442 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			442 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict, List, NamedTuple, Optional, Set, Tuple, TYPE_CHECKING
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from .items import ALL_ITEM_TABLE
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from .locations import ALL_LOCATION_TABLE, LocationClassification
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from .options import LocationChecks, ShuffleDoors, VictoryCondition
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from .static_logic import DOORS_BY_ROOM, Door, PAINTINGS, PAINTINGS_BY_ROOM, PAINTING_ENTRANCES, PAINTING_EXITS, \
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    PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, RoomAndDoor, \
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    RoomAndPanel
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if TYPE_CHECKING:
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    from . import LingoWorld
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class AccessRequirements:
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    rooms: Set[str]
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    doors: Set[RoomAndDoor]
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    colors: Set[str]
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    def __init__(self):
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        self.rooms = set()
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        self.doors = set()
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        self.colors = set()
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    def merge(self, other: "AccessRequirements"):
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        self.rooms |= other.rooms
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        self.doors |= other.doors
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        self.colors |= other.colors
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    def __str__(self):
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        return f"AccessRequirements(rooms={self.rooms}, doors={self.doors}, colors={self.colors})"
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class PlayerLocation(NamedTuple):
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    name: str
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    code: Optional[int]
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    access: AccessRequirements
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class LingoPlayerLogic:
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    """
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    Defines logic after a player's options have been applied
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    """
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    item_by_door: Dict[str, Dict[str, str]]
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    locations_by_room: Dict[str, List[PlayerLocation]]
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    real_locations: List[str]
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    event_loc_to_item: Dict[str, str]
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    real_items: List[str]
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    victory_condition: str
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    mastery_location: str
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    level_2_location: str
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    painting_mapping: Dict[str, str]
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    forced_good_item: str
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    panel_reqs: Dict[str, Dict[str, AccessRequirements]]
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    door_reqs: Dict[str, Dict[str, AccessRequirements]]
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    mastery_reqs: List[AccessRequirements]
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    counting_panel_reqs: Dict[str, List[Tuple[AccessRequirements, int]]]
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    def add_location(self, room: str, name: str, code: Optional[int], panels: List[RoomAndPanel], world: "LingoWorld"):
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        """
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        Creates a location. This function determines the access requirements for the location by combining and
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        flattening the requirements for each of the given panels.
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        """
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        access_reqs = AccessRequirements()
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        for panel in panels:
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            if panel.room is not None and panel.room != room:
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                access_reqs.rooms.add(panel.room)
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            panel_room = room if panel.room is None else panel.room
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            sub_access_reqs = self.calculate_panel_requirements(panel_room, panel.panel, world)
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            access_reqs.merge(sub_access_reqs)
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        self.locations_by_room.setdefault(room, []).append(PlayerLocation(name, code, access_reqs))
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    def set_door_item(self, room: str, door: str, item: str):
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        self.item_by_door.setdefault(room, {})[door] = item
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    def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"):
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        if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]:
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            if (room_name == "Orange Tower" and not world.options.progressive_orange_tower)\
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                    or (room_name == "The Colorful" and not world.options.progressive_colorful):
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                self.set_door_item(room_name, door_data.name, door_data.item_name)
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            else:
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                progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
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                self.set_door_item(room_name, door_data.name, progressive_item_name)
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                self.real_items.append(progressive_item_name)
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        else:
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            self.set_door_item(room_name, door_data.name, door_data.item_name)
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    def __init__(self, world: "LingoWorld"):
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        self.item_by_door = {}
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        self.locations_by_room = {}
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        self.real_locations = []
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        self.event_loc_to_item = {}
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        self.real_items = []
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        self.victory_condition = ""
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        self.mastery_location = ""
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        self.level_2_location = ""
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        self.painting_mapping = {}
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        self.forced_good_item = ""
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        self.panel_reqs = {}
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        self.door_reqs = {}
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        self.mastery_reqs = []
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        self.counting_panel_reqs = {}
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        door_shuffle = world.options.shuffle_doors
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        color_shuffle = world.options.shuffle_colors
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        painting_shuffle = world.options.shuffle_paintings
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        location_checks = world.options.location_checks
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        victory_condition = world.options.victory_condition
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        early_color_hallways = world.options.early_color_hallways
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        if location_checks == LocationChecks.option_reduced and door_shuffle != ShuffleDoors.option_none:
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            raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
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                            "be enough locations for all of the door items.")
