Lingo: Add option to prevent shuffling postgame (#3350)

* Lingo: Add option to prevent shuffling postgame

* Allow roof access on door shuffle

* Fix broken unit test

* Simplified THE END edge case

* Revert unnecessary change

* Review comments

* Fix mastery unit test

* Update generated.dat

* Added player's name to error message
This commit is contained in:
Star Rauchenberger
2024-07-24 08:34:51 -04:00
committed by GitHub
parent 878d5141ce
commit e714d2e129
9 changed files with 145 additions and 18 deletions

View File

@@ -19,22 +19,25 @@ class AccessRequirements:
doors: Set[RoomAndDoor]
colors: Set[str]
the_master: bool
postgame: bool
def __init__(self):
self.rooms = set()
self.doors = set()
self.colors = set()
self.the_master = False
self.postgame = False
def merge(self, other: "AccessRequirements"):
self.rooms |= other.rooms
self.doors |= other.doors
self.colors |= other.colors
self.the_master |= other.the_master
self.postgame |= other.postgame
def __str__(self):
return f"AccessRequirements(rooms={self.rooms}, doors={self.doors}, colors={self.colors})," \
f" the_master={self.the_master}"
return f"AccessRequirements(rooms={self.rooms}, doors={self.doors}, colors={self.colors}," \
f" the_master={self.the_master}, postgame={self.postgame})"
class PlayerLocation(NamedTuple):
@@ -190,16 +193,6 @@ class LingoPlayerLogic:
if color_shuffle:
self.real_items += [name for name, item in ALL_ITEM_TABLE.items() if item.type == ItemType.COLOR]
# Create events for each achievement panel, so that we can determine when THE MASTER 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:
access_req = AccessRequirements()
access_req.merge(self.calculate_panel_requirements(room_name, panel_name, world))
access_req.rooms.add(room_name)
self.mastery_reqs.append(access_req)
# 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"
@@ -207,7 +200,7 @@ class LingoPlayerLogic:
if victory_condition == VictoryCondition.option_the_end:
self.victory_condition = "Orange Tower Seventh Floor - THE END"
self.add_location("Orange Tower Seventh Floor", "The End (Solved)", None, [], world)
self.add_location("Ending Area", "The End (Solved)", None, [], world)
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"
@@ -231,6 +224,16 @@ class LingoPlayerLogic:
[RoomAndPanel("Pilgrim Antechamber", "PILGRIM")], world)
self.event_loc_to_item["PILGRIM (Solved)"] = "Victory"
# Create events for each achievement panel, so that we can determine when THE MASTER 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:
access_req = AccessRequirements()
access_req.merge(self.calculate_panel_requirements(room_name, panel_name, world))
access_req.rooms.add(room_name)
self.mastery_reqs.append(access_req)
# Create groups of counting panel access requirements for the LEVEL 2 check.
self.create_panel_hunt_events(world)
@@ -470,6 +473,11 @@ class LingoPlayerLogic:
if panel == "THE MASTER":
access_reqs.the_master = True
# Evil python magic (so sayeth NewSoupVi): this checks victory_condition against the panel's location name
# override if it exists, or the auto-generated location name if it's None.
if self.victory_condition == (panel_object.location_name or f"{room} - {panel}"):
access_reqs.postgame = True
self.panel_reqs[room][panel] = access_reqs
return self.panel_reqs[room][panel]