Files
Grinch-AP/worlds/lingo/__init__.py
Star Rauchenberger cc22161644 Lingo: Add panels mode door shuffle (#3163)
* Created panels mode door shuffle

* Added some panel door item names

* Remove RUNT TURN panel door

Not really useful.

* Fix logic with First SIX related stuff

* Add group_doors to slot data

* Fix LEVEL 2 behavior with panels mode

* Fixed unit tests

* Fixed duplicate IDs from merge

* Just regenerated new IDs

* Fixed duplication of color and door group items

* Removed unnecessary unit test option

* Fix The Seeker being achievable without entrance door

* Fix The Observant being achievable without locked panels

* Added some more panel doors

* Added Progressive Suits Area

* Lingo: Fix Basement access with THE MASTER

* Added indirect conditions for MASTER-blocked entrances

* Fixed Incomparable achievement access

* Fix STAIRS panel logic

* Fix merge error with good items

* Is this clearer?

* DREAD and TURN LEARN

* Allow a weird edge case for reduced locations

Panels mode door shuffle + grouped doors + color shuffle + pilgrimage enabled is exactly the right number of items for reduced locations. Removing color shuffle also allows for disabling pilgrimage, adding sunwarp locking, or both, with a couple of locations left over.

* Prevent small sphere one on panels mode

* Added shuffle_doors aliases for old options

* Fixed a unit test

* Updated datafile

* Tweaked requirements for reduced locations

* Added player name to OptionError messages

* Update generated.dat
2024-07-26 10:53:11 +02:00

193 lines
8.4 KiB
Python

"""
Archipelago init file for Lingo
"""
from logging import warning
from BaseClasses import CollectionState, Item, ItemClassification, Tutorial
from Options import OptionError
from worlds.AutoWorld import WebWorld, World
from .datatypes import Room, RoomEntrance
from .items import ALL_ITEM_TABLE, ITEMS_BY_GROUP, TRAP_ITEMS, LingoItem
from .locations import ALL_LOCATION_TABLE, LOCATIONS_BY_GROUP
from .options import LingoOptions, lingo_option_groups, SunwarpAccess, VictoryCondition
from .player_logic import LingoPlayerLogic
from .regions import create_regions
class LingoWebWorld(WebWorld):
option_groups = lingo_option_groups
rich_text_options_doc = True
theme = "grass"
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Lingo with Archipelago.",
"English",
"setup_en.md",
"setup/en",
["hatkirby"]
)]
class LingoWorld(World):
"""
Lingo is a first person indie puzzle game in the vein of The Witness. You find yourself in a mazelike, non-Euclidean
world filled with 800 word puzzles that use a variety of different mechanics.
"""
game = "Lingo"
web = LingoWebWorld()
base_id = 444400
topology_present = True
options_dataclass = LingoOptions
options: LingoOptions
item_name_to_id = {
name: data.code for name, data in ALL_ITEM_TABLE.items()
}
location_name_to_id = {
name: data.code for name, data in ALL_LOCATION_TABLE.items()
}
item_name_groups = ITEMS_BY_GROUP
location_name_groups = LOCATIONS_BY_GROUP
player_logic: LingoPlayerLogic
def generate_early(self):
if not (self.options.shuffle_doors or self.options.shuffle_colors or
(self.options.sunwarp_access >= SunwarpAccess.option_unlock and
self.options.victory_condition == VictoryCondition.option_pilgrimage)):
if self.multiworld.players == 1:
warning(f"{self.player_name}'s Lingo world doesn't have any progression items. Please turn on Door"
f" Shuffle or Color Shuffle, or use item-blocked sunwarps with the Pilgrimage victory condition"
f" if that doesn't seem right.")
else:
raise OptionError(f"{self.player_name}'s Lingo world doesn't have any progression items. Please turn on"
f" Door Shuffle or Color Shuffle, or use item-blocked sunwarps with the Pilgrimage"
f" victory condition.")
self.player_logic = LingoPlayerLogic(self)
def create_regions(self):
create_regions(self)
if not self.options.shuffle_postgame:
state = CollectionState(self.multiworld)
state.collect(LingoItem("Prevent Victory", ItemClassification.progression, None, self.player), True)
# Note: relies on the assumption that real_items is a definitive list of real progression items in this
# world, and is not modified after being created.
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_events(locations=all_locations)
unreachable_locations = [location for location in all_locations
if not state.can_reach_location(location.name, self.player)]
for location in unreachable_locations:
if location.name in self.player_logic.event_loc_to_item.keys():
continue
self.player_logic.real_locations.remove(location.name)
location.parent_region.locations.remove(location)
if len(self.player_logic.real_items) > len(self.player_logic.real_locations):
raise OptionError(f"{self.player_name}'s Lingo world does not have enough locations to fit the number"
f" of required items without shuffling the postgame. Either enable postgame"
f" shuffling, or choose different options.")
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
traps = int(item_difference * trap_percentage / 100.0)
non_traps = item_difference - traps
if non_traps:
skip_percentage = self.options.puzzle_skip_percentage
skips = int(non_traps * skip_percentage / 100.0)
non_skips = non_traps - skips
for i in range(0, non_skips):
pool.append(self.create_item(self.get_filler_item_name()))
for i in range(0, skips):
pool.append(self.create_item("Puzzle Skip"))
if traps:
total_weight = sum(self.options.trap_weights.values())
if total_weight == 0:
raise OptionError("Sum of trap weights must be at least one.")
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]
for i in range(0, trap_difference):
trap_counts[allowed_traps[i % len(allowed_traps)]] += 1
for name, count in trap_counts.items():
for i in range(0, count):
pool.append(self.create_item(name))
self.multiworld.itempool += pool
def create_item(self, name: str) -> Item:
item = ALL_ITEM_TABLE[name]
classification = item.classification
if hasattr(self, "options") and self.options.shuffle_paintings and len(item.painting_ids) > 0 \
and not item.has_doors and all(painting_id not in self.player_logic.painting_mapping
for painting_id in item.painting_ids) \
and "pilgrim_painting2" not in item.painting_ids:
# If this is a "door" that just moves one or more paintings, and painting shuffle is on and those paintings
# go nowhere, then this item should not be progression. The Pilgrim Room painting is special and needs to be
# excluded from this.
classification = ItemClassification.filler
return LingoItem(name, classification, item.code, self.player)
def set_rules(self):
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
def fill_slot_data(self):
slot_options = [
"death_link", "victory_condition", "shuffle_colors", "shuffle_doors", "shuffle_paintings", "shuffle_panels",
"enable_pilgrimage", "sunwarp_access", "mastery_achievements", "level_2_requirement", "location_checks",
"early_color_hallways", "pilgrimage_allows_roof_access", "pilgrimage_allows_paintings", "shuffle_sunwarps",
"group_doors"
]
slot_data = {
"seed": self.random.randint(0, 1000000),
**self.options.as_dict(*slot_options),
}
if self.options.shuffle_paintings:
slot_data["painting_entrance_to_exit"] = self.player_logic.painting_mapping
if self.options.shuffle_sunwarps:
slot_data["sunwarp_permutation"] = self.player_logic.sunwarp_mapping
return slot_data
def get_filler_item_name(self) -> str:
filler_list = [":)", "The Feeling of Being Lost", "Wanderlust", "Empty White Hallways"]
return self.random.choice(filler_list)