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Lingo: New game (#1806)
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com> Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com> Co-authored-by: Phar <zach@alliware.com>
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worlds/lingo/static_logic.py
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544
worlds/lingo/static_logic.py
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from typing import Dict, List, NamedTuple, Optional, Set
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import yaml
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class RoomAndDoor(NamedTuple):
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room: Optional[str]
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door: str
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class RoomAndPanel(NamedTuple):
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room: Optional[str]
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panel: str
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class RoomEntrance(NamedTuple):
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room: str # source room
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door: Optional[RoomAndDoor]
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painting: bool
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class Room(NamedTuple):
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name: str
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entrances: List[RoomEntrance]
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class Door(NamedTuple):
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name: str
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item_name: str
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location_name: Optional[str]
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panels: Optional[List[RoomAndPanel]]
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skip_location: bool
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skip_item: bool
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door_ids: List[str]
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painting_ids: List[str]
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event: bool
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group: Optional[str]
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include_reduce: bool
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junk_item: bool
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class Panel(NamedTuple):
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required_rooms: List[str]
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required_doors: List[RoomAndDoor]
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required_panels: List[RoomAndPanel]
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colors: List[str]
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check: bool
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event: bool
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internal_ids: List[str]
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exclude_reduce: bool
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achievement: bool
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non_counting: bool
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class Painting(NamedTuple):
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id: str
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room: str
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enter_only: bool
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exit_only: bool
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orientation: str
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required: bool
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required_when_no_doors: bool
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required_door: Optional[RoomAndDoor]
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disable: bool
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move: bool
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class Progression(NamedTuple):
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item_name: str
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index: int
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ROOMS: Dict[str, Room] = {}
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PANELS: Dict[str, Panel] = {}
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DOORS: Dict[str, Door] = {}
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PAINTINGS: Dict[str, Painting] = {}
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ALL_ROOMS: List[Room] = []
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DOORS_BY_ROOM: Dict[str, Dict[str, Door]] = {}
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PANELS_BY_ROOM: Dict[str, Dict[str, Panel]] = {}
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PAINTINGS_BY_ROOM: Dict[str, List[Painting]] = {}
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PROGRESSIVE_ITEMS: List[str] = []
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PROGRESSION_BY_ROOM: Dict[str, Dict[str, Progression]] = {}
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PAINTING_ENTRANCES: int = 0
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PAINTING_EXIT_ROOMS: Set[str] = set()
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PAINTING_EXITS: int = 0
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REQUIRED_PAINTING_ROOMS: List[str] = []
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REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS: List[str] = []
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SPECIAL_ITEM_IDS: Dict[str, int] = {}
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PANEL_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_ITEM_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_GROUP_ITEM_IDS: Dict[str, int] = {}
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PROGRESSIVE_ITEM_IDS: Dict[str, int] = {}
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def load_static_data():
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global PAINTING_EXITS, SPECIAL_ITEM_IDS, PANEL_LOCATION_IDS, DOOR_LOCATION_IDS, DOOR_ITEM_IDS, \
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DOOR_GROUP_ITEM_IDS, PROGRESSIVE_ITEM_IDS
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try:
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from importlib.resources import files
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except ImportError:
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from importlib_resources import files
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# Load in all item and location IDs. These are broken up into groups based on the type of item/location.
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with files("worlds.lingo").joinpath("ids.yaml").open() as file:
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config = yaml.load(file, Loader=yaml.Loader)
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if "special_items" in config:
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for item_name, item_id in config["special_items"].items():
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SPECIAL_ITEM_IDS[item_name] = item_id
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if "panels" in config:
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for room_name in config["panels"].keys():
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PANEL_LOCATION_IDS[room_name] = {}
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for panel_name, location_id in config["panels"][room_name].items():
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PANEL_LOCATION_IDS[room_name][panel_name] = location_id
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if "doors" in config:
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for room_name in config["doors"].keys():
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DOOR_LOCATION_IDS[room_name] = {}
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DOOR_ITEM_IDS[room_name] = {}
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for door_name, door_data in config["doors"][room_name].items():
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if "location" in door_data:
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DOOR_LOCATION_IDS[room_name][door_name] = door_data["location"]
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if "item" in door_data:
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DOOR_ITEM_IDS[room_name][door_name] = door_data["item"]
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if "door_groups" in config:
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for item_name, item_id in config["door_groups"].items():
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DOOR_GROUP_ITEM_IDS[item_name] = item_id
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if "progression" in config:
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for item_name, item_id in config["progression"].items():
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PROGRESSIVE_ITEM_IDS[item_name] = item_id
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# Process the main world file.
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with files("worlds.lingo").joinpath("LL1.yaml").open() as file:
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config = yaml.load(file, Loader=yaml.Loader)
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for room_name, room_data in config.items():
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process_room(room_name, room_data)
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PAINTING_EXITS = len(PAINTING_EXIT_ROOMS)
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def get_special_item_id(name: str):
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if name not in SPECIAL_ITEM_IDS:
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raise Exception(f"Item ID for special item {name} not found in ids.yaml.")
