101 lines
3.8 KiB
Python
101 lines
3.8 KiB
Python
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)
|