improve Bosses.py

This commit is contained in:
Fabian Dill 2020-11-22 11:39:20 +01:00
parent aba635007f
commit 19bbfab769
1 changed files with 43 additions and 55 deletions

View File

@ -123,7 +123,7 @@ def GanonDefeatRule(state, player: int):
state.has('Silver Bow', player) and \
state.can_shoot_arrows(player)
easy_hammer = state.world.difficulty_adjustments[player] == "easy" and state.has("Hammer", player) and \
state.has('Silver Bow', player) and state.can_shoot_arrows(player)
state.has('Silver Bow', player) and state.can_shoot_arrows(player)
can_hurt = state.has_beam_sword(player) or easy_hammer
common = can_hurt and state.has_fire_source(player)
# silverless ganon may be needed in minor glitches
@ -131,7 +131,7 @@ def GanonDefeatRule(state, player: int):
# need to light torch a sufficient amount of times
return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (
state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or
state.has('Lamp', player) or state.can_extend_magic(player, 12))
state.has('Lamp', player) or state.can_extend_magic(player, 12))
else:
return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
@ -153,27 +153,33 @@ boss_table = {
}
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':
if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
#blacklist approach
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
return False
if dungeon_name == 'Ganons Tower':
if level == 'top':
if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
return False
elif level == 'middle':
if boss == "Blind":
return False
elif dungeon_name == 'Tower of Hera':
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"]:
elif dungeon_name == 'Skull Woods' :
if boss == "Trinexx":
return False
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
if boss in ["Agahnim", "Agahnim2", "Ganon"]:
return False
return True
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
if location == 'Ganons Tower' and world.mode[player] == 'inverted':
location = 'Inverted Ganons Tower'
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
@ -182,43 +188,25 @@ def place_bosses(world, player: int):
if world.boss_shuffle[player] == 'none':
return
# Most to least restrictive order
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'],
]
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'],
]
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']]
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"]:
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
@ -228,8 +216,8 @@ def place_bosses(world, player: int):
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
for [loc, level] in boss_locations:
boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
for loc, level in boss_locations:
boss = next((b for b in bosses if can_place_boss(b, loc, level)), None)
if not boss:
loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
@ -237,10 +225,10 @@ def place_bosses(world, player: int):
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random
for [loc, level] in boss_locations:
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)])
[b for b in placeable_bosses if can_place_boss(b, loc, level)])
except IndexError:
loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
@ -252,14 +240,14 @@ def place_bosses(world, player: int):
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):
if can_place_boss(primary_boss, loc, level):
place_boss(world, player, primary_boss, loc, level)
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)])
can_place_boss(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: