from typing import TYPE_CHECKING from BaseClasses import CollectionState from .datatypes import RoomAndDoor from .player_logic import AccessRequirements, PlayerLocation from .static_logic import PROGRESSIVE_DOORS_BY_ROOM, PROGRESSIVE_ITEMS if TYPE_CHECKING: from . import LingoWorld def lingo_can_use_entrance(state: CollectionState, room: str, door: RoomAndDoor, world: "LingoWorld"): if door is None: return True effective_room = room if door.room is None else door.room return _lingo_can_open_door(state, effective_room, door.door, world) def lingo_can_do_pilgrimage(state: CollectionState, world: "LingoWorld"): return all(_lingo_can_open_door(state, "Sunwarps", f"{i} Sunwarp", world) for i in range(1, 7)) def lingo_can_use_location(state: CollectionState, location: PlayerLocation, world: "LingoWorld"): return _lingo_can_satisfy_requirements(state, location.access, world) def lingo_can_use_mastery_location(state: CollectionState, world: "LingoWorld"): satisfied_count = 0 for access_req in world.player_logic.mastery_reqs: if _lingo_can_satisfy_requirements(state, access_req, world): satisfied_count += 1 return satisfied_count >= world.options.mastery_achievements.value def lingo_can_use_level_2_location(state: CollectionState, world: "LingoWorld"): counted_panels = 0 state.update_reachable_regions(world.player) for region in state.reachable_regions[world.player]: for access_req, panel_count in world.player_logic.counting_panel_reqs.get(region.name, []): if _lingo_can_satisfy_requirements(state, access_req, world): counted_panels += panel_count if counted_panels >= world.options.level_2_requirement.value - 1: return True return False def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequirements, world: "LingoWorld"): for req_room in access.rooms: if not state.can_reach(req_room, "Region", world.player): return False for req_door in access.doors: if not _lingo_can_open_door(state, req_door.room, req_door.door, world): return False if len(access.colors) > 0 and world.options.shuffle_colors: for color in access.colors: if not state.has(color.capitalize(), world.player): return False if not all(state.has(item, world.player) for item in access.items): return False if not all(state.has(item, world.player, index) for item, index in access.progression.items()): return False if access.the_master and not lingo_can_use_mastery_location(state, world): return False if access.postgame and state.has("Prevent Victory", world.player): return False return True def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "LingoWorld"): """ Determines whether a door can be opened """ if door not in world.player_logic.item_by_door.get(room, {}): return _lingo_can_satisfy_requirements(state, world.player_logic.door_reqs[room][door], world) item_name = world.player_logic.item_by_door[room][door] if item_name in PROGRESSIVE_ITEMS: progression = PROGRESSIVE_DOORS_BY_ROOM[room][door] return state.has(item_name, world.player, progression.index) return state.has(item_name, world.player) def make_location_lambda(location: PlayerLocation, world: "LingoWorld"): if location.name == world.player_logic.mastery_location: return lambda state: lingo_can_use_mastery_location(state, world) if world.options.level_2_requirement > 1\ and (location.name == "Second Room - ANOTHER TRY" or location.name == world.player_logic.level_2_location): return lambda state: lingo_can_use_level_2_location(state, world) return lambda state: lingo_can_use_location(state, location, world)