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        # Create door items, where needed.
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        if door_shuffle != ShuffleDoors.option_none:
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            for room_name, room_data in DOORS_BY_ROOM.items():
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                for door_name, door_data in room_data.items():
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                    if door_data.skip_item is False and door_data.event is False:
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                        if door_data.group is not None and door_shuffle == ShuffleDoors.option_simple:
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                            # Grouped doors are handled differently if shuffle doors is on simple.
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                            self.set_door_item(room_name, door_name, door_data.group)
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                        else:
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                            self.handle_non_grouped_door(room_name, door_data, world)
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        # Create events for each achievement panel, so that we can determine when THE MASTER is accessible.
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        for room_name, room_data in PANELS_BY_ROOM.items():
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            for panel_name, panel_data in room_data.items():
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                if panel_data.achievement:
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                    access_req = AccessRequirements()
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                    access_req.merge(self.calculate_panel_requirements(room_name, panel_name, world))
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                    access_req.rooms.add(room_name)
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                    self.mastery_reqs.append(access_req)
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        # Handle the victory condition. Victory conditions other than the chosen one become regular checks, so we need
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        # to prevent the actual victory condition from becoming a check.
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        self.mastery_location = "Orange Tower Seventh Floor - THE MASTER"
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        self.level_2_location = "Second Room - LEVEL 2"
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        if victory_condition == VictoryCondition.option_the_end:
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            self.victory_condition = "Orange Tower Seventh Floor - THE END"
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            self.add_location("Orange Tower Seventh Floor", "The End (Solved)", None, [], world)
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            self.event_loc_to_item["The End (Solved)"] = "Victory"
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        elif victory_condition == VictoryCondition.option_the_master:
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            self.victory_condition = "Orange Tower Seventh Floor - THE MASTER"
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            self.mastery_location = "Orange Tower Seventh Floor - Mastery Achievements"
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            self.add_location("Orange Tower Seventh Floor", self.mastery_location, None, [], world)
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            self.event_loc_to_item[self.mastery_location] = "Victory"
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        elif victory_condition == VictoryCondition.option_level_2:
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            self.victory_condition = "Second Room - LEVEL 2"
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            self.level_2_location = "Second Room - Unlock Level 2"
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            self.add_location("Second Room", self.level_2_location, None, [RoomAndPanel("Second Room", "LEVEL 2")],
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                              world)
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            self.event_loc_to_item[self.level_2_location] = "Victory"
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            if world.options.level_2_requirement == 1:
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                raise Exception("The Level 2 requirement must be at least 2 when LEVEL 2 is the victory condition.")
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        # Create groups of counting panel access requirements for the LEVEL 2 check.
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        self.create_panel_hunt_events(world)
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        # Instantiate all real locations.
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        location_classification = LocationClassification.normal
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        if location_checks == LocationChecks.option_reduced:
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            location_classification = LocationClassification.reduced
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        elif location_checks == LocationChecks.option_insanity:
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            location_classification = LocationClassification.insanity
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        for location_name, location_data in ALL_LOCATION_TABLE.items():
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            if location_name != self.victory_condition:
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                if location_classification not in location_data.classification:
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                    continue
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                self.add_location(location_data.room, location_name, location_data.code, location_data.panels, world)
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                self.real_locations.append(location_name)
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        # Instantiate all real items.
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        for name, item in ALL_ITEM_TABLE.items():
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            if item.should_include(world):
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                self.real_items.append(name)
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        # Calculate the requirements for the fake pilgrimage.
