Files
Grinch-AP/worlds/lingo/__init__.py
Star Rauchenberger 817197c14d Lingo: Tests no longer disable forced good item (#2602)
The static class with the "disable forced good item" field is gone. Now, certain tests that want to check for specific access progression can run a method that removes the forced good item and adds it back to the pool. Tests that don't care about this will collect the forced good item like normal. This should prevent the intermittent fill failures on complex doors unit tests, since the forced good item should provide enough locations to fill in.
2023-12-18 09:46:24 -06:00

133 lines
5.1 KiB
Python

"""
Archipelago init file for Lingo
"""
from logging import warning
from BaseClasses import Item, ItemClassification, Tutorial
from worlds.AutoWorld import WebWorld, World
from .items import ALL_ITEM_TABLE, LingoItem
from .locations import ALL_LOCATION_TABLE
from .options import LingoOptions
from .player_logic import LingoPlayerLogic
from .regions import create_regions
from .static_logic import Room, RoomEntrance
class LingoWebWorld(WebWorld):
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
data_version = 1
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()
}
player_logic: LingoPlayerLogic
def generate_early(self):
if not (self.options.shuffle_doors or self.options.shuffle_colors):
if self.multiworld.players == 1:
warning(f"{self.multiworld.get_player_name(self.player)}'s Lingo world doesn't have any progression"
f" items. Please turn on Door Shuffle or Color Shuffle if that doesn't seem right.")
else:
raise Exception(f"{self.multiworld.get_player_name(self.player)}'s Lingo world doesn't have any"
f" progression items. Please turn on Door Shuffle or Color Shuffle.")
self.player_logic = LingoPlayerLogic(self)
def create_regions(self):
create_regions(self, self.player_logic)
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
filler_list = [":)", "The Feeling of Being Lost", "Wanderlust", "Empty White Hallways"]
for i in range(0, non_skips):
pool.append(self.create_item(filler_list[i % len(filler_list)]))
for i in range(0, skips):
pool.append(self.create_item("Puzzle Skip"))
if traps:
traps_list = ["Slowness Trap", "Iceland Trap", "Atbash Trap"]
for i in range(0, traps):
pool.append(self.create_item(traps_list[i % len(traps_list)]))
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 len(item.door_ids) == 0 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",
"mastery_achievements", "level_2_requirement", "location_checks", "early_color_hallways"
]
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
return slot_data