Archipelago/worlds/tunic/combat_logic.py

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from typing import Dict, List, NamedTuple, Tuple, Optional
from enum import IntEnum
from collections import defaultdict
from BaseClasses import CollectionState
from .rules import has_sword, has_melee
from worlds.AutoWorld import LogicMixin
# the vanilla stats you are expected to have to get through an area, based on where they are in vanilla
class AreaStats(NamedTuple):
att_level: int
def_level: int
potion_level: int # all 3 are before your first bonfire after getting the upgrade page, third costs 1k
hp_level: int
sp_level: int
mp_level: int
potion_count: int
equipment: List[str] = []
is_boss: bool = False
# the vanilla upgrades/equipment you would have
area_data: Dict[str, AreaStats] = {
"Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]),
"East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Sword"]),
"Before Well": AreaStats(1, 1, 1, 1, 1, 1, 3, ["Sword", "Shield"]),
# learn how to upgrade
"Beneath the Well": AreaStats(2, 1, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
"Dark Tomb": AreaStats(2, 2, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
"West Garden": AreaStats(2, 3, 3, 3, 1, 1, 4, ["Sword", "Shield"]),
"Garden Knight": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield"], is_boss=True),
# get the wand here
"Beneath the Vault": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield", "Magic"]),
"Eastern Vault Fortress": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"]),
"Siege Engine": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"], is_boss=True),
"Frog's Domain": AreaStats(3, 4, 3, 5, 3, 3, 4, ["Sword", "Shield", "Magic"]),
# the second half of Atoll is the part you need the stats for, so putting it after frogs
"Ruined Atoll": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]),
"The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"], is_boss=True),
"Quarry": AreaStats(5, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]),
"Rooted Ziggurat": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"]),
"Boss Scavenger": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"], is_boss=True),
"Swamp": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]),
"Cathedral": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]),
# marked as boss because the garden knights can't get hurt by stick
"Gauntlet": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"], is_boss=True),
"The Heir": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic", "Laurels"], is_boss=True),
}
# these are used for caching which areas can currently be reached in state
boss_areas: List[str] = [name for name, data in area_data.items() if data.is_boss and name != "Gauntlet"]
non_boss_areas: List[str] = [name for name, data in area_data.items() if not data.is_boss]
class CombatState(IntEnum):
unchecked = 0
failed = 1
succeeded = 2
def has_combat_reqs(area_name: str, state: CollectionState, player: int) -> bool:
# we're caching whether you've met the combat reqs before if the state didn't change first
# if the combat state is stale, mark each area's combat state as stale
if state.tunic_need_to_reset_combat_from_collect[player]:
state.tunic_need_to_reset_combat_from_collect[player] = False
for name in area_data.keys():
if state.tunic_area_combat_state[player][name] == CombatState.failed:
state.tunic_area_combat_state[player][name] = CombatState.unchecked
if state.tunic_need_to_reset_combat_from_remove[player]:
state.tunic_need_to_reset_combat_from_remove[player] = False
for name in area_data.keys():
if state.tunic_area_combat_state[player][name] == CombatState.succeeded:
state.tunic_area_combat_state[player][name] = CombatState.unchecked
if state.tunic_area_combat_state[player][area_name] > CombatState.unchecked:
return state.tunic_area_combat_state[player][area_name] == CombatState.succeeded
met_combat_reqs = check_combat_reqs(area_name, state, player)
# we want to skip the "none area" since we don't record its results
if area_name not in area_data.keys():
return met_combat_reqs
# loop through the lists and set the easier/harder area states accordingly
if area_name in boss_areas:
area_list = boss_areas