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        fake_pilgrimage = [
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            ["Second Room", "Exit Door"], ["Crossroads", "Tower Entrance"],
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            ["Orange Tower Fourth Floor", "Hot Crusts Door"], ["Outside The Initiated", "Shortcut to Hub Room"],
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            ["Orange Tower First Floor", "Shortcut to Hub Room"], ["Directional Gallery", "Shortcut to The Undeterred"],
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            ["Orange Tower First Floor", "Salt Pepper Door"], ["Hub Room", "Crossroads Entrance"],
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            ["Champion's Rest", "Shortcut to The Steady"], ["The Bearer", "Shortcut to The Bold"],
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            ["Art Gallery", "Exit"], ["The Tenacious", "Shortcut to Hub Room"],
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            ["Outside The Agreeable", "Tenacious Entrance"]
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        ]
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        pilgrimage_reqs = AccessRequirements()
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        for door in fake_pilgrimage:
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            door_object = DOORS_BY_ROOM[door[0]][door[1]]
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            if door_object.event or world.options.shuffle_doors == ShuffleDoors.option_none:
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                pilgrimage_reqs.merge(self.calculate_door_requirements(door[0], door[1], world))
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            else:
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                pilgrimage_reqs.doors.add(RoomAndDoor(door[0], door[1]))
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        self.door_reqs.setdefault("Pilgrim Antechamber", {})["Pilgrimage"] = pilgrimage_reqs
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        # Create the paintings mapping, if painting shuffle is on.
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        if painting_shuffle:
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            # Shuffle paintings until we get something workable.
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            workable_paintings = False
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            for i in range(0, 20):
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                workable_paintings = self.randomize_paintings(world)
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                if workable_paintings:
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                    break
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            if not workable_paintings:
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                raise Exception("This Lingo world was unable to generate a workable painting mapping after 20 "
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                                "iterations. This is very unlikely to happen on its own, and probably indicates some "
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                                "kind of logic error.")
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        if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
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                and not early_color_hallways:
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            # If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
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            # but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
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            # now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are
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            # no extra checks in there. We only include the entrance to the Rhyme Room when color shuffle is off and
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            # door shuffle is on simple, because otherwise there are no extra checks in there.
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            good_item_options: List[str] = ["Starting Room - Back Right Door", "Second Room - Exit Door"]
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            if not color_shuffle:
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                good_item_options.append("Pilgrim Room - Sun Painting")
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            if door_shuffle == ShuffleDoors.option_simple:
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                good_item_options += ["Welcome Back Doors"]
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                if not color_shuffle:
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                    good_item_options.append("Rhyme Room Doors")
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            else:
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                good_item_options += ["Welcome Back Area - Shortcut to Starting Room"]
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            for painting_obj in PAINTINGS_BY_ROOM["Starting Room"]:
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                if not painting_obj.enter_only or painting_obj.required_door is None:
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                    continue
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                # If painting shuffle is on, we only want to consider paintings that actually go somewhere.
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                if painting_shuffle and painting_obj.id not in self.painting_mapping.keys():
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                    continue
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                pdoor = DOORS_BY_ROOM[painting_obj.required_door.room][painting_obj.required_door.door]
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                good_item_options.append(pdoor.item_name)
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            # Copied from The Witness -- remove any plandoed items from the possible good items set.
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            for v in world.multiworld.plando_items[world.player]:
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                if v.get("from_pool", True):
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                    for item_key in {"item", "items"}:
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                        if item_key in v:
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                            if type(v[item_key]) is str:
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                                if v[item_key] in good_item_options:
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                                    good_item_options.remove(v[item_key])
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                            elif type(v[item_key]) is dict:
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                                for item, weight in v[item_key].items():
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                                    if weight and item in good_item_options:
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                                        good_item_options.remove(item)
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                            else:
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                                # Other type of iterable
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                                for item in v[item_key]:
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                                    if item in good_item_options:
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                                        good_item_options.remove(item)
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            if len(good_item_options) > 0:
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                self.forced_good_item = world.random.choice(good_item_options)
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                self.real_items.remove(self.forced_good_item)
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                self.real_locations.remove("Second Room - Good Luck")
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    def randomize_paintings(self, world: "LingoWorld") -> bool:
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        self.painting_mapping.clear()
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        door_shuffle = world.options.shuffle_doors
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        # First, assign mappings to the required-exit paintings. We ensure that req-blocked paintings do not lead to
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        # required paintings.
