Archipelago/worlds/lingo/static_logic.py

545 lines
18 KiB
Python

from typing import Dict, List, NamedTuple, Optional, Set
import yaml
class RoomAndDoor(NamedTuple):
room: Optional[str]
door: str
class RoomAndPanel(NamedTuple):
room: Optional[str]
panel: str
class RoomEntrance(NamedTuple):
room: str # source room
door: Optional[RoomAndDoor]
painting: bool
class Room(NamedTuple):
name: str
entrances: List[RoomEntrance]
class Door(NamedTuple):
name: str
item_name: str
location_name: Optional[str]
panels: Optional[List[RoomAndPanel]]
skip_location: bool
skip_item: bool
door_ids: List[str]
painting_ids: List[str]
event: bool
group: Optional[str]
include_reduce: bool
junk_item: bool
class Panel(NamedTuple):
required_rooms: List[str]
required_doors: List[RoomAndDoor]
required_panels: List[RoomAndPanel]
colors: List[str]
check: bool
event: bool
internal_ids: List[str]
exclude_reduce: bool
achievement: bool
non_counting: bool
class Painting(NamedTuple):
id: str
room: str
enter_only: bool
exit_only: bool
orientation: str
required: bool
required_when_no_doors: bool
required_door: Optional[RoomAndDoor]
disable: bool
move: bool
class Progression(NamedTuple):
item_name: str
index: int
ROOMS: Dict[str, Room] = {}
PANELS: Dict[str, Panel] = {}
DOORS: Dict[str, Door] = {}
PAINTINGS: Dict[str, Painting] = {}
ALL_ROOMS: List[Room] = []
DOORS_BY_ROOM: Dict[str, Dict[str, Door]] = {}
PANELS_BY_ROOM: Dict[str, Dict[str, Panel]] = {}
PAINTINGS_BY_ROOM: Dict[str, List[Painting]] = {}
PROGRESSIVE_ITEMS: List[str] = []
PROGRESSION_BY_ROOM: Dict[str, Dict[str, Progression]] = {}
PAINTING_ENTRANCES: int = 0
PAINTING_EXIT_ROOMS: Set[str] = set()
PAINTING_EXITS: int = 0
REQUIRED_PAINTING_ROOMS: List[str] = []
REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS: List[str] = []
SPECIAL_ITEM_IDS: Dict[str, int] = {}
PANEL_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
DOOR_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
DOOR_ITEM_IDS: Dict[str, Dict[str, int]] = {}
DOOR_GROUP_ITEM_IDS: Dict[str, int] = {}
PROGRESSIVE_ITEM_IDS: Dict[str, int] = {}
def load_static_data():
global PAINTING_EXITS, SPECIAL_ITEM_IDS, PANEL_LOCATION_IDS, DOOR_LOCATION_IDS, DOOR_ITEM_IDS, \
DOOR_GROUP_ITEM_IDS, PROGRESSIVE_ITEM_IDS
try:
from importlib.resources import files
except ImportError:
from importlib_resources import files
# Load in all item and location IDs. These are broken up into groups based on the type of item/location.
with files("worlds.lingo").joinpath("ids.yaml").open() as file:
config = yaml.load(file, Loader=yaml.Loader)
if "special_items" in config:
for item_name, item_id in config["special_items"].items():
SPECIAL_ITEM_IDS[item_name] = item_id
if "panels" in config:
for room_name in config["panels"].keys():
PANEL_LOCATION_IDS[room_name] = {}
for panel_name, location_id in config["panels"][room_name].items():
PANEL_LOCATION_IDS[room_name][panel_name] = location_id
if "doors" in config:
for room_name in config["doors"].keys():
DOOR_LOCATION_IDS[room_name] = {}
DOOR_ITEM_IDS[room_name] = {}
for door_name, door_data in config["doors"][room_name].items():
if "location" in door_data:
DOOR_LOCATION_IDS[room_name][door_name] = door_data["location"]
if "item" in door_data:
DOOR_ITEM_IDS[room_name][door_name] = door_data["item"]
if "door_groups" in config:
for item_name, item_id in config["door_groups"].items():
DOOR_GROUP_ITEM_IDS[item_name] = item_id
if "progression" in config:
for item_name, item_id in config["progression"].items():
