 e714d2e129
			
		
	
	e714d2e129
	
	
	
		
			
			* Lingo: Add option to prevent shuffling postgame * Allow roof access on door shuffle * Fix broken unit test * Simplified THE END edge case * Revert unnecessary change * Review comments * Fix mastery unit test * Update generated.dat * Added player's name to error message
		
			
				
	
	
		
			547 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			547 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from enum import Enum
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| from typing import Dict, List, NamedTuple, Optional, Set, Tuple, TYPE_CHECKING
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| 
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| from Options import OptionError
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| from .datatypes import Door, DoorType, Painting, RoomAndDoor, RoomAndPanel
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| from .items import ALL_ITEM_TABLE, ItemType
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| from .locations import ALL_LOCATION_TABLE, LocationClassification
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| from .options import LocationChecks, ShuffleDoors, SunwarpAccess, VictoryCondition
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| from .static_logic import DOORS_BY_ROOM, PAINTINGS, PAINTING_ENTRANCES, PAINTING_EXITS, \
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|     PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, \
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|     SUNWARP_ENTRANCES, SUNWARP_EXITS
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| 
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| if TYPE_CHECKING:
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|     from . import LingoWorld
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| 
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| 
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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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|     the_master: bool
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|     postgame: bool
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| 
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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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|         self.the_master = False
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|         self.postgame = False
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| 
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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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|         self.the_master |= other.the_master
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|         self.postgame |= other.postgame
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| 
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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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|                f" the_master={self.the_master}, postgame={self.postgame})"
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| 
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| 
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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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| 
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| 
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| class ProgressiveItemBehavior(Enum):
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|     DISABLE = 1
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|     SPLIT = 2
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|     PROGRESSIVE = 3
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| 
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| 
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| def should_split_progression(progression_name: str, world: "LingoWorld") -> ProgressiveItemBehavior:
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|     if progression_name == "Progressive Orange Tower":
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|         if world.options.progressive_orange_tower:
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|             return ProgressiveItemBehavior.PROGRESSIVE
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|         else:
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|             return ProgressiveItemBehavior.SPLIT
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|     elif progression_name == "Progressive Colorful":
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|         if world.options.progressive_colorful:
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|             return ProgressiveItemBehavior.PROGRESSIVE
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|         else:
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|             return ProgressiveItemBehavior.SPLIT
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| 
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|     return ProgressiveItemBehavior.PROGRESSIVE
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| 
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| 
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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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| 
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|     item_by_door: Dict[str, Dict[str, str]]
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| 
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|     locations_by_room: Dict[str, List[PlayerLocation]]
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|     real_locations: List[str]
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| 
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|     event_loc_to_item: Dict[str, str]
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|     real_items: List[str]
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| 
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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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| 
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|     painting_mapping: Dict[str, str]
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| 
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|     forced_good_item: str
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| 
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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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| 
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|     sunwarp_mapping: List[int]
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|     sunwarp_entrances: List[str]
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|     sunwarp_exits: List[str]
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| 
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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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| 
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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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| 
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|         self.locations_by_room.setdefault(room, []).append(PlayerLocation(name, code, access_reqs))
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| 
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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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| 
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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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|             progression_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name
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|             progression_handling = should_split_progression(progression_name, world)
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| 
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|             if progression_handling == ProgressiveItemBehavior.SPLIT:
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|                 self.set_door_item(room_name, door_data.name, door_data.item_name)
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|                 self.real_items.append(door_data.item_name)
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|             elif progression_handling == ProgressiveItemBehavior.PROGRESSIVE:
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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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|             self.real_items.append(door_data.item_name)
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| 
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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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|         self.sunwarp_mapping = []
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| 
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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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| 
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|         if location_checks == LocationChecks.option_reduced and door_shuffle != ShuffleDoors.option_none:
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|             raise OptionError("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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| 
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|         # Create door items, where needed.
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|         door_groups: Set[str] = set()
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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.type == DoorType.NORMAL and door_shuffle != ShuffleDoors.option_none:
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|                         if door_data.door_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.door_group)
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|                             door_groups.add(door_data.door_group)
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|                         else:
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|                             self.handle_non_grouped_door(room_name, door_data, world)