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        req_exits = []
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        required_painting_rooms = REQUIRED_PAINTING_ROOMS
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        if door_shuffle == ShuffleDoors.option_none:
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            required_painting_rooms += REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
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            req_exits = [painting_id for painting_id, painting in PAINTINGS.items() if painting.required_when_no_doors]
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            req_enterable = [painting_id for painting_id, painting in PAINTINGS.items()
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                             if not painting.exit_only and not painting.disable and not painting.req_blocked and
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                             not painting.req_blocked_when_no_doors and painting.room not in required_painting_rooms]
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        else:
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            req_enterable = [painting_id for painting_id, painting in PAINTINGS.items()
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                             if not painting.exit_only and not painting.disable and not painting.req_blocked and
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                             painting.room not in required_painting_rooms]
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        req_exits += [painting_id for painting_id, painting in PAINTINGS.items()
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                      if painting.exit_only and painting.required]
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        req_entrances = world.random.sample(req_enterable, len(req_exits))
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        self.painting_mapping = dict(zip(req_entrances, req_exits))
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        # Next, determine the rest of the exit paintings.
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        exitable = [painting_id for painting_id, painting in PAINTINGS.items()
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                    if not painting.enter_only and not painting.disable and painting_id not in req_exits and
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                    painting_id not in req_entrances]
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        nonreq_exits = world.random.sample(exitable, PAINTING_EXITS - len(req_exits))
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        chosen_exits = req_exits + nonreq_exits
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        # Determine the rest of the entrance paintings.
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        enterable = [painting_id for painting_id, painting in PAINTINGS.items()
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                     if not painting.exit_only and not painting.disable and painting_id not in chosen_exits and
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                     painting_id not in req_entrances]
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        chosen_entrances = world.random.sample(enterable, PAINTING_ENTRANCES - len(req_entrances))
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        # Assign one entrance to each non-required exit, to ensure that the total number of exits is achieved.
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        for warp_exit in nonreq_exits:
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            warp_enter = world.random.choice(chosen_entrances)
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            chosen_entrances.remove(warp_enter)
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            self.painting_mapping[warp_enter] = warp_exit
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        # Assign each of the remaining entrances to any required or non-required exit.
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        for warp_enter in chosen_entrances:
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            warp_exit = world.random.choice(chosen_exits)
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            self.painting_mapping[warp_enter] = warp_exit
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        # The Eye Wall painting is unique in that it is both double-sided and also enter only (because it moves).
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        # There is only one eligible double-sided exit painting, which is the vanilla exit for this warp. If the
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        # exit painting is an entrance in the shuffle, we will disable the Eye Wall painting. Otherwise, Eye Wall
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        # is forced to point to the vanilla exit.
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        if "eye_painting_2" not in self.painting_mapping.keys():
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            self.painting_mapping["eye_painting"] = "eye_painting_2"
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        # Just for sanity's sake, ensure that all required painting rooms are accessed.
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        for painting_id, painting in PAINTINGS.items():
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            if painting_id not in self.painting_mapping.values() \
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                    and (painting.required or (painting.required_when_no_doors and
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                                               door_shuffle == ShuffleDoors.option_none)):
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                return False
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        return True
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    def calculate_panel_requirements(self, room: str, panel: str, world: "LingoWorld"):
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        """
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        Calculate and return the access requirements for solving a given panel. The goal is to eliminate recursion in
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        the access rule function by collecting the rooms, doors, and colors needed by this panel and any panel required
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        by this panel. Memoization is used so that no panel is evaluated more than once.
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        """
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        if panel not in self.panel_reqs.setdefault(room, {}):
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            access_reqs = AccessRequirements()
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            panel_object = PANELS_BY_ROOM[room][panel]
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            for req_room in panel_object.required_rooms:
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                access_reqs.rooms.add(req_room)
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            for req_door in panel_object.required_doors:
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                door_object = DOORS_BY_ROOM[room if req_door.room is None else req_door.room][req_door.door]
 | 
						|
                if door_object.event or world.options.shuffle_doors == ShuffleDoors.option_none:
 | 
						|
                    sub_access_reqs = self.calculate_door_requirements(
 | 
						|
                        room if req_door.room is None else req_door.room, req_door.door, world)
 | 
						|
                    access_reqs.merge(sub_access_reqs)
 | 
						|
                else:
 | 
						|
                    access_reqs.doors.add(RoomAndDoor(room if req_door.room is None else req_door.room, req_door.door))
 | 
						|
 | 
						|
            for color in panel_object.colors:
 | 
						|
                access_reqs.colors.add(color)
 | 
						|
 | 
						|
            for req_panel in panel_object.required_panels:
 | 
						|
                if req_panel.room is not None and req_panel.room != room:
 | 
						|
                    access_reqs.rooms.add(req_panel.room)
 | 
						|
 | 
						|
                sub_access_reqs = self.calculate_panel_requirements(room if req_panel.room is None else req_panel.room,
 | 
						|
                                                                    req_panel.panel, world)
 | 
						|
                access_reqs.merge(sub_access_reqs)
 | 
						|
 | 
						|
            self.panel_reqs[room][panel] = access_reqs
 | 
						|
 | 
						|
        return self.panel_reqs[room][panel]
 | 
						|
 | 
						|
    def calculate_door_requirements(self, room: str, door: str, world: "LingoWorld"):
 | 
						|
        """
 | 
						|
        Similar to calculate_panel_requirements, but for event doors.
