Archipelago/Bosses.py

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import logging
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from typing import Optional
from BaseClasses import Boss
from Fill import FillError
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def BossFactory(boss: str, player: int) -> Optional[Boss]:
if boss is None:
return None
if boss in boss_table:
enemizer_name, defeat_rule = boss_table[boss]
return Boss(boss, enemizer_name, defeat_rule, player)
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logging.error('Unknown Boss: %s', boss)
return None
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def ArmosKnightsDefeatRule(state, player: int):
# Magic amounts are probably a bit overkill
return (
state.has_melee_weapon(player) or
state.can_shoot_arrows(player) or
(state.has('Cane of Somaria', player) and state.can_extend_magic(player, 10)) or
(state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
(state.has('Ice Rod', player) and state.can_extend_magic(player, 32)) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 32)) or
state.has('Blue Boomerang', player) or
state.has('Red Boomerang', player))
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def LanmolasDefeatRule(state, player: int):
return (
state.has_melee_weapon(player) or
state.has('Fire Rod', player) or
state.has('Ice Rod', player) or
state.has('Cane of Somaria', player) or
state.has('Cane of Byrna', player) or
state.can_shoot_arrows(player))
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def MoldormDefeatRule(state, player: int):
return state.has_melee_weapon(player)
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def HelmasaurKingDefeatRule(state, player: int):
# TODO: technically possible with the hammer
return state.has_sword(player) or state.can_shoot_arrows(player)
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def ArrghusDefeatRule(state, player: int):
if not state.has('Hookshot', player):
return False
# TODO: ideally we would have a check for bow and silvers, which combined with the
# hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature
# makes this complicated
if state.has_melee_weapon(player):
return True
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return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player,
12))) or # assuming mostly gitting two puff with one shot
(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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def MothulaDefeatRule(state, player: int):
return (
state.has_melee_weapon(player) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
# TODO: Not sure how much (if any) extend magic is needed for these two, since they only apply
# to non-vanilla locations, so are harder to test, so sticking with what VT has for now:
(state.has('Cane of Somaria', player) and state.can_extend_magic(player, 16)) or
(state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
state.can_get_good_bee(player)
)
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def BlindDefeatRule(state, player: int):
return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
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def KholdstareDefeatRule(state, player: int):
return (
(
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state.has('Fire Rod', player) or
(
state.has('Bombos', player) and
(state.has_sword(player) or state.world.swords[player] == 'swordless')
)
) and
(
state.has_melee_weapon(player) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or
(
state.has('Fire Rod', player) and
state.has('Bombos', player) and
state.world.swords[player] == 'swordless' and
state.can_extend_magic(player, 16)
)
)
)
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def VitreousDefeatRule(state, player: int):
return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
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def TrinexxDefeatRule(state, player: int):
if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
return False
return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
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(state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
(state.has_sword(player) and state.can_extend_magic(player, 32))
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def AgahnimDefeatRule(state, player: int):
return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
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boss_table = {
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
'Moldorm': ('Moldorm', MoldormDefeatRule),
'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule),
'Arrghus': ('Arrghus', ArrghusDefeatRule),
'Mothula': ('Mothula', MothulaDefeatRule),
'Blind': ('Blind', BlindDefeatRule),
'Kholdstare': ('Kholdstare', KholdstareDefeatRule),
'Vitreous': ('Vitreous', VitreousDefeatRule),
'Trinexx': ('Trinexx', TrinexxDefeatRule),
'Agahnim': ('Agahnim', AgahnimDefeatRule),
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
}
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def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top':
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if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
return False
if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
if boss in ["Blind"]:
return False
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if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
return False
if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
return False
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if boss in ["Agahnim", "Agahnim2", "Ganon"]:
return False
return True
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
def place_bosses(world, player: int):
if world.boss_shuffle[player] == 'none':
return
# Most to least restrictive order
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if world.mode[player] != 'inverted':
boss_locations = [
['Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Ganons Tower', 'bottom'],
]
else:
boss_locations = [
['Inverted Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Inverted Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Inverted Ganons Tower', 'bottom'],
]
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all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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anywhere_bosses = [boss for boss in placeable_bosses if all(
can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
if world.boss_shuffle[player] in ["basic", "normal"]:
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if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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else: # all bosses present, the three duplicates chosen at random
bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
for [loc, level] in boss_locations:
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boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
if not boss:
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loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
bosses.remove(boss)
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place_boss(world, player, boss, loc, level)
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elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random
for [loc, level] in boss_locations:
try:
boss = world.random.choice(
[b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
except IndexError:
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loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
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else:
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "singularity":
primary_boss = world.random.choice(placeable_bosses)
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remaining_boss_locations = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(world, player, primary_boss, loc, level):
place_boss(world, player, primary_boss, loc, level)
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else:
remaining_boss_locations.append((loc, level))
if remaining_boss_locations:
# pick a boss to go into the remaining locations
remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
for loc, level in remaining_boss_locations:
place_boss(world, player, remaining_boss, loc, level)
else:
raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")