Lingo: Rework Early Good Items (#4910)

This commit is contained in:
Star Rauchenberger
2025-04-21 16:06:24 -04:00
committed by GitHub
parent d5d56ede8b
commit d309de2557
2 changed files with 34 additions and 42 deletions

View File

@@ -3,7 +3,7 @@ Archipelago init file for Lingo
"""
from logging import warning
from BaseClasses import CollectionState, Item, ItemClassification, Tutorial
from BaseClasses import CollectionState, Item, ItemClassification, Tutorial, Location, LocationProgressType
from Options import OptionError
from worlds.AutoWorld import WebWorld, World
from .datatypes import Room, RoomEntrance
@@ -80,10 +80,6 @@ class LingoWorld(World):
for item in self.player_logic.real_items:
state.collect(self.create_item(item), True)
# Exception to the above: a forced good item is not considered a "real item", but needs to be here anyway.
if self.player_logic.forced_good_item != "":
state.collect(self.create_item(self.player_logic.forced_good_item), True)
all_locations = self.multiworld.get_locations(self.player)
state.sweep_for_advancements(locations=all_locations)
@@ -105,11 +101,6 @@ class LingoWorld(World):
def create_items(self):
pool = [self.create_item(name) for name in self.player_logic.real_items]
if self.player_logic.forced_good_item != "":
new_item = self.create_item(self.player_logic.forced_good_item)
location_obj = self.multiworld.get_location("Second Room - Good Luck", self.player)
location_obj.place_locked_item(new_item)
item_difference = len(self.player_logic.real_locations) - len(pool)
if item_difference:
trap_percentage = self.options.trap_percentage
@@ -138,7 +129,7 @@ class LingoWorld(World):
trap_counts = {name: int(weight * traps / total_weight)
for name, weight in self.options.trap_weights.items()}
trap_difference = traps - sum(trap_counts.values())
if trap_difference > 0:
allowed_traps = [name for name in TRAP_ITEMS if self.options.trap_weights[name] > 0]
@@ -169,6 +160,30 @@ class LingoWorld(World):
def set_rules(self):
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
def place_good_item(self, progitempool: list[Item], fill_locations: list[Location]):
if len(self.player_logic.good_item_options) == 0:
return
good_location = self.get_location("Second Room - Good Luck")
if good_location.progress_type == LocationProgressType.EXCLUDED or good_location not in fill_locations:
return
good_items = list(filter(lambda progitem: progitem.player == self.player and
progitem.name in self.player_logic.good_item_options, progitempool))
if len(good_items) == 0:
return
good_item = self.random.choice(good_items)
good_location.place_locked_item(good_item)
progitempool.remove(good_item)
fill_locations.remove(good_location)
def fill_hook(self, progitempool: list[Item], usefulitempool: list[Item], filleritempool: list[Item],
fill_locations: list[Location]):
self.place_good_item(progitempool, fill_locations)
def fill_slot_data(self):
slot_options = [
"death_link", "victory_condition", "shuffle_colors", "shuffle_doors", "shuffle_paintings", "shuffle_panels",

View File

@@ -95,7 +95,7 @@ class LingoPlayerLogic:
painting_mapping: Dict[str, str]
forced_good_item: str
good_item_options: List[str]
panel_reqs: Dict[str, Dict[str, AccessRequirements]]
door_reqs: Dict[str, Dict[str, AccessRequirements]]
@@ -151,7 +151,7 @@ class LingoPlayerLogic:
self.mastery_location = ""
self.level_2_location = ""
self.painting_mapping = {}
self.forced_good_item = ""
self.good_item_options = []
self.panel_reqs = {}
self.door_reqs = {}
self.mastery_reqs = []
@@ -344,23 +344,23 @@ class LingoPlayerLogic:
# Starting Room - Back Right Door gives access to OPEN and DEAD END.
# Starting Room - Exit Door gives access to OPEN and TRACE.
good_item_options: List[str] = ["Starting Room - Back Right Door", "Second Room - Exit Door"]
self.good_item_options = ["Starting Room - Back Right Door", "Second Room - Exit Door"]
if not color_shuffle:
if not world.options.enable_pilgrimage:
# HOT CRUST and THIS.
good_item_options.append("Pilgrim Room - Sun Painting")
self.good_item_options.append("Pilgrim Room - Sun Painting")
if world.options.group_doors:
# WELCOME BACK, CLOCKWISE, and DRAWL + RUNS.
good_item_options.append("Welcome Back Doors")
self.good_item_options.append("Welcome Back Doors")
else:
# WELCOME BACK and CLOCKWISE.
good_item_options.append("Welcome Back Area - Shortcut to Starting Room")
self.good_item_options.append("Welcome Back Area - Shortcut to Starting Room")
if world.options.group_doors:
# Color hallways access (NOTE: reconsider when sunwarp shuffling exists).
good_item_options.append("Rhyme Room Doors")
self.good_item_options.append("Rhyme Room Doors")
# When painting shuffle is off, most Starting Room paintings give color hallways access. The Wondrous's
# painting does not, but it gives access to SHRINK and WELCOME BACK.
@@ -376,30 +376,7 @@ class LingoPlayerLogic:
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")
self.good_item_options.append(pdoor.item_name)
def randomize_paintings(self, world: "LingoWorld") -> bool:
self.painting_mapping.clear()