Cleanup bosses.py

This commit is contained in:
Fabian Dill 2020-07-31 21:56:31 +02:00
parent ebd6a9e3cf
commit 49189bec02
1 changed files with 80 additions and 60 deletions

106
Bosses.py
View File

@ -1,19 +1,22 @@
import logging
from typing import Optional
from BaseClasses import Boss
from Fill import FillError
def BossFactory(boss, player):
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)
logging.getLogger('').error('Unknown Boss: %s', boss)
logging.error('Unknown Boss: %s', boss)
return None
def ArmosKnightsDefeatRule(state, player):
def ArmosKnightsDefeatRule(state, player: int):
# Magic amounts are probably a bit overkill
return (
state.has_melee_weapon(player) or
@ -25,7 +28,8 @@ def ArmosKnightsDefeatRule(state, player):
state.has('Blue Boomerang', player) or
state.has('Red Boomerang', player))
def LanmolasDefeatRule(state, player):
def LanmolasDefeatRule(state, player: int):
return (
state.has_melee_weapon(player) or
state.has('Fire Rod', player) or
@ -34,14 +38,17 @@ def LanmolasDefeatRule(state, player):
state.has('Cane of Byrna', player) or
state.can_shoot_arrows(player))
def MoldormDefeatRule(state, player):
def MoldormDefeatRule(state, player: int):
return state.has_melee_weapon(player)
def HelmasaurKingDefeatRule(state, player):
def HelmasaurKingDefeatRule(state, player: int):
# TODO: technically possible with the hammer
return state.has_sword(player) or state.can_shoot_arrows(player)
def ArrghusDefeatRule(state, player):
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
@ -50,11 +57,12 @@ def ArrghusDefeatRule(state, player):
if state.has_melee_weapon(player):
return True
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
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))))
def MothulaDefeatRule(state, player):
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
@ -65,10 +73,12 @@ def MothulaDefeatRule(state, player):
state.can_get_good_bee(player)
)
def BlindDefeatRule(state, player):
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)
def KholdstareDefeatRule(state, player):
def KholdstareDefeatRule(state, player: int):
return (
(
state.has('Fire Rod', player) or
@ -91,19 +101,23 @@ def KholdstareDefeatRule(state, player):
)
)
def VitreousDefeatRule(state, player):
def VitreousDefeatRule(state, player: int):
return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
def TrinexxDefeatRule(state, player):
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 \
(state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
(state.has_sword(player) and state.can_extend_magic(player, 32))
def AgahnimDefeatRule(state, player):
def AgahnimDefeatRule(state, player: int):
return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
boss_table = {
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
@ -119,9 +133,8 @@ boss_table = {
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
}
anywhere_bosses = ["Moldorm", "Helmasaur King", "Mothula", "Vitreous"]
def can_place_boss(world, player, boss, dungeon_name, level=None):
def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
if world.swords[player] in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
return False
@ -143,7 +156,13 @@ def can_place_boss(world, player, boss, dungeon_name, level=None):
return False
return True
def place_bosses(world, player):
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
@ -182,12 +201,12 @@ def place_bosses(world, player):
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"]:
# temporary hack for swordless kholdstare:
if world.swords[player] == 'swordless':
world.get_dungeon('Ice Palace', player).boss = BossFactory('Kholdstare', player)
logging.getLogger('').debug('Placing boss Kholdstare at Ice Palace')
place_boss(world, player, 'Kholdstare', 'Ice Palace', None)
boss_locations.remove(['Ice Palace', None])
placeable_bosses.remove('Kholdstare')
@ -200,43 +219,44 @@ def place_bosses(world, player):
world.random.shuffle(bosses)
for [loc, level] in boss_locations:
loc_text = loc + (' ('+level+')' if level else '')
boss = next((b for b in bosses if can_place_boss(world, player, 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)
bosses.remove(boss)
place_boss(world, player, boss, loc, level)
logging.debug('Placing boss %s at %s', boss, loc_text)
world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random
for [loc, level] in boss_locations:
loc_text = loc + (' ('+level+')' if level else '')
try:
boss = world.random.choice(
[b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
except IndexError:
loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
else:
place_boss(world, player, boss, loc, level)
logging.debug('Placing boss %s at %s', boss, loc_text)
world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
elif world.boss_shuffle[player] == "singularity":
if world.swords[player] == 'swordless':
boss = world.random.choice(anywhere_bosses)
else:
boss = world.random.choice(anywhere_bosses + ["Kholdstare"])
for [loc, level] in boss_locations:
logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else ''))
world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
for loc, level in boss_locations:
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "duality":
if world.swords[player] == 'swordless':
used_anywhere_bosses = anywhere_bosses
# pick a boss that can only appear in some places
limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in anywhere_bosses])
remaining_boss_locations = []
for loc, level in boss_locations:
#place that boss where it can go
if can_place_boss(world, player, limited_boss, loc, level):
place_boss(world, player, limited_boss, loc, level)
else:
used_anywhere_bosses = anywhere_bosses + ["Kholdstare"]
limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in used_anywhere_bosses])
anywhere_boss = world.random.choice(used_anywhere_bosses)
for [loc, level] in boss_locations:
boss = limited_boss if can_place_boss(world, player, limited_boss, loc, level) else anywhere_boss
logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else ''))
world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player)
remaining_boss_locations.append((loc, level))
#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)])
logging.info([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)