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|                     elif door_data.type == DoorType.SUNWARP:
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|                         if world.options.sunwarp_access == SunwarpAccess.option_unlock:
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|                             self.set_door_item(room_name, door_name, "Sunwarps")
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|                             door_groups.add("Sunwarps")
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|                         elif world.options.sunwarp_access == SunwarpAccess.option_individual:
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|                             self.set_door_item(room_name, door_name, door_data.item_name)
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|                             self.real_items.append(door_data.item_name)
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|                         elif world.options.sunwarp_access == SunwarpAccess.option_progressive:
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|                             self.set_door_item(room_name, door_name, "Progressive Pilgrimage")
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|                             self.real_items.append("Progressive Pilgrimage")
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|                     elif door_data.type == DoorType.SUN_PAINTING:
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|                         if not world.options.enable_pilgrimage:
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|                             self.set_door_item(room_name, door_name, door_data.item_name)
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|                             self.real_items.append(door_data.item_name)
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| 
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|         self.real_items += door_groups
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|         
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|         # Create color items, if needed.
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|         if color_shuffle:
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|             self.real_items += [name for name, item in ALL_ITEM_TABLE.items() if item.type == ItemType.COLOR]
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| 
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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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| 
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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("Ending Area", "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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| 
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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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| 
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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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| 
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|             if world.options.level_2_requirement == 1:
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|                 raise OptionError("The Level 2 requirement must be at least 2 when LEVEL 2 is the victory condition.")
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|         elif victory_condition == VictoryCondition.option_pilgrimage:
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|             self.victory_condition = "Pilgrim Antechamber - PILGRIM"
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|             self.add_location("Pilgrim Antechamber", "PILGRIM (Solved)", None,
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|                               [RoomAndPanel("Pilgrim Antechamber", "PILGRIM")], world)
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|             self.event_loc_to_item["PILGRIM (Solved)"] = "Victory"
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| 
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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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| 
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|                     self.mastery_reqs.append(access_req)
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| 
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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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| 
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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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| 
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|         if door_shuffle != ShuffleDoors.option_none and not early_color_hallways:
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|             location_classification |= LocationClassification.small_sphere_one
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| 
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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 not (location_classification & location_data.classification):
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|                     continue
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| 
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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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| 
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|         if world.options.enable_pilgrimage and world.options.sunwarp_access == SunwarpAccess.option_disabled:
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|             raise OptionError("Sunwarps cannot be disabled when pilgrimage is enabled.")
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| 
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|         if world.options.shuffle_sunwarps:
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|             if world.options.sunwarp_access == SunwarpAccess.option_disabled:
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|                 raise OptionError("Sunwarps cannot be shuffled if they are disabled.")
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| 
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|             self.sunwarp_mapping = list(range(0, 12))
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|             world.random.shuffle(self.sunwarp_mapping)
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| 
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|             sunwarp_rooms = SUNWARP_ENTRANCES + SUNWARP_EXITS
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|             self.sunwarp_entrances = [sunwarp_rooms[i] for i in self.sunwarp_mapping[0:6]]
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|             self.sunwarp_exits = [sunwarp_rooms[i] for i in self.sunwarp_mapping[6:12]]
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|         else:
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|             self.sunwarp_entrances = SUNWARP_ENTRANCES
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|             self.sunwarp_exits = SUNWARP_EXITS
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| 
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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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| 
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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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| 
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|         if door_shuffle != ShuffleDoors.option_none and location_checks != LocationChecks.option_insanity \
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|                 and not early_color_hallways and world.multiworld.players > 1:
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|             # Under the combination of door shuffle, normal location checks, and no early color hallways, sphere 1 is
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|             # only three checks. In a multiplayer situation, this can be frustrating for the player because they are
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|             # more likely to be stuck in the starting room for a long time. To remedy this, we will force a useful item
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|             # onto the GOOD LUCK check under these circumstances. The goal is to expand sphere 1 to at least four
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|             # checks (and likely more than that).
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|             #
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|             # Note: A very low LEVEL 2 requirement would naturally expand sphere 1 to four checks, but this is a very
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|             # uncommon configuration, so we will ignore it and force a good item anyway.
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| 
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|             # Starting Room - Back Right Door gives access to OPEN and DEAD END.
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|             # Starting Room - Exit Door gives access to OPEN and TRACE.
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|             good_item_options: List[str] = ["Starting Room - Back Right Door", "Second Room - Exit Door"]
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| 
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|             if not color_shuffle and not world.options.enable_pilgrimage:
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|                 # HOT CRUST and THIS.
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|                 good_item_options.append("Pilgrim Room - Sun Painting")
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| 
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|             if not color_shuffle:
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|                 if door_shuffle == ShuffleDoors.option_simple:
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|                     # WELCOME BACK, CLOCKWISE, and DRAWL + RUNS.