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return SPECIAL_ITEM_IDS[name]
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def get_panel_location_id(room: str, name: str):
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if room not in PANEL_LOCATION_IDS or name not in PANEL_LOCATION_IDS[room]:
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raise Exception(f"Location ID for panel {room} - {name} not found in ids.yaml.")
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return PANEL_LOCATION_IDS[room][name]
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def get_door_location_id(room: str, name: str):
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if room not in DOOR_LOCATION_IDS or name not in DOOR_LOCATION_IDS[room]:
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raise Exception(f"Location ID for door {room} - {name} not found in ids.yaml.")
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return DOOR_LOCATION_IDS[room][name]
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def get_door_item_id(room: str, name: str):
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if room not in DOOR_ITEM_IDS or name not in DOOR_ITEM_IDS[room]:
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raise Exception(f"Item ID for door {room} - {name} not found in ids.yaml.")
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return DOOR_ITEM_IDS[room][name]
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def get_door_group_item_id(name: str):
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if name not in DOOR_GROUP_ITEM_IDS:
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raise Exception(f"Item ID for door group {name} not found in ids.yaml.")
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return DOOR_GROUP_ITEM_IDS[name]
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def get_progressive_item_id(name: str):
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if name not in PROGRESSIVE_ITEM_IDS:
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raise Exception(f"Item ID for progressive item {name} not found in ids.yaml.")
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return PROGRESSIVE_ITEM_IDS[name]
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def process_entrance(source_room, doors, room_obj):
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global PAINTING_ENTRANCES, PAINTING_EXIT_ROOMS
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# If the value of an entrance is just True, that means that the entrance is always accessible.
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if doors is True:
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room_obj.entrances.append(RoomEntrance(source_room, None, False))
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elif isinstance(doors, dict):
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# If the value of an entrance is a dictionary, that means the entrance requires a door to be accessible, is a
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# painting-based entrance, or both.
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if "painting" in doors and "door" not in doors:
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PAINTING_EXIT_ROOMS.add(room_obj.name)
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PAINTING_ENTRANCES += 1
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room_obj.entrances.append(RoomEntrance(source_room, None, True))
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else:
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if "painting" in doors and doors["painting"]:
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PAINTING_EXIT_ROOMS.add(room_obj.name)
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PAINTING_ENTRANCES += 1
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room_obj.entrances.append(RoomEntrance(source_room, RoomAndDoor(
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doors["room"] if "room" in doors else None,
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doors["door"]
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), doors["painting"] if "painting" in doors else False))
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else:
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# If the value of an entrance is a list, then there are multiple possible doors that can give access to the
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# entrance.
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for door in doors:
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if "painting" in door and door["painting"]:
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PAINTING_EXIT_ROOMS.add(room_obj.name)
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PAINTING_ENTRANCES += 1
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room_obj.entrances.append(RoomEntrance(source_room, RoomAndDoor(
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door["room"] if "room" in door else None,
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door["door"]
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), door["painting"] if "painting" in door else False))
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def process_panel(room_name, panel_name, panel_data):
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global PANELS, PANELS_BY_ROOM
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full_name = f"{room_name} - {panel_name}"
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# required_room can either be a single room or a list of rooms.
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if "required_room" in panel_data:
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if isinstance(panel_data["required_room"], list):
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required_rooms = panel_data["required_room"]
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else:
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required_rooms = [panel_data["required_room"]]
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else:
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required_rooms = []
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# required_door can either be a single door or a list of doors. For convenience, the room key for each door does not
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# need to be specified if the door is in this room.
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required_doors = list()
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if "required_door" in panel_data:
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if isinstance(panel_data["required_door"], dict):
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door = panel_data["required_door"]
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required_doors.append(RoomAndDoor(
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door["room"] if "room" in door else None,
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door["door"]
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))
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else:
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for door in panel_data["required_door"]:
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required_doors.append(RoomAndDoor(
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door["room"] if "room" in door else None,
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door["door"]
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))
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# required_panel can either be a single panel or a list of panels. For convenience, the room key for each panel does
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# not need to be specified if the panel is in this room.
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required_panels = list()
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if "required_panel" in panel_data:
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if isinstance(panel_data["required_panel"], dict):
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other_panel = panel_data["required_panel"]
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required_panels.append(RoomAndPanel(
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other_panel["room"] if "room" in other_panel else None,
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other_panel["panel"]
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))
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else:
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for other_panel in panel_data["required_panel"]:
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required_panels.append(RoomAndPanel(
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other_panel["room"] if "room" in other_panel else None,
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other_panel["panel"]
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))
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# colors can either be a single color or a list of colors.
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if "colors" in panel_data:
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if isinstance(panel_data["colors"], list):
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colors = panel_data["colors"]
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else:
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colors = [panel_data["colors"]]
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else:
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colors = []
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if "check" in panel_data:
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check = panel_data["check"]
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else:
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check = False
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if "event" in panel_data:
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event = panel_data["event"]
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else:
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event = False
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if "achievement" in panel_data:
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achievement = True
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else:
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achievement = False
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if "exclude_reduce" in panel_data:
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exclude_reduce = panel_data["exclude_reduce"]
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else:
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exclude_reduce = False
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if "non_counting" in panel_data:
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non_counting = panel_data["non_counting"]
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else:
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non_counting = False
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if "id" in panel_data:
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if isinstance(panel_data["id"], list):
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internal_ids = panel_data["id"]
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else:
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internal_ids = [panel_data["id"]]
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else:
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internal_ids = []
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panel_obj = Panel(required_rooms, required_doors, required_panels, colors, check, event, internal_ids,
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exclude_reduce, achievement, non_counting)
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PANELS[full_name] = panel_obj
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PANELS_BY_ROOM[room_name][panel_name] = panel_obj
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def process_door(room_name, door_name, door_data):
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global DOORS, DOORS_BY_ROOM
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# The item name associated with a door can be explicitly specified in the configuration. If it is not, it is
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# generated from the room and door name.
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if "item_name" in door_data:
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item_name = door_data["item_name"]
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else:
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item_name = f"{room_name} - {door_name}"
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if "skip_location" in door_data:
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skip_location = door_data["skip_location"]
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else:
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skip_location = False
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if "skip_item" in door_data:
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skip_item = door_data["skip_item"]
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else:
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skip_item = False
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if "event" in door_data:
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event = door_data["event"]
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else:
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event = False
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if "include_reduce" in door_data:
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include_reduce = door_data["include_reduce"]
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else:
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include_reduce = False
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if "junk_item" in door_data:
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junk_item = door_data["junk_item"]
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else:
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junk_item = False
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if "group" in door_data:
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group = door_data["group"]
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else:
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group = None
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# panels is a list of panels. Each panel can either be a simple string (the name of a panel in the current room) or
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# a dictionary specifying a panel in a different room.
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if "panels" in door_data:
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panels = list()
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for panel in door_data["panels"]:
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if isinstance(panel, dict):
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panels.append(RoomAndPanel(panel["room"], panel["panel"]))
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else:
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panels.append(RoomAndPanel(None, panel))
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else:
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skip_location = True
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panels = None
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# The location name associated with a door can be explicitly specified in the configuration. If it is not, then the
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# name is generated using a combination of all of the panels that would ordinarily open the door. This can get quite
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# messy if there are a lot of panels, especially if panels from multiple rooms are involved, so in these cases it
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# would be better to specify a name.
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if "location_name" in door_data:
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location_name = door_data["location_name"]
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elif skip_location is False:
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panel_per_room = dict()
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for panel in panels:
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panel_room_name = room_name if panel.room is None else panel.room
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panel_per_room.setdefault(panel_room_name, []).append(panel.panel)
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room_strs = list()
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for door_room_str, door_panels_str in panel_per_room.items():
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room_strs.append(door_room_str + " - " + ", ".join(door_panels_str))
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location_name = " and ".join(room_strs)
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else:
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location_name = None
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# 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
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# open more than one actual in-game door.
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if "id" in door_data:
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if isinstance(door_data["id"], list):
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door_ids = door_data["id"]
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else:
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door_ids = [door_data["id"]]
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else:
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door_ids = []
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# The painting_id field can be a single item, or a list of painting IDs, in the event that the item for this logical
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# door should move more than one actual in-game painting.
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if "painting_id" in door_data:
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if isinstance(door_data["painting_id"], list):
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painting_ids = door_data["painting_id"]
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else:
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painting_ids = [door_data["painting_id"]]
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else:
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painting_ids = []
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door_obj = Door(door_name, item_name, location_name, panels, skip_location, skip_item, door_ids,
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painting_ids, event, group, include_reduce, junk_item)
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DOORS[door_obj.item_name] = door_obj
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DOORS_BY_ROOM[room_name][door_name] = door_obj
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def process_painting(room_name, painting_data):
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global PAINTINGS, PAINTINGS_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
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# Read in information about this painting and store it in an object.
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painting_id = painting_data["id"]
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if "orientation" in painting_data:
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orientation = painting_data["orientation"]
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else:
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orientation = ""
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if "disable" in painting_data:
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disable_painting = painting_data["disable"]
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else:
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disable_painting = False
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if "required" in painting_data:
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required_painting = painting_data["required"]
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if required_painting:
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REQUIRED_PAINTING_ROOMS.append(room_name)
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else:
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required_painting = False
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if "move" in painting_data:
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move_painting = painting_data["move"]
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else:
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move_painting = False
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if "required_when_no_doors" in painting_data:
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rwnd = painting_data["required_when_no_doors"]
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if rwnd:
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REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS.append(room_name)
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||||
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()
|
Reference in New Issue
Block a user