Manual Boss Placements
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84a5c93995
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6256337df1
83
Bosses.py
83
Bosses.py
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@ -6,14 +6,10 @@ from Fill import FillError
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def BossFactory(boss: str, player: int) -> Optional[Boss]:
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if boss is None:
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return None
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if boss in boss_table:
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enemizer_name, defeat_rule = boss_table[boss]
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return Boss(boss, enemizer_name, defeat_rule, player)
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logging.error('Unknown Boss: %s', boss)
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return None
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raise Exception('Unknown Boss: %s', boss)
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def ArmosKnightsDefeatRule(state, player: int):
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@ -153,7 +149,7 @@ boss_table = {
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def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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#blacklist approach
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# blacklist approach
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if boss in {"Agahnim", "Agahnim2", "Ganon"}:
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return False
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@ -169,7 +165,7 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
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if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
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return False
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elif dungeon_name == 'Skull Woods' :
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elif dungeon_name == 'Skull Woods':
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if boss == "Trinexx":
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return False
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@ -179,7 +175,7 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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if location == 'Ganons Tower' and world.mode[player] == 'inverted':
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location = 'Inverted Ganons Tower'
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logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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logging.info('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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@ -206,12 +202,49 @@ def place_bosses(world, player: int):
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all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
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placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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if world.boss_shuffle[player] in ["basic", "normal"]:
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shuffle_mode = world.boss_shuffle[player]
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already_placed_bosses = []
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if ";" in shuffle_mode:
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bosses = shuffle_mode.split(";")
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shuffle_mode = bosses.pop()
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for boss in bosses:
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if "-" in boss:
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loc, boss = boss.split("-")
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boss = boss.title()
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level = None
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if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
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# split off level
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loc = loc.split(" ")
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level = loc[-1]
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loc = " ".join(loc[:-1])
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loc = loc.title()
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if can_place_boss(boss, loc, level) and [loc, level] in boss_locations:
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place_boss(world, player, boss, loc, level)
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already_placed_bosses.append(boss)
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boss_locations.remove([loc, level])
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else:
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Exception("Cannot place", boss, "at", loc, level, "for player", player)
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else:
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boss = boss.title()
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boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
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if shuffle_mode == "none":
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return # vanilla bosses come pre-placed
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if shuffle_mode in ["basic", "normal"]:
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if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
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bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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else: # all bosses present, the three duplicates chosen at random
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bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
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# there is probably a better way to do this
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while already_placed_bosses:
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# remove already manually placed bosses, to prevent for example triple Lanmolas
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boss = already_placed_bosses.pop()
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if boss in bosses:
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bosses.remove(boss)
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# there may be more bosses than locations at this point, depending on manual placement
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logging.debug('Bosses chosen %s', bosses)
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world.random.shuffle(bosses)
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@ -223,7 +256,7 @@ def place_bosses(world, player: int):
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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
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elif shuffle_mode == "chaos": # all bosses chosen at random
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for loc, level in boss_locations:
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try:
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boss = world.random.choice(
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@ -234,20 +267,28 @@ def place_bosses(world, player: int):
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else:
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place_boss(world, player, boss, loc, level)
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elif world.boss_shuffle[player] == "singularity":
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elif shuffle_mode == "singularity":
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primary_boss = world.random.choice(placeable_bosses)
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remaining_boss_locations = []
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for loc, level in boss_locations:
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# place that boss where it can go
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if can_place_boss(primary_boss, loc, level):
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place_boss(world, player, primary_boss, loc, level)
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else:
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remaining_boss_locations.append((loc, level))
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remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
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if remaining_boss_locations:
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# pick a boss to go into the remaining locations
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remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)])
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for loc, level in remaining_boss_locations:
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place_boss(world, player, remaining_boss, loc, level)
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remaining_boss_locations, _ = place_where_possible(world, player, remaining_boss, remaining_boss_locations)
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if remaining_boss_locations:
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raise Exception("Unfilled boss locations!")
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else:
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raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
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raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
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def place_where_possible(world, player: int, boss: str, boss_locations):
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remainder = []
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placed_bosses = []
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for loc, level in boss_locations:
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# place that boss where it can go
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if can_place_boss(boss, loc, level):
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place_boss(world, player, boss, loc, level)
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placed_bosses.append(boss)
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else:
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remainder.append((loc, level))
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return remainder, placed_bosses
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@ -9,7 +9,7 @@ def create_dungeons(world, player):
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def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
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dungeon = Dungeon(name, dungeon_regions, big_key, [] if world.keyshuffle[player] == "universal" else small_keys,
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dungeon_items, player)
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dungeon.boss = BossFactory(default_boss, player)
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dungeon.boss = BossFactory(default_boss, player) if default_boss else None
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for region in dungeon.regions:
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world.get_region(region, player).dungeon = dungeon
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dungeon.world = world
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41
Mystery.py
41
Mystery.py
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@ -10,6 +10,7 @@ import ModuleUpdate
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ModuleUpdate.update()
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import Bosses
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from Utils import parse_yaml
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from Rom import Sprite
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from EntranceRandomizer import parse_arguments
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@ -247,7 +248,7 @@ def get_choice(option, root, value=None) -> typing.Any:
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if any(root[option].values()):
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return interpret_on_off(
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random.choices(list(root[option].keys()), weights=list(map(int, root[option].values())))[0])
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raise RuntimeError(f"All options specified in {option} are weighted as zero.")
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raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
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def handle_name(name: str):
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@ -260,6 +261,20 @@ def prefer_int(input_data: str) -> typing.Union[str, int]:
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except:
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return input_data
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available_boss_names: typing.Set[str] = {boss.lower() for boss in Bosses.boss_table if boss not in
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{'Agahnim', 'Agahnim2', 'Ganon'}}
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boss_shuffle_options = {None: 'none',
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'none': 'none',
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'simple': 'basic',
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'full': 'normal',
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'random': 'chaos',
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'singularity': 'singularity',
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'duality': 'singularity'
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}
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def roll_settings(weights):
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ret = argparse.Namespace()
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if "linked_options" in weights:
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@ -386,14 +401,22 @@ def roll_settings(weights):
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ret.item_functionality = get_choice('item_functionality', weights)
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ret.shufflebosses = {None: 'none',
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'none': 'none',
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'simple': 'basic',
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'full': 'normal',
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'random': 'chaos',
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'singularity': 'singularity',
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'duality': 'singularity'
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}[get_choice('boss_shuffle', weights)]
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boss_shuffle = get_choice('boss_shuffle', weights)
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if boss_shuffle in boss_shuffle_options:
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ret.shufflebosses = boss_shuffle_options[boss_shuffle]
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else:
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options = boss_shuffle.lower().split(";")
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remainder_shuffle = "none" # vanilla
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bosses = []
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for boss in options:
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if boss in boss_shuffle_options:
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remainder_shuffle = boss
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elif boss not in available_boss_names and not "-" in boss:
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raise ValueError(f"Unknown Boss name or Boss shuffle option {boss}.")
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else:
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bosses.append(boss)
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ret.shufflebosses = ";".join(bosses + [remainder_shuffle])
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ret.enemy_shuffle = {'none': False,
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'shuffled': 'shuffled',
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