Archipelago/worlds/lingo/player_logic.py

297 lines
16 KiB
Python

from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
from .items import ALL_ITEM_TABLE
from .locations import ALL_LOCATION_TABLE, LocationClassification
from .options import LocationChecks, ShuffleDoors, VictoryCondition
from .static_logic import DOORS_BY_ROOM, Door, PAINTINGS, PAINTINGS_BY_ROOM, PAINTING_ENTRANCES, PAINTING_EXITS, \
PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, ROOMS, \
RoomAndPanel
from .testing import LingoTestOptions
if TYPE_CHECKING:
from . import LingoWorld
class PlayerLocation(NamedTuple):
name: str
code: Optional[int] = None
panels: List[RoomAndPanel] = []
class LingoPlayerLogic:
"""
Defines logic after a player's options have been applied
"""
ITEM_BY_DOOR: Dict[str, Dict[str, str]]
LOCATIONS_BY_ROOM: Dict[str, List[PlayerLocation]]
REAL_LOCATIONS: List[str]
EVENT_LOC_TO_ITEM: Dict[str, str]
REAL_ITEMS: List[str]
VICTORY_CONDITION: str
MASTERY_LOCATION: str
LEVEL_2_LOCATION: str
PAINTING_MAPPING: Dict[str, str]
FORCED_GOOD_ITEM: str
def add_location(self, room: str, loc: PlayerLocation):
self.LOCATIONS_BY_ROOM.setdefault(room, []).append(loc)
def set_door_item(self, room: str, door: str, item: str):
self.ITEM_BY_DOOR.setdefault(room, {})[door] = item
def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"):
if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]:
if room_name == "Orange Tower" and not world.options.progressive_orange_tower:
self.set_door_item(room_name, door_data.name, door_data.item_name)
else:
progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
self.set_door_item(room_name, door_data.name, progressive_item_name)
self.REAL_ITEMS.append(progressive_item_name)
else:
self.set_door_item(room_name, door_data.name, door_data.item_name)
def __init__(self, world: "LingoWorld"):
self.ITEM_BY_DOOR = {}
self.LOCATIONS_BY_ROOM = {}
self.REAL_LOCATIONS = []
self.EVENT_LOC_TO_ITEM = {}
self.REAL_ITEMS = []
self.VICTORY_CONDITION = ""
self.MASTERY_LOCATION = ""
self.LEVEL_2_LOCATION = ""
self.PAINTING_MAPPING = {}
self.FORCED_GOOD_ITEM = ""
door_shuffle = world.options.shuffle_doors
color_shuffle = world.options.shuffle_colors
painting_shuffle = world.options.shuffle_paintings
location_checks = world.options.location_checks
victory_condition = world.options.victory_condition
early_color_hallways = world.options.early_color_hallways
if location_checks == LocationChecks.option_reduced and door_shuffle != ShuffleDoors.option_none:
raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
"be enough locations for all of the door items.")
# Create an event for every door, representing whether that door has been opened. Also create event items for
# doors that are event-only.
for room_name, room_data in DOORS_BY_ROOM.items():
for door_name, door_data in room_data.items():
if door_shuffle == ShuffleDoors.option_none:
itemloc_name = f"{room_name} - {door_name} (Opened)"
self.add_location(room_name, PlayerLocation(itemloc_name, None, door_data.panels))
self.EVENT_LOC_TO_ITEM[itemloc_name] = itemloc_name
self.set_door_item(room_name, door_name, itemloc_name)
else:
# This line is duplicated from StaticLingoItems
if door_data.skip_item is False and door_data.event is False:
if door_data.group is not None and door_shuffle == ShuffleDoors.option_simple:
# Grouped doors are handled differently if shuffle doors is on simple.
self.set_door_item(room_name, door_name, door_data.group)
else:
self.handle_non_grouped_door(room_name, door_data, world)
if door_data.event:
self.add_location(room_name, PlayerLocation(door_data.item_name, None, door_data.panels))
self.EVENT_LOC_TO_ITEM[door_data.item_name] = door_data.item_name + " (Opened)"
self.set_door_item(room_name, door_name, door_data.item_name + " (Opened)")
