Manual Boss Placements

This commit is contained in:
Fabian Dill 2020-12-31 13:23:32 +01:00
parent 84a5c93995
commit 6256337df1
3 changed files with 96 additions and 32 deletions

View File

@ -6,14 +6,10 @@ from Fill import FillError
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.error('Unknown Boss: %s', boss)
return None
raise Exception('Unknown Boss: %s', boss)
def ArmosKnightsDefeatRule(state, player: int):
@ -153,7 +149,7 @@ boss_table = {
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
#blacklist approach
# blacklist approach
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
return False
@ -169,7 +165,7 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
return False
elif dungeon_name == 'Skull Woods' :
elif dungeon_name == 'Skull Woods':
if boss == "Trinexx":
return False
@ -179,7 +175,7 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
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 ''))
logging.info('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
@ -206,12 +202,49 @@ def place_bosses(world, player: int):
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']]
if world.boss_shuffle[player] in ["basic", "normal"]:
shuffle_mode = world.boss_shuffle[player]
already_placed_bosses = []
if ";" in shuffle_mode:
bosses = shuffle_mode.split(";")
shuffle_mode = bosses.pop()
for boss in bosses:
if "-" in boss:
loc, boss = boss.split("-")
boss = boss.title()
level = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title()
if can_place_boss(boss, loc, level) and [loc, level] in boss_locations:
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove([loc, level])
else:
Exception("Cannot place", boss, "at", loc, level, "for player", player)
else:
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
if shuffle_mode == "none":
return # vanilla bosses come pre-placed
if shuffle_mode in ["basic", "normal"]:
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
else: # all bosses present, the three duplicates chosen at random
bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
# there is probably a better way to do this
while already_placed_bosses:
# remove already manually placed bosses, to prevent for example triple Lanmolas
boss = already_placed_bosses.pop()
if boss in bosses:
bosses.remove(boss)
# there may be more bosses than locations at this point, depending on manual placement
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
@ -223,7 +256,7 @@ def place_bosses(world, player: int):
bosses.remove(boss)
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random
elif shuffle_mode == "chaos": # all bosses chosen at random
for loc, level in boss_locations:
try:
boss = world.random.choice(
@ -234,20 +267,28 @@ def place_bosses(world, player: int):
else:
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "singularity":
elif shuffle_mode == "singularity":
primary_boss = world.random.choice(placeable_bosses)
remaining_boss_locations = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(primary_boss, loc, level):
place_boss(world, player, primary_boss, loc, level)
else:
remaining_boss_locations.append((loc, level))
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
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(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)
remaining_boss_locations, _ = place_where_possible(world, player, remaining_boss, remaining_boss_locations)
if remaining_boss_locations:
raise Exception("Unfilled boss locations!")
else:
raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
def place_where_possible(world, player: int, boss: str, boss_locations):
remainder = []
placed_bosses = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(boss, loc, level):
place_boss(world, player, boss, loc, level)
placed_bosses.append(boss)
else:
remainder.append((loc, level))
return remainder, placed_bosses

View File

@ -9,7 +9,7 @@ def create_dungeons(world, player):
def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
dungeon = Dungeon(name, dungeon_regions, big_key, [] if world.keyshuffle[player] == "universal" else small_keys,
dungeon_items, player)
dungeon.boss = BossFactory(default_boss, player)
dungeon.boss = BossFactory(default_boss, player) if default_boss else None
for region in dungeon.regions:
world.get_region(region, player).dungeon = dungeon
dungeon.world = world

View File

@ -10,6 +10,7 @@ import ModuleUpdate
ModuleUpdate.update()
import Bosses
from Utils import parse_yaml
from Rom import Sprite
from EntranceRandomizer import parse_arguments
@ -247,7 +248,7 @@ def get_choice(option, root, value=None) -> typing.Any:
if any(root[option].values()):
return interpret_on_off(
random.choices(list(root[option].keys()), weights=list(map(int, root[option].values())))[0])
raise RuntimeError(f"All options specified in {option} are weighted as zero.")
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
def handle_name(name: str):
@ -260,6 +261,20 @@ def prefer_int(input_data: str) -> typing.Union[str, int]:
except:
return input_data
available_boss_names: typing.Set[str] = {boss.lower() for boss in Bosses.boss_table if boss not in
{'Agahnim', 'Agahnim2', 'Ganon'}}
boss_shuffle_options = {None: 'none',
'none': 'none',
'simple': 'basic',
'full': 'normal',
'random': 'chaos',
'singularity': 'singularity',
'duality': 'singularity'
}
def roll_settings(weights):
ret = argparse.Namespace()
if "linked_options" in weights:
@ -386,14 +401,22 @@ def roll_settings(weights):
ret.item_functionality = get_choice('item_functionality', weights)
ret.shufflebosses = {None: 'none',
'none': 'none',
'simple': 'basic',
'full': 'normal',
'random': 'chaos',
'singularity': 'singularity',
'duality': 'singularity'
}[get_choice('boss_shuffle', weights)]
boss_shuffle = get_choice('boss_shuffle', weights)
if boss_shuffle in boss_shuffle_options:
ret.shufflebosses = boss_shuffle_options[boss_shuffle]
else:
options = boss_shuffle.lower().split(";")
remainder_shuffle = "none" # vanilla
bosses = []
for boss in options:
if boss in boss_shuffle_options:
remainder_shuffle = boss
elif boss not in available_boss_names and not "-" in boss:
raise ValueError(f"Unknown Boss name or Boss shuffle option {boss}.")
else:
bosses.append(boss)
ret.shufflebosses = ";".join(bosses + [remainder_shuffle])
ret.enemy_shuffle = {'none': False,
'shuffled': 'shuffled',