elif area_name in non_boss_areas:
area_list = non_boss_areas
else:
area_list = [area_name]
if met_combat_reqs:
# set the state as true for each area until you get to the area we're looking at
for name in area_list:
state.tunic_area_combat_state[player][name] = CombatState.succeeded
if name == area_name:
break
else:
# set the state as false for the area we're looking at and each area after that
reached_name = False
for name in area_list:
if name == area_name:
reached_name = True
if reached_name:
state.tunic_area_combat_state[player][name] = CombatState.failed
return met_combat_reqs
def check_combat_reqs(area_name: str, state: CollectionState, player: int, alt_data: Optional[AreaStats] = None) -> bool:
data = alt_data or area_data[area_name]
extra_att_needed = 0
extra_def_needed = 0
extra_mp_needed = 0
has_magic = state.has_any({"Magic Wand", "Gun"}, player)
stick_bool = False
sword_bool = False
for item in data.equipment:
if item == "Stick":
if not has_melee(state, player):
if has_magic:
# magic can make up for the lack of stick
extra_mp_needed += 2
extra_att_needed -= 16
else:
return False
else:
stick_bool = True
elif item == "Sword":
if not has_sword(state, player):
# need sword for bosses
if data.is_boss:
return False
if has_magic:
# +4 mp pretty much makes up for the lack of sword, at least in Quarry
extra_mp_needed += 4
# stick is a backup plan, and doesn't scale well, so let's require a little less
extra_att_needed -= 2
elif has_melee(state, player):
# may revise this later based on feedback
extra_att_needed += 3
extra_def_needed += 2
else:
return False
else:
sword_bool = True
elif item == "Shield":
if not state.has("Shield", player):
extra_def_needed += 2
elif item == "Laurels":
if not state.has("Hero's Laurels", player):
# these are entirely based on vibes
extra_att_needed += 2
extra_def_needed += 3
elif item == "Magic":
if not has_magic:
extra_att_needed += 2
extra_def_needed += 2
extra_mp_needed -= 16
modified_stats = AreaStats(data.att_level + extra_att_needed, data.def_level + extra_def_needed, data.potion_level,
data.hp_level, data.sp_level, data.mp_level + extra_mp_needed, data.potion_count)
if not has_required_stats(modified_stats, state, player):
# we may need to check if you would have the required stats if you were missing a weapon
# it's kinda janky, but these only get hit in less than once per 100 generations, so whatever
if sword_bool and "Sword" in data.equipment and "Magic" in data.equipment:
# we need to check if you would have the required stats if you didn't have melee
equip_list = [item for item in data.equipment if item != "Sword"]
more_modified_stats = AreaStats(data.att_level - 16, data.def_level, data.potion_level,
data.hp_level, data.sp_level, data.mp_level + 4, data.potion_count,
equip_list)
if check_combat_reqs("none", state, player, more_modified_stats):
return True
# and we need to check if you would have the required stats if you didn't have magic
equip_list = [item for item in data.equipment if item != "Magic"]
more_modified_stats = AreaStats(data.att_level + 2, data.def_level + 2, data.potion_level,
data.hp_level, data.sp_level, data.mp_level - 16, data.potion_count,
equip_list)
if check_combat_reqs("none", state, player, more_modified_stats):
return True
return False
elif stick_bool and "Stick" in data.equipment and "Magic" in data.equipment:
# we need to check if you would have the required stats if you didn't have the stick
equip_list = [item for item in data.equipment if item != "Stick"]
more_modified_stats = AreaStats(data.att_level - 16, data.def_level, data.potion_level,
data.hp_level, data.sp_level, data.mp_level + 4, data.potion_count,
equip_list)
if check_combat_reqs("none", state, player, more_modified_stats):
return True
return False
else:
return False
return True
# check if you have the required stats, and the money to afford them
# it may be innaccurate due to poor spending, and it may even require you to "spend poorly"
# but that's fine -- it's already pretty generous to begin with
def has_required_stats(data: AreaStats, state: CollectionState, player: int) -> bool:
money_required = 0
player_att = 0
# check if we actually need the stat before checking state
if data.att_level > 1:
player_att, att_offerings = get_att_level(state, player)
if player_att < data.att_level:
return False
else:
extra_att = player_att - data.att_level
paid_att = max(0, att_offerings - extra_att)
# attack upgrades cost 100 for the first, +50 for each additional
money_per_att = 100
for _ in range(paid_att):
money_required += money_per_att
money_per_att += 50
# adding defense and sp together since they accomplish similar things: making you take less damage
if data.def_level + data.sp_level > 2:
player_def, def_offerings = get_def_level(state, player)
player_sp, sp_offerings = get_sp_level(state, player)
if player_def + player_sp < data.def_level + data.sp_level:
return False
else:
free_def = player_def - def_offerings
free_sp = player_sp - sp_offerings
paid_stats = data.def_level + data.sp_level - free_def - free_sp
sp_to_buy = 0
if paid_stats <= 0:
# if you don't have to pay for any stats, you don't need money for these upgrades
def_to_buy = 0
elif paid_stats <= def_offerings:
# get the amount needed to buy these def offerings
def_to_buy = paid_stats
else:
def_to_buy = def_offerings
sp_to_buy = max(0, paid_stats - def_offerings)
# if you have to buy more than 3 def, it's cheaper to buy 1 extra sp
if def_to_buy > 3 and sp_offerings > 0:
def_to_buy -= 1
sp_to_buy += 1
# def costs 100 for the first, +50 for each additional
money_per_def = 100
for _ in range(def_to_buy):
money_required += money_per_def
money_per_def += 50
# sp costs 200 for the first, +200 for each additional
money_per_sp = 200
for _ in range(sp_to_buy):
money_required += money_per_sp
money_per_sp += 200
# if you have 2 more attack than needed, we can forego needing mp
if data.mp_level > 1 and player_att < data.att_level + 2:
player_mp, mp_offerings = get_mp_level(state, player)
if player_mp < data.mp_level:
return False
else:
extra_mp = player_mp - data.mp_level
paid_mp = max(0, mp_offerings - extra_mp)
# mp costs 300 for the first, +50 for each additional
money_per_mp = 300
for _ in range(paid_mp):
money_required += money_per_mp
money_per_mp += 50
req_effective_hp = calc_effective_hp(data.hp_level, data.potion_level, data.potion_count)
player_potion, potion_offerings = get_potion_level(state, player)
player_hp, hp_offerings = get_hp_level(state, player)
player_potion_count = get_potion_count(state, player)
player_effective_hp = calc_effective_hp(player_hp, player_potion, player_potion_count)
if player_effective_hp < req_effective_hp:
return False
else:
# need a way to determine which of potion offerings or hp offerings you can reduce
# your level if you didn't pay for offerings
free_potion = player_potion - potion_offerings
free_hp = player_hp - hp_offerings
paid_hp_count = 0
paid_potion_count = 0
if calc_effective_hp(free_hp, free_potion, player_potion_count) >= req_effective_hp:
# you don't need to buy upgrades
pass
# if you have no potions, or no potion upgrades, you only need to check your hp upgrades
elif player_potion_count == 0 or potion_offerings == 0:
# check if you have enough hp at each paid hp offering
for i in range(hp_offerings):
paid_hp_count = i + 1
if calc_effective_hp(paid_hp_count, 0, player_potion_count) > req_effective_hp:
break
else:
for i in range(potion_offerings):
paid_potion_count = i + 1
if calc_effective_hp(free_hp, free_potion + paid_potion_count, player_potion_count) > req_effective_hp:
break
for j in range(hp_offerings):
paid_hp_count = j + 1
if (calc_effective_hp(free_hp + paid_hp_count, free_potion + paid_potion_count, player_potion_count)
> req_effective_hp):
break
# hp costs 200 for the first, +50 for each additional
money_per_hp = 200
for _ in range(paid_hp_count):
money_required += money_per_hp
money_per_hp += 50
# potion costs 100 for the first, 300 for the second, 1,000 for the third, and +200 for each additional
# currently we assume you will not buy past the second potion upgrade, but we might change our minds later
money_per_potion = 100
for _ in range(paid_potion_count):
money_required += money_per_potion
if money_per_potion == 100:
money_per_potion = 300
elif money_per_potion == 300:
money_per_potion = 1000
else:
money_per_potion += 200
if money_required > get_money_count(state, player):