 | 
						|
        """
 | 
						|
        if door not in self.door_reqs.setdefault(room, {}):
 | 
						|
            access_reqs = AccessRequirements()
 | 
						|
            door_object = DOORS_BY_ROOM[room][door]
 | 
						|
 | 
						|
            for req_panel in door_object.panels:
 | 
						|
                panel_room = room if req_panel.room is None else req_panel.room
 | 
						|
                access_reqs.rooms.add(panel_room)
 | 
						|
                sub_access_reqs = self.calculate_panel_requirements(panel_room, req_panel.panel, world)
 | 
						|
                access_reqs.merge(sub_access_reqs)
 | 
						|
 | 
						|
            self.door_reqs[room][door] = access_reqs
 | 
						|
 | 
						|
        return self.door_reqs[room][door]
 | 
						|
 | 
						|
    def create_panel_hunt_events(self, world: "LingoWorld"):
 | 
						|
        """
 | 
						|
        Creates the event locations/items used for determining access to the LEVEL 2 panel. Instead of creating an event
 | 
						|
        for every single counting panel in the game, we try to coalesce panels with identical access rules into the same
 | 
						|
        event. Right now, this means the following:
 | 
						|
 | 
						|
        When color shuffle is off, panels in a room with no extra access requirements (room, door, or other panel) are
 | 
						|
        all coalesced into one event.
 | 
						|
 | 
						|
        When color shuffle is on, single-colored panels (including white) in a room are combined into one event per
 | 
						|
        color. Multicolored panels and panels with any extra access requirements are not coalesced, and will each
 | 
						|
        receive their own event.
 | 
						|
        """
 | 
						|
        for room_name, room_data in PANELS_BY_ROOM.items():
 | 
						|
            unhindered_panels_by_color: dict[Optional[str], int] = {}
 | 
						|
 | 
						|
            for panel_name, panel_data in room_data.items():
 | 
						|
                # We won't count non-counting panels. THE MASTER has special access rules and is handled separately.
 | 
						|
                if panel_data.non_counting or panel_name == "THE MASTER":
 | 
						|
                    continue
 | 
						|
 | 
						|
                # We won't coalesce any panels that have requirements beyond colors. To simplify things for now, we will
 | 
						|
                # only coalesce single-color panels. Chains/stacks/combo puzzles will be separate.
 | 
						|
                if len(panel_data.required_panels) > 0 or len(panel_data.required_doors) > 0\
 | 
						|
                        or len(panel_data.required_rooms) > 0\
 | 
						|
                        or (world.options.shuffle_colors and len(panel_data.colors) > 1):
 | 
						|
                    self.counting_panel_reqs.setdefault(room_name, []).append(
 | 
						|
                        (self.calculate_panel_requirements(room_name, panel_name, world), 1))
 | 
						|
                else:
 | 
						|
                    if len(panel_data.colors) == 0 or not world.options.shuffle_colors:
 | 
						|
                        color = None
 | 
						|
                    else:
 | 
						|
                        color = panel_data.colors[0]
 | 
						|
 | 
						|
                    unhindered_panels_by_color[color] = unhindered_panels_by_color.get(color, 0) + 1
 | 
						|
 | 
						|
            for color, panel_count in unhindered_panels_by_color.items():
 | 
						|
                access_reqs = AccessRequirements()
 | 
						|
                if color is not None:
 | 
						|
                    access_reqs.colors.add(color)
 | 
						|
 | 
						|
                self.counting_panel_reqs.setdefault(room_name, []).append((access_reqs, panel_count))
 |