PROGRESSIVE_ITEM_IDS[item_name] = item_id
# Process the main world file.
with files("worlds.lingo").joinpath("LL1.yaml").open() as file:
config = yaml.load(file, Loader=yaml.Loader)
for room_name, room_data in config.items():
process_room(room_name, room_data)
PAINTING_EXITS = len(PAINTING_EXIT_ROOMS)
def get_special_item_id(name: str):
if name not in SPECIAL_ITEM_IDS:
raise Exception(f"Item ID for special item {name} not found in ids.yaml.")
return SPECIAL_ITEM_IDS[name]
def get_panel_location_id(room: str, name: str):
if room not in PANEL_LOCATION_IDS or name not in PANEL_LOCATION_IDS[room]:
raise Exception(f"Location ID for panel {room} - {name} not found in ids.yaml.")
return PANEL_LOCATION_IDS[room][name]
def get_door_location_id(room: str, name: str):
if room not in DOOR_LOCATION_IDS or name not in DOOR_LOCATION_IDS[room]:
raise Exception(f"Location ID for door {room} - {name} not found in ids.yaml.")
return DOOR_LOCATION_IDS[room][name]
def get_door_item_id(room: str, name: str):
if room not in DOOR_ITEM_IDS or name not in DOOR_ITEM_IDS[room]:
raise Exception(f"Item ID for door {room} - {name} not found in ids.yaml.")
return DOOR_ITEM_IDS[room][name]
def get_door_group_item_id(name: str):
if name not in DOOR_GROUP_ITEM_IDS:
raise Exception(f"Item ID for door group {name} not found in ids.yaml.")
return DOOR_GROUP_ITEM_IDS[name]
def get_progressive_item_id(name: str):
if name not in PROGRESSIVE_ITEM_IDS:
raise Exception(f"Item ID for progressive item {name} not found in ids.yaml.")
return PROGRESSIVE_ITEM_IDS[name]
def process_entrance(source_room, doors, room_obj):
global PAINTING_ENTRANCES, PAINTING_EXIT_ROOMS
# If the value of an entrance is just True, that means that the entrance is always accessible.
if doors is True:
room_obj.entrances.append(RoomEntrance(source_room, None, False))
elif isinstance(doors, dict):
# If the value of an entrance is a dictionary, that means the entrance requires a door to be accessible, is a
# painting-based entrance, or both.
if "painting" in doors and "door" not in doors:
PAINTING_EXIT_ROOMS.add(room_obj.name)
PAINTING_ENTRANCES += 1
room_obj.entrances.append(RoomEntrance(source_room, None, True))
else:
if "painting" in doors and doors["painting"]:
PAINTING_EXIT_ROOMS.add(room_obj.name)
PAINTING_ENTRANCES += 1
room_obj.entrances.append(RoomEntrance(source_room, RoomAndDoor(
doors["room"] if "room" in doors else None,
doors["door"]
), doors["painting"] if "painting" in doors else False))
else:
# If the value of an entrance is a list, then there are multiple possible doors that can give access to the
# entrance.
for door in doors:
if "painting" in door and door["painting"]:
PAINTING_EXIT_ROOMS.add(room_obj.name)
PAINTING_ENTRANCES += 1
room_obj.entrances.append(RoomEntrance(source_room, RoomAndDoor(
door["room"] if "room" in door else None,
door["door"]
), door["painting"] if "painting" in door else False))
def process_panel(room_name, panel_name, panel_data):
global PANELS, PANELS_BY_ROOM
full_name = f"{room_name} - {panel_name}"
# required_room can either be a single room or a list of rooms.
if "required_room" in panel_data:
if isinstance(panel_data["required_room"], list):
required_rooms = panel_data["required_room"]
else:
required_rooms = [panel_data["required_room"]]
else:
required_rooms = []
