Subnautica: implement swim_rule option and skip goal prog balancing (#1258)

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Fabian Dill 2022-11-28 07:43:04 +01:00 committed by GitHub
parent 1288f15e45
commit f81d2653e0
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3 changed files with 110 additions and 78 deletions

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@ -186,7 +186,7 @@ item_table: Dict[int, ItemDict] = {
'count': 2,
'name': 'Propulsion Cannon Fragment',
'tech_type': 'PropulsionCannonFragment'},
35044: {'classification': ItemClassification.progression,
35044: {'classification': ItemClassification.progression_skip_balancing,
'count': 1,
'name': 'Neptune Launch Platform',
'tech_type': 'RocketBase'},
@ -314,19 +314,19 @@ item_table: Dict[int, ItemDict] = {
'count': 1,
'name': 'Ion Battery',
'tech_type': 'PrecursorIonBattery'},
35076: {'classification': ItemClassification.progression,
35076: {'classification': ItemClassification.progression_skip_balancing,
'count': 1,
'name': 'Neptune Gantry',
'tech_type': 'RocketBaseLadder'},
35077: {'classification': ItemClassification.progression,
35077: {'classification': ItemClassification.progression_skip_balancing,
'count': 1,
'name': 'Neptune Boosters',
'tech_type': 'RocketStage1'},
35078: {'classification': ItemClassification.progression,
35078: {'classification': ItemClassification.progression_skip_balancing,
'count': 1,
'name': 'Neptune Fuel Reserve',
'tech_type': 'RocketStage2'},
35079: {'classification': ItemClassification.progression,
35079: {'classification': ItemClassification.progression_skip_balancing,
'count': 1,
'name': 'Neptune Cockpit',
'tech_type': 'RocketStage3'},

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@ -4,6 +4,32 @@ from Options import Choice, Range, DeathLink, DefaultOnToggle
from .Creatures import all_creatures, Definitions
class SwimRule(Choice):
"""What logic considers ok swimming distances.
Easy: +200 depth from any max vehicle depth.
Normal: +400 depth from any max vehicle depth.
Warning: Normal can expect you to death run to a location (No viable return trip).
Hard: +600 depth from any max vehicle depth.
Warning: Hard may require bases, deaths, glitches, multi-tank inventory or other depth extending means.
Items: Expected depth is extended by items like seaglide, ultra glide fins and capacity tanks.
"""
display_name = "Swim Rule"
option_easy = 0
option_normal = 1
option_hard = 2
option_items_easy = 3
option_items_normal = 4
option_items_hard = 5
@property
def base_depth(self) -> int:
return [200, 400, 600][self.value % 3]
@property
def consider_items(self) -> bool:
return self.value > 2
class EarlySeaglide(DefaultOnToggle):
"""Make sure 2 of the Seaglide Fragments are available in or near the Safe Shallows (Sphere 1 Locations)."""
@ -79,6 +105,7 @@ class SubnauticaDeathLink(DeathLink):
options = {
"swim_rule": SwimRule,
"early_seaglide": EarlySeaglide,
"item_pool": ItemPool,
"goal": Goal,

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@ -3,7 +3,7 @@ from typing import TYPE_CHECKING, Dict, Callable, Optional
from worlds.generic.Rules import set_rule, add_rule
from .Locations import location_table, LocationDict
from .Creatures import all_creatures, aggressive, suffix, hatchable, containment
from .Options import AggressiveScanLogic
from .Options import AggressiveScanLogic, SwimRule
import math
if TYPE_CHECKING:
@ -11,155 +11,162 @@ if TYPE_CHECKING:
from BaseClasses import CollectionState, Location
def has_seaglide(state: "CollectionState", player: int):
def has_seaglide(state: "CollectionState", player: int) -> bool:
return state.has("Seaglide Fragment", player, 2)
def has_modification_station(state: "CollectionState", player: int):
def has_modification_station(state: "CollectionState", player: int) -> bool:
return state.has("Modification Station Fragment", player, 3)
def has_mobile_vehicle_bay(state: "CollectionState", player: int):
def has_mobile_vehicle_bay(state: "CollectionState", player: int) -> bool:
return state.has("Mobile Vehicle Bay Fragment", player, 3)
def has_moonpool(state: "CollectionState", player: int):
def has_moonpool(state: "CollectionState", player: int) -> bool:
return state.has("Moonpool Fragment", player, 2)
def has_vehicle_upgrade_console(state: "CollectionState", player: int):
def has_vehicle_upgrade_console(state: "CollectionState", player: int) -> bool:
return state.has("Vehicle Upgrade Console", player) and \
has_moonpool(state, player)
def has_seamoth(state: "CollectionState", player: int):
def has_seamoth(state: "CollectionState", player: int) -> bool:
return state.has("Seamoth Fragment", player, 3) and \
has_mobile_vehicle_bay(state, player)
def has_seamoth_depth_module_mk1(state: "CollectionState", player: int):
def has_seamoth_depth_module_mk1(state: "CollectionState", player: int) -> bool:
return has_vehicle_upgrade_console(state, player)
def has_seamoth_depth_module_mk2(state: "CollectionState", player: int):
def has_seamoth_depth_module_mk2(state: "CollectionState", player: int) -> bool:
return has_seamoth_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_seamoth_depth_module_mk3(state: "CollectionState", player: int):
def has_seamoth_depth_module_mk3(state: "CollectionState", player: int) -> bool:
return has_seamoth_depth_module_mk2(state, player) and \
has_modification_station(state, player)
def has_cyclops_bridge(state: "CollectionState", player: int):
def has_cyclops_bridge(state: "CollectionState", player: int) -> bool:
return state.has("Cyclops Bridge Fragment", player, 3)
def has_cyclops_engine(state: "CollectionState", player: int):
def has_cyclops_engine(state: "CollectionState", player: int) -> bool:
return state.has("Cyclops Engine Fragment", player, 3)
def has_cyclops_hull(state: "CollectionState", player: int):
def has_cyclops_hull(state: "CollectionState", player: int) -> bool:
return state.has("Cyclops Hull Fragment", player, 3)
def has_cyclops(state: "CollectionState", player: int):
def has_cyclops(state: "CollectionState", player: int) -> bool:
return has_cyclops_bridge(state, player) and \
has_cyclops_engine(state, player) and \
has_cyclops_hull(state, player) and \
has_mobile_vehicle_bay(state, player)
def has_cyclops_depth_module_mk1(state: "CollectionState", player: int):
def has_cyclops_depth_module_mk1(state: "CollectionState", player: int) -> bool:
return state.has("Cyclops Depth Module MK1", player) and \
has_modification_station(state, player)
def has_cyclops_depth_module_mk2(state: "CollectionState", player: int):
def has_cyclops_depth_module_mk2(state: "CollectionState", player: int) -> bool:
return has_cyclops_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_cyclops_depth_module_mk3(state: "CollectionState", player: int):
def has_cyclops_depth_module_mk3(state: "CollectionState", player: int) -> bool:
return has_cyclops_depth_module_mk2(state, player) and \
has_modification_station(state, player)
def has_prawn(state: "CollectionState", player: int):
def has_prawn(state: "CollectionState", player: int) -> bool:
return state.has("Prawn Suit Fragment", player, 4) and \
has_mobile_vehicle_bay(state, player)
def has_prawn_propulsion_arm(state: "CollectionState", player: int):
def has_prawn_propulsion_arm(state: "CollectionState", player: int) -> bool:
return state.has("Prawn Suit Propulsion Cannon Fragment", player, 2) and \
has_vehicle_upgrade_console(state, player)
def has_prawn_depth_module_mk1(state: "CollectionState", player: int):
def has_prawn_depth_module_mk1(state: "CollectionState", player: int) -> bool:
return has_vehicle_upgrade_console(state, player)
def has_prawn_depth_module_mk2(state: "CollectionState", player: int):
def has_prawn_depth_module_mk2(state: "CollectionState", player: int) -> bool:
return has_prawn_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_laser_cutter(state: "CollectionState", player: int):
def has_laser_cutter(state: "CollectionState", player: int) -> bool:
return state.has("Laser Cutter Fragment", player, 3)
def has_stasis_rifle(state: "CollectionState", player: int):
def has_stasis_rifle(state: "CollectionState", player: int) -> bool:
return state.has("Stasis Rifle Fragment", player, 2)
def has_containment(state: "CollectionState", player: int):
def has_containment(state: "CollectionState", player: int) -> bool:
return state.has("Alien Containment Fragment", player, 2) and state.has("Multipurpose Room", player)
# Either we have propulsion cannon, or prawn + propulsion cannon arm
def has_propulsion_cannon(state: "CollectionState", player: int):
return state.has("Propulsion Cannon Fragment", player, 2) or \
(has_prawn(state, player) and has_prawn_propulsion_arm(state, player))
def has_propulsion_cannon(state: "CollectionState", player: int) -> bool:
return state.has("Propulsion Cannon Fragment", player, 2)
def has_cyclops_shield(state: "CollectionState", player: int):
def has_cyclops_shield(state: "CollectionState", player: int) -> bool:
return has_cyclops(state, player) and \
state.has("Cyclops Shield Generator", player)
def has_ultra_high_capacity_tank(state: "CollectionState", player: int) -> bool:
return has_modification_station(state, player) and state.has("Ultra High Capacity Tank", player)
def has_lightweight_high_capacity_tank(state: "CollectionState", player: int) -> bool:
return has_modification_station(state, player) and state.has("Lightweight High Capacity Tank", player)
def has_ultra_glide_fins(state: "CollectionState", player: int) -> bool:
return has_modification_station(state, player) and state.has("Ultra Glide Fins", player)
# Swim depth rules:
# Rebreather, high capacity tank and fins are available from the start.
# All tests for those were done without inventory for light weight.
# Fins and ultra Fins are better than charge fins, so we ignore charge fins.
# We're ignoring lightweight tank in the chart, because the difference is
# negligeable with from high capacity tank. 430m -> 460m
# Fins are not used when using seaglide
#
def get_max_swim_depth(state: "CollectionState", player: int):
# TODO, Make this a difficulty setting.
# Only go up to 200m without any submarines for now.
return 200
# Rules bellow, are what are technically possible
# swim speeds: https://subnautica.fandom.com/wiki/Swimming_Speed
# has_ultra_high_capacity_tank = state.has("Ultra High Capacity Tank", player)
# has_ultra_glide_fins = state.has("Ultra Glide Fins", player)
# max_depth = 400 # More like 430m. Give some room
# if has_seaglide(state: "CollectionState", player: int):
# if has_ultra_high_capacity_tank:
# max_depth = 750 # It's about 50m more. Give some room
# else:
# max_depth = 600 # It's about 50m more. Give some room
# elif has_ultra_high_capacity_tank:
# if has_ultra_glide_fins:
# pass
# else:
# pass
# elif has_ultra_glide_fins:
# max_depth = 500
# return max_depth
def get_max_swim_depth(state: "CollectionState", player: int) -> int:
swim_rule: SwimRule = state.multiworld.swim_rule[player]
depth: int = swim_rule.base_depth
if swim_rule == swim_rule.consider_items:
if has_seaglide(state, player):
if has_ultra_high_capacity_tank(state, player):
depth += 350 # It's about 800m. Give some room
else:
depth += 200 # It's about 650m. Give some room
# seaglide and fins cannot be used together
elif has_ultra_glide_fins(state, player):
if has_ultra_high_capacity_tank(state, player):
depth += 150
elif has_lightweight_high_capacity_tank(state, player):
depth += 75
else:
depth += 50
elif has_ultra_high_capacity_tank(state, player):
depth += 100
elif has_lightweight_high_capacity_tank(state, player):
depth += 25
return depth
def get_seamoth_max_depth(state: "CollectionState", player: int):
@ -203,13 +210,11 @@ def get_prawn_max_depth(state: "CollectionState", player):
def get_max_depth(state: "CollectionState", player: int):
# TODO, Difficulty option, we can add vehicle depth + swim depth
# But at this point, we have to consider traver distance in caves, not
# just depth
return max(get_max_swim_depth(state, player),
return get_max_swim_depth(state, player) + max(
get_seamoth_max_depth(state, player),
get_cyclops_max_depth(state, player),
get_prawn_max_depth(state, player))
get_prawn_max_depth(state, player)
)
def can_