return False
return True
# returns a tuple of your max attack level, the number of attack offerings
def get_att_level(state: CollectionState, player: int) -> Tuple[int, int]:
att_offerings = state.count("ATT Offering", player)
att_upgrades = state.count("Hero Relic - ATT", player)
sword_level = state.count("Sword Upgrade", player)
if sword_level >= 3:
att_upgrades += min(2, sword_level - 2)
# attack falls off, can just cap it at 8 for simplicity
return min(8, 1 + att_offerings + att_upgrades), att_offerings
# returns a tuple of your max defense level, the number of defense offerings
def get_def_level(state: CollectionState, player: int) -> Tuple[int, int]:
def_offerings = state.count("DEF Offering", player)
# defense falls off, can just cap it at 8 for simplicity
return (min(8, 1 + def_offerings
+ state.count_from_list({"Hero Relic - DEF", "Secret Legend", "Phonomath"}, player)),
def_offerings)
# returns a tuple of your max potion level, the number of potion offerings
def get_potion_level(state: CollectionState, player: int) -> Tuple[int, int]:
potion_offerings = min(2, state.count("Potion Offering", player))
# your third potion upgrade (from offerings) costs 1,000 money, reasonable to assume you won't do that
return (1 + potion_offerings
+ state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player),
potion_offerings)
# returns a tuple of your max hp level, the number of hp offerings
def get_hp_level(state: CollectionState, player: int) -> Tuple[int, int]:
hp_offerings = state.count("HP Offering", player)
return 1 + hp_offerings + state.count("Hero Relic - HP", player), hp_offerings
# returns a tuple of your max sp level, the number of sp offerings
def get_sp_level(state: CollectionState, player: int) -> Tuple[int, int]:
sp_offerings = state.count("SP Offering", player)
return (1 + sp_offerings
+ state.count_from_list({"Hero Relic - SP", "Mr Mayor", "Power Up",
"Regal Weasel", "Forever Friend"}, player),
sp_offerings)
def get_mp_level(state: CollectionState, player: int) -> Tuple[int, int]:
mp_offerings = state.count("MP Offering", player)
return (1 + mp_offerings
+ state.count_from_list({"Hero Relic - MP", "Sacred Geometry", "Vintage", "Dusty"}, player),
mp_offerings)
def get_potion_count(state: CollectionState, player: int) -> int:
return state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
def calc_effective_hp(hp_level: int, potion_level: int, potion_count: int) -> int:
player_hp = 60 + hp_level * 20
# since you don't tend to use potions efficiently all the time, scale healing by .75
total_healing = int(.75 * potion_count * min(player_hp, 20 + 10 * potion_level))
return player_hp + total_healing
# returns the total amount of progression money the player has
def get_money_count(state: CollectionState, player: int) -> int:
money: int = 0
# this could be done with something to parse the money count at the end of the string, but I don't wanna
money += state.count("Money x255", player) * 255 # 1 in pool
money += state.count("Money x200", player) * 200 # 1 in pool
money += state.count("Money x128", player) * 128 # 3 in pool
# total from regular money: 839
# first effigy is 8, doubles until it reaches 512 at number 7, after effigy 28 they stop dropping money
# with the vanilla count of 12, you get 3,576 money from effigies
effigy_count = min(28, state.count("Effigy", player)) # 12 in pool
money_per_break = 8
for _ in range(effigy_count):
money += money_per_break
money_per_break = min(512, money_per_break * 2)
return money
class TunicState(LogicMixin):
tunic_need_to_reset_combat_from_collect: Dict[int, bool]
tunic_need_to_reset_combat_from_remove: Dict[int, bool]
tunic_area_combat_state: Dict[int, Dict[str, int]]
def init_mixin(self, _):
# the per-player need to reset the combat state when collecting a combat item
self.tunic_need_to_reset_combat_from_collect = defaultdict(lambda: False)
# the per-player need to reset the combat state when removing a combat item
self.tunic_need_to_reset_combat_from_remove = defaultdict(lambda: False)
# the per-player, per-area state of combat checking -- unchecked, failed, or succeeded
self.tunic_area_combat_state = defaultdict(lambda: defaultdict(lambda: CombatState.unchecked))