Lingo: Add panels mode door shuffle (#3163)

* Created panels mode door shuffle

* Added some panel door item names

* Remove RUNT TURN panel door

Not really useful.

* Fix logic with First SIX related stuff

* Add group_doors to slot data

* Fix LEVEL 2 behavior with panels mode

* Fixed unit tests

* Fixed duplicate IDs from merge

* Just regenerated new IDs

* Fixed duplication of color and door group items

* Removed unnecessary unit test option

* Fix The Seeker being achievable without entrance door

* Fix The Observant being achievable without locked panels

* Added some more panel doors

* Added Progressive Suits Area

* Lingo: Fix Basement access with THE MASTER

* Added indirect conditions for MASTER-blocked entrances

* Fixed Incomparable achievement access

* Fix STAIRS panel logic

* Fix merge error with good items

* Is this clearer?

* DREAD and TURN LEARN

* Allow a weird edge case for reduced locations

Panels mode door shuffle + grouped doors + color shuffle + pilgrimage enabled is exactly the right number of items for reduced locations. Removing color shuffle also allows for disabling pilgrimage, adding sunwarp locking, or both, with a couple of locations left over.

* Prevent small sphere one on panels mode

* Added shuffle_doors aliases for old options

* Fixed a unit test

* Updated datafile

* Tweaked requirements for reduced locations

* Added player name to OptionError messages

* Update generated.dat
This commit is contained in:
Star Rauchenberger
2024-07-26 04:53:11 -04:00
committed by GitHub
parent d030a698a6
commit cc22161644
20 changed files with 1274 additions and 150 deletions

View File

@@ -3,7 +3,7 @@ from typing import TYPE_CHECKING
from BaseClasses import CollectionState
from .datatypes import RoomAndDoor
from .player_logic import AccessRequirements, PlayerLocation
from .static_logic import PROGRESSION_BY_ROOM, PROGRESSIVE_ITEMS
from .static_logic import PROGRESSIVE_DOORS_BY_ROOM, PROGRESSIVE_ITEMS
if TYPE_CHECKING:
from . import LingoWorld
@@ -59,6 +59,12 @@ def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequir
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
@@ -77,7 +83,7 @@ def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "L
item_name = world.player_logic.item_by_door[room][door]
if item_name in PROGRESSIVE_ITEMS:
progression = PROGRESSION_BY_ROOM[room][door]
progression = PROGRESSIVE_DOORS_BY_ROOM[room][door]
return state.has(item_name, world.player, progression.index)
return state.has(item_name, world.player)