92 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import TYPE_CHECKING
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from BaseClasses import CollectionState
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from .datatypes import RoomAndDoor
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from .player_logic import AccessRequirements, PlayerLocation
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from .static_logic import PROGRESSION_BY_ROOM, PROGRESSIVE_ITEMS
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if TYPE_CHECKING:
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    from . import LingoWorld
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def lingo_can_use_entrance(state: CollectionState, room: str, door: RoomAndDoor, world: "LingoWorld"):
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    if door is None:
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        return True
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    effective_room = room if door.room is None else door.room
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    return _lingo_can_open_door(state, effective_room, door.door, world)
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def lingo_can_do_pilgrimage(state: CollectionState, world: "LingoWorld"):
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    return all(_lingo_can_open_door(state, "Sunwarps", f"{i} Sunwarp", world) for i in range(1, 7))
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def lingo_can_use_location(state: CollectionState, location: PlayerLocation, world: "LingoWorld"):
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    return _lingo_can_satisfy_requirements(state, location.access, world)
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def lingo_can_use_mastery_location(state: CollectionState, world: "LingoWorld"):
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    satisfied_count = 0
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    for access_req in world.player_logic.mastery_reqs:
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        if _lingo_can_satisfy_requirements(state, access_req, world):
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            satisfied_count += 1
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    return satisfied_count >= world.options.mastery_achievements.value
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def lingo_can_use_level_2_location(state: CollectionState, world: "LingoWorld"):
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    counted_panels = 0
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    state.update_reachable_regions(world.player)
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    for region in state.reachable_regions[world.player]:
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        for access_req, panel_count in world.player_logic.counting_panel_reqs.get(region.name, []):
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            if _lingo_can_satisfy_requirements(state, access_req, world):
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                counted_panels += panel_count
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        if counted_panels >= world.options.level_2_requirement.value - 1:
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            return True
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    return False
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def _lingo_can_satisfy_requirements(state: CollectionState, access: AccessRequirements, world: "LingoWorld"):
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    for req_room in access.rooms:
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        if not state.can_reach(req_room, "Region", world.player):
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            return False
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    for req_door in access.doors:
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        if not _lingo_can_open_door(state, req_door.room, req_door.door, world):
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            return False
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    if len(access.colors) > 0 and world.options.shuffle_colors:
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        for color in access.colors:
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            if not state.has(color.capitalize(), world.player):
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                return False
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    if access.the_master and not lingo_can_use_mastery_location(state, world):
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        return False
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    return True
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def _lingo_can_open_door(state: CollectionState, room: str, door: str, world: "LingoWorld"):
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    """
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    Determines whether a door can be opened
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    """
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    if door not in world.player_logic.item_by_door.get(room, {}):
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        return _lingo_can_satisfy_requirements(state, world.player_logic.door_reqs[room][door], world)
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    item_name = world.player_logic.item_by_door[room][door]
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    if item_name in PROGRESSIVE_ITEMS:
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        progression = PROGRESSION_BY_ROOM[room][door]
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        return state.has(item_name, world.player, progression.index)
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    return state.has(item_name, world.player)
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def make_location_lambda(location: PlayerLocation, world: "LingoWorld"):
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    if location.name == world.player_logic.mastery_location:
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        return lambda state: lingo_can_use_mastery_location(state, world)
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    if world.options.level_2_requirement > 1\
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            and (location.name == "Second Room - ANOTHER TRY" or location.name == world.player_logic.level_2_location):
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        return lambda state: lingo_can_use_level_2_location(state, world)
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    return lambda state: lingo_can_use_location(state, location, world)
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