# required_door can either be a single door or a list of doors. For convenience, the room key for each door does not
# need to be specified if the door is in this room.
required_doors = list()
if "required_door" in panel_data:
if isinstance(panel_data["required_door"], dict):
door = panel_data["required_door"]
required_doors.append(RoomAndDoor(
door["room"] if "room" in door else None,
door["door"]
))
else:
for door in panel_data["required_door"]:
required_doors.append(RoomAndDoor(
door["room"] if "room" in door else None,
door["door"]
))
# required_panel can either be a single panel or a list of panels. For convenience, the room key for each panel does
# not need to be specified if the panel is in this room.
required_panels = list()
if "required_panel" in panel_data:
if isinstance(panel_data["required_panel"], dict):
other_panel = panel_data["required_panel"]
required_panels.append(RoomAndPanel(
other_panel["room"] if "room" in other_panel else None,
other_panel["panel"]
))
else:
for other_panel in panel_data["required_panel"]:
required_panels.append(RoomAndPanel(
other_panel["room"] if "room" in other_panel else None,
other_panel["panel"]
))
# colors can either be a single color or a list of colors.
if "colors" in panel_data:
if isinstance(panel_data["colors"], list):
colors = panel_data["colors"]
else:
colors = [panel_data["colors"]]
else:
colors = []
if "check" in panel_data:
check = panel_data["check"]
else:
check = False
if "event" in panel_data:
event = panel_data["event"]
else:
event = False
if "achievement" in panel_data:
achievement = True
else:
achievement = False
if "exclude_reduce" in panel_data:
exclude_reduce = panel_data["exclude_reduce"]
else:
exclude_reduce = False
if "non_counting" in panel_data:
non_counting = panel_data["non_counting"]
else:
non_counting = False
if "id" in panel_data:
if isinstance(panel_data["id"], list):
internal_ids = panel_data["id"]
else:
internal_ids = [panel_data["id"]]
else:
internal_ids = []
panel_obj = Panel(required_rooms, required_doors, required_panels, colors, check, event, internal_ids,
exclude_reduce, achievement, non_counting)
PANELS[full_name] = panel_obj
PANELS_BY_ROOM[room_name][panel_name] = panel_obj
def process_door(room_name, door_name, door_data):
global DOORS, DOORS_BY_ROOM
# The item name associated with a door can be explicitly specified in the configuration. If it is not, it is
# generated from the room and door name.
if "item_name" in door_data:
item_name = door_data["item_name"]
else:
item_name = f"{room_name} - {door_name}"
if "skip_location" in door_data:
skip_location = door_data["skip_location"]
else:
skip_location = False
if "skip_item" in door_data:
skip_item = door_data["skip_item"]
else:
skip_item = False
if "event" in door_data:
event = door_data["event"]
else:
event = False
if "include_reduce" in door_data:
include_reduce = door_data["include_reduce"]
else:
include_reduce = False
if "junk_item" in door_data:
junk_item = door_data["junk_item"]
else:
junk_item = False
if "group" in door_data:
group = door_data["group"]
else:
group = None
# panels is a list of panels. Each panel can either be a simple string (the name of a panel in the current room) or
# a dictionary specifying a panel in a different room.
if "panels" in door_data:
panels = list()
for panel in door_data["panels"]:
if isinstance(panel, dict):
panels.append(RoomAndPanel(panel["room"], panel["panel"]))
else:
panels.append(RoomAndPanel(None, panel))
else:
skip_location = True
panels = None
# The location name associated with a door can be explicitly specified in the configuration. If it is not, then the
# name is generated using a combination of all of the panels that would ordinarily open the door. This can get quite
# messy if there are a lot of panels, especially if panels from multiple rooms are involved, so in these cases it
# would be better to specify a name.
if "location_name" in door_data:
location_name = door_data["location_name"]
elif skip_location is False:
panel_per_room = dict()
for panel in panels:
panel_room_name = room_name if panel.room is None else panel.room
panel_per_room.setdefault(panel_room_name, []).append(panel.panel)
room_strs = list()
for door_room_str, door_panels_str in panel_per_room.items():
room_strs.append(door_room_str + " - " + ", ".join(door_panels_str))
location_name = " and ".join(room_strs)
else:
location_name = None
# The id field can be a single item, or a list of door IDs, in the event that the item for this logical door should
# open more than one actual in-game door.
if "id" in door_data:
if isinstance(door_data["id"], list):
door_ids = door_data["id"]
else:
door_ids = [door_data["id"]]
else:
door_ids = []
# The painting_id field can be a single item, or a list of painting IDs, in the event that the item for this logical
# door should move more than one actual in-game painting.
if "painting_id" in door_data:
if isinstance(door_data["painting_id"], list):
painting_ids = door_data["painting_id"]
else:
painting_ids = [door_data["painting_id"]]
else:
painting_ids = []
door_obj = Door(door_name, item_name, location_name, panels, skip_location, skip_item, door_ids,
painting_ids, event, group, include_reduce, junk_item)
DOORS[door_obj.item_name] = door_obj
DOORS_BY_ROOM[room_name][door_name] = door_obj
def process_painting(room_name, painting_data):
global PAINTINGS, PAINTINGS_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
# Read in information about this painting and store it in an object.
painting_id = painting_data["id"]
if "orientation" in painting_data:
orientation = painting_data["orientation"]
else:
orientation = ""
if "disable" in painting_data:
disable_painting = painting_data["disable"]
else:
disable_painting = False
if "required" in painting_data:
required_painting = painting_data["required"]
if required_painting:
REQUIRED_PAINTING_ROOMS.append(room_name)
else:
required_painting = False
if "move" in painting_data:
move_painting = painting_data["move"]
else:
move_painting = False
if "required_when_no_doors" in painting_data:
rwnd = painting_data["required_when_no_doors"]
if rwnd:
REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS.append(room_name)
else:
rwnd = False
if "exit_only" in painting_data:
exit_only = painting_data["exit_only"]
else:
exit_only = False
if "enter_only" in painting_data:
enter_only = painting_data["enter_only"]
else:
enter_only = False
required_door = None
if "required_door" in painting_data:
door = painting_data["required_door"]
required_door = RoomAndDoor(
door["room"] if "room" in door else room_name,
door["door"]
)
painting_obj = Painting(painting_id, room_name, enter_only, exit_only, orientation,
required_painting, rwnd, required_door, disable_painting, move_painting)
PAINTINGS[painting_id] = painting_obj
PAINTINGS_BY_ROOM[room_name].append(painting_obj)
def process_progression(room_name, progression_name, progression_doors):
global PROGRESSIVE_ITEMS, PROGRESSION_BY_ROOM
# Progressive items are configured as a list of doors.
PROGRESSIVE_ITEMS.append(progression_name)
progression_index = 1
for door in progression_doors:
if isinstance(door, Dict):
door_room = door["room"]
door_door = door["door"]
else:
door_room = room_name
door_door = door
room_progressions = PROGRESSION_BY_ROOM.setdefault(door_room, {})
room_progressions[door_door] = Progression(progression_name, progression_index)
progression_index += 1
def process_room(room_name, room_data):
global ROOMS, ALL_ROOMS
room_obj = Room(room_name, [])
if "entrances" in room_data:
for source_room, doors in room_data["entrances"].items():
process_entrance(source_room, doors, room_obj)
if "panels" in room_data:
PANELS_BY_ROOM[room_name] = dict()
for panel_name, panel_data in room_data["panels"].items():
process_panel(room_name, panel_name, panel_data)
if "doors" in room_data:
DOORS_BY_ROOM[room_name] = dict()
for door_name, door_data in room_data["doors"].items():
process_door(room_name, door_name, door_data)
if "paintings" in room_data:
PAINTINGS_BY_ROOM[room_name] = []
for painting_data in room_data["paintings"]:
process_painting(room_name, painting_data)
if "progression" in room_data:
for progression_name, progression_doors in room_data["progression"].items():
process_progression(room_name, progression_name, progression_doors)
ROOMS[room_name] = room_obj
ALL_ROOMS.append(room_obj)
# Initialize the static data at module scope.
load_static_data()