# Create events for each achievement panel, so that we can determine when THE MASTER is accessible. We also
# create events for each counting panel, so that we can determine when LEVEL 2 is accessible.
for room_name, room_data in PANELS_BY_ROOM.items():
for panel_name, panel_data in room_data.items():
if panel_data.achievement:
event_name = room_name + " - " + panel_name + " (Achieved)"
self.add_location(room_name, PlayerLocation(event_name, None,
[RoomAndPanel(room_name, panel_name)]))
self.EVENT_LOC_TO_ITEM[event_name] = "Mastery Achievement"
if not panel_data.non_counting and victory_condition == VictoryCondition.option_level_2:
event_name = room_name + " - " + panel_name + " (Counted)"
self.add_location(room_name, PlayerLocation(event_name, None,
[RoomAndPanel(room_name, panel_name)]))
self.EVENT_LOC_TO_ITEM[event_name] = "Counting Panel Solved"
# Handle the victory condition. Victory conditions other than the chosen one become regular checks, so we need
# to prevent the actual victory condition from becoming a check.
self.MASTERY_LOCATION = "Orange Tower Seventh Floor - THE MASTER"
self.LEVEL_2_LOCATION = "N/A"
if victory_condition == VictoryCondition.option_the_end:
self.VICTORY_CONDITION = "Orange Tower Seventh Floor - THE END"
self.add_location("Orange Tower Seventh Floor", PlayerLocation("The End (Solved)"))
self.EVENT_LOC_TO_ITEM["The End (Solved)"] = "Victory"
elif victory_condition == VictoryCondition.option_the_master:
self.VICTORY_CONDITION = "Orange Tower Seventh Floor - THE MASTER"
self.MASTERY_LOCATION = "Orange Tower Seventh Floor - Mastery Achievements"
self.add_location("Orange Tower Seventh Floor", PlayerLocation(self.MASTERY_LOCATION, None, []))
self.EVENT_LOC_TO_ITEM[self.MASTERY_LOCATION] = "Victory"
elif victory_condition == VictoryCondition.option_level_2:
self.VICTORY_CONDITION = "Second Room - LEVEL 2"
self.LEVEL_2_LOCATION = "Second Room - Unlock Level 2"
self.add_location("Second Room", PlayerLocation(self.LEVEL_2_LOCATION, None,
[RoomAndPanel("Second Room", "LEVEL 2")]))
self.EVENT_LOC_TO_ITEM[self.LEVEL_2_LOCATION] = "Victory"
# Instantiate all real locations.
location_classification = LocationClassification.normal
if location_checks == LocationChecks.option_reduced:
location_classification = LocationClassification.reduced
elif location_checks == LocationChecks.option_insanity:
location_classification = LocationClassification.insanity
for location_name, location_data in ALL_LOCATION_TABLE.items():
if location_name != self.VICTORY_CONDITION:
if location_classification not in location_data.classification:
continue
self.add_location(location_data.room, PlayerLocation(location_name, location_data.code,
location_data.panels))
self.REAL_LOCATIONS.append(location_name)
# Instantiate all real items.
for name, item in ALL_ITEM_TABLE.items():
if item.should_include(world):
self.REAL_ITEMS.append(name)
# Create the paintings mapping, if painting shuffle is on.
if painting_shuffle:
# Shuffle paintings until we get something workable.
workable_paintings = False
for i in range(0, 20):
workable_paintings = self.randomize_paintings(world)
if workable_paintings:
break
if not workable_paintings:
raise Exception("This Lingo world was unable to generate a workable painting mapping after 20 "
"iterations. This is very unlikely to happen on its own, and probably indicates some "
"kind of logic error.")
if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
and not early_color_hallways and LingoTestOptions.disable_forced_good_item is False:
# If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
# but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
# now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are
# no extra checks in there. We only include the entrance to the Rhyme Room when color shuffle is off and
# door shuffle is on simple, because otherwise there are no extra checks in there.
good_item_options: List[str] = ["Starting Room - Back Right Door", "Second Room - Exit Door"]
if not color_shuffle:
good_item_options.append("Pilgrim Room - Sun Painting")
if door_shuffle == ShuffleDoors.option_simple:
good_item_options += ["Welcome Back Doors"]
if not color_shuffle:
good_item_options.append("Rhyme Room Doors")
else:
good_item_options += ["Welcome Back Area - Shortcut to Starting Room"]
for painting_obj in PAINTINGS_BY_ROOM["Starting Room"]:
if not painting_obj.enter_only or painting_obj.required_door is None:
