats plain
d---------the_orb158log stats plain
d---------the_owl158log stats plain
d---------the_parthenon158log stats plain
d---------the_partial158log stats plain
d---------the_perceptive74log stats plain
d---------the_plaza158log stats plain
d---------the_quiet158log stats plain
d---------the_relentless192log stats plain
d---------the_repetitive158log stats plain
d---------the_revitalized158log stats plain
d---------the_shop113log stats plain
d---------the_sirenic158log stats plain
d---------the_stormy158log stats plain
d---------the_sturdy158log stats plain
d---------the_sun_temple158log stats plain
d---------the_sweet158log stats plain
d---------the_symbolic158log stats plain
d---------the_talented158log stats plain
d---------the_tenacious158log stats plain
d---------the_three_doors158log stats plain
d---------the_tower158log stats plain
d---------the_tree158log stats plain
d---------the_unkempt158log stats plain
d---------the_unyielding158log stats plain
d---------the_wise158log stats plain
d---------the_wondrous158log stats plain
d---------the_words158log stats plain
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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)

        for door_group in world.static_logic.objects.door_groups:
            if door_group.type == data_pb2.DoorGroupType.CONNECTOR and not self.world.options.shuffle_doors:
                continue

            if (door_group.type == data_pb2.DoorGroupType.COLOR_CONNECTOR and
                    not self.world.options.shuffle_control_center_colors):
                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)

        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)