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|                     good_item_options.append("Welcome Back Doors")
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|                 else:
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|                     # WELCOME BACK and CLOCKWISE.
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|                     good_item_options.append("Welcome Back Area - Shortcut to Starting Room")
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| 
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|             if door_shuffle == ShuffleDoors.option_simple:
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|                 # Color hallways access (NOTE: reconsider when sunwarp shuffling exists).
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|                 good_item_options.append("Rhyme Room Doors")
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| 
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|             # When painting shuffle is off, most Starting Room paintings give color hallways access. The Wondrous's
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|             # painting does not, but it gives access to SHRINK and WELCOME BACK.
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|             for painting_obj in PAINTINGS.values():
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|                 if not painting_obj.enter_only or painting_obj.required_door is None\
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|                         or painting_obj.room != "Starting Room":
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|                     continue
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| 
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|                 # If painting shuffle is on, we only want to consider paintings that actually go somewhere.
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|                 #
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|                 # NOTE: This does not guarantee that there will be any checks on the other side.
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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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| 
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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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| 
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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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| 
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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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| 
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|     def randomize_paintings(self, world: "LingoWorld") -> bool:
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|         self.painting_mapping.clear()
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| 
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|         door_shuffle = world.options.shuffle_doors
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| 
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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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| 
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|         def is_req_enterable(painting_id: str, painting: Painting) -> bool:
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|             if painting.exit_only or painting.disable or painting.req_blocked\
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|                     or painting.room in required_painting_rooms:
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|                 return False
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| 
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|             if world.options.shuffle_doors == ShuffleDoors.option_none:
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|                 if painting.req_blocked_when_no_doors:
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|                     return False
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| 
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|                 # Special case for the paintings in Color Hunt and Champion's Rest. These are req blocked when not on
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|                 # doors mode, and when sunwarps are disabled or sunwarp shuffle is on and the Color Hunt sunwarp is not
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|                 # an exit. This is because these two rooms would then be inaccessible without roof access, and we can't
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|                 # hide the Owl Hallway entrance behind roof access.
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|                 if painting.room in ["Color Hunt", "Champion's Rest"]:
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|                     if world.options.sunwarp_access == SunwarpAccess.option_disabled\
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|                             or (world.options.shuffle_sunwarps and "Color Hunt" not in self.sunwarp_exits):
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|                         return False
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| 
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|             return True
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| 
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|         req_enterable = [painting_id for painting_id, painting in PAINTINGS.items()
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|                          if is_req_enterable(painting_id, painting)]
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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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| 
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|         self.painting_mapping = dict(zip(req_entrances, req_exits))
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| 
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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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| 
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|         # Determine the rest of the entrance paintings.
 | |
|         enterable = [painting_id for painting_id, painting in PAINTINGS.items()
 | |
|                      if not painting.exit_only and not painting.disable and painting_id not in chosen_exits and
 | |
|                      painting_id not in req_entrances]
 | |
|         chosen_entrances = world.random.sample(enterable, PAINTING_ENTRANCES - len(req_entrances))
 | |
| 
 | |
|         # Assign one entrance to each non-required exit, to ensure that the total number of exits is achieved.
 | |
|         for warp_exit in nonreq_exits:
 | |
|             warp_enter = world.random.choice(chosen_entrances)
 | |
|             chosen_entrances.remove(warp_enter)
 | |
|             self.painting_mapping[warp_enter] = warp_exit
 | |
| 
 | |
|         # Assign each of the remaining entrances to any required or non-required exit.
 | |
|         for warp_enter in chosen_entrances:
 | |
|             warp_exit = world.random.choice(chosen_exits)
 | |
|             self.painting_mapping[warp_enter] = warp_exit
 | |
| 
 | |
|         # The Eye Wall painting is unique in that it is both double-sided and also enter only (because it moves).
 | |
|         # There is only one eligible double-sided exit painting, which is the vanilla exit for this warp. If the
 | |
|         # exit painting is an entrance in the shuffle, we will disable the Eye Wall painting. Otherwise, Eye Wall
 | |
|         # is forced to point to the vanilla exit.
 | |
|         if "eye_painting_2" not in self.painting_mapping.keys():
 | |
|             self.painting_mapping["eye_painting"] = "eye_painting_2"
 | |
| 
 | |
|         # Just for sanity's sake, ensure that all required painting rooms are accessed.
 | |
|         for painting_id, painting in PAINTINGS.items():
 | |
|             if painting_id not in self.painting_mapping.values() \
 | |
|                     and (painting.required or (painting.required_when_no_doors and
 | |
|                                                door_shuffle == ShuffleDoors.option_none)):
 | |
|                 return False
 | |
| 
 | |
|         return True
 | |
| 
 | |
|     def calculate_panel_requirements(self, room: str, panel: str, world: "LingoWorld"):
 | |
|         """
 | |
|         Calculate and return the access requirements for solving a given panel. The goal is to eliminate recursion in
 | |
|         the access rule function by collecting the rooms, doors, and colors needed by this panel and any panel required
 | |
|         by this panel. Memoization is used so that no panel is evaluated more than once.
 | |
|         """
 | |
|         if panel not in self.panel_reqs.setdefault(room, {}):
 | |
|             access_reqs = AccessRequirements()
 | |
|             panel_object = PANELS_BY_ROOM[room][panel]
 | |
| 
 | |
|             for req_room in panel_object.required_rooms:
 | |
|                 access_reqs.rooms.add(req_room)
 | |
| 
 | |
|             for req_door in panel_object.required_doors:
 | |
|                 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)
 | |
| 
 | |
|             if panel == "THE MASTER":
 | |
|                 access_reqs.the_master = True
 | |
| 
 | |
|             # Evil python magic (so sayeth NewSoupVi): this checks victory_condition against the panel's location name
 | |
|             # override if it exists, or the auto-generated location name if it's None.
 | |
|             if self.victory_condition == (panel_object.location_name or f"{room} - {panel}"):
 | |
|                 access_reqs.postgame = True
 | |
| 
 | |
|             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.
 | |
|                 if panel_data.non_counting:
 | |
|                     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. THE MASTER has
 | |
|                 # special access rules and is handled separately.
 | |
|                 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)\
 | |
|                         or panel_name == "THE MASTER":
 | |
|                     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))
 |