continue
# If painting shuffle is on, we only want to consider paintings that actually go somewhere.
if painting_shuffle and painting_obj.id not in self.PAINTING_MAPPING.keys():
continue
pdoor = DOORS_BY_ROOM[painting_obj.required_door.room][painting_obj.required_door.door]
good_item_options.append(pdoor.item_name)
# Copied from The Witness -- remove any plandoed items from the possible good items set.
for v in world.multiworld.plando_items[world.player]:
if v.get("from_pool", True):
for item_key in {"item", "items"}:
if item_key in v:
if type(v[item_key]) is str:
if v[item_key] in good_item_options:
good_item_options.remove(v[item_key])
elif type(v[item_key]) is dict:
for item, weight in v[item_key].items():
if weight and item in good_item_options:
good_item_options.remove(item)
else:
# Other type of iterable
for item in v[item_key]:
if item in good_item_options:
good_item_options.remove(item)
if len(good_item_options) > 0:
self.FORCED_GOOD_ITEM = world.random.choice(good_item_options)
self.REAL_ITEMS.remove(self.FORCED_GOOD_ITEM)
self.REAL_LOCATIONS.remove("Second Room - Good Luck")
def randomize_paintings(self, world: "LingoWorld") -> bool:
self.PAINTING_MAPPING.clear()
door_shuffle = world.options.shuffle_doors
# First, assign mappings to the required-exit paintings. We ensure that req-blocked paintings do not lead to
# required paintings.
req_exits = []
required_painting_rooms = REQUIRED_PAINTING_ROOMS
if door_shuffle == ShuffleDoors.option_none:
required_painting_rooms += REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
req_exits = [painting_id for painting_id, painting in PAINTINGS.items() if painting.required_when_no_doors]
req_enterable = [painting_id for painting_id, painting in PAINTINGS.items()
if not painting.exit_only and not painting.disable and not painting.req_blocked and
not painting.req_blocked_when_no_doors and painting.room not in required_painting_rooms]
else:
req_enterable = [painting_id for painting_id, painting in PAINTINGS.items()
if not painting.exit_only and not painting.disable and not painting.req_blocked and
painting.room not in required_painting_rooms]
req_exits += [painting_id for painting_id, painting in PAINTINGS.items()
if painting.exit_only and painting.required]
req_entrances = world.random.sample(req_enterable, len(req_exits))
self.PAINTING_MAPPING = dict(zip(req_entrances, req_exits))
# Next, determine the rest of the exit paintings.
exitable = [painting_id for painting_id, painting in PAINTINGS.items()
if not painting.enter_only and not painting.disable and painting_id not in req_exits and
painting_id not in req_entrances]
nonreq_exits = world.random.sample(exitable, PAINTING_EXITS - len(req_exits))
chosen_exits = req_exits + nonreq_exits
# Determine the rest of the entrance paintings.
enterable = [painting_id for painting_id, painting in PAINTINGS.items()
if not painting.exit_only and not painting.disable and painting_id not in chosen_exits and
painting_id not in req_entrances]
chosen_entrances = world.random.sample(enterable, PAINTING_ENTRANCES - len(req_entrances))
# Assign one entrance to each non-required exit, to ensure that the total number of exits is achieved.
for warp_exit in nonreq_exits:
warp_enter = world.random.choice(chosen_entrances)
chosen_entrances.remove(warp_enter)
self.PAINTING_MAPPING[warp_enter] = warp_exit
# Assign each of the remaining entrances to any required or non-required exit.
for warp_enter in chosen_entrances:
warp_exit = world.random.choice(chosen_exits)
self.PAINTING_MAPPING[warp_enter] = warp_exit
# The Eye Wall painting is unique in that it is both double-sided and also enter only (because it moves).
# There is only one eligible double-sided exit painting, which is the vanilla exit for this warp. If the
# exit painting is an entrance in the shuffle, we will disable the Eye Wall painting. Otherwise, Eye Wall
# is forced to point to the vanilla exit.
if "eye_painting_2" not in self.PAINTING_MAPPING.keys():
self.PAINTING_MAPPING["eye_painting"] = "eye_painting_2"
# Just for sanity's sake, ensure that all required painting rooms are accessed.
for painting_id, painting in PAINTINGS.items():
if painting_id not in self.PAINTING_MAPPING.values() \
and (painting.required or (painting.required_when_no_doors and
door_shuffle == ShuffleDoors.option_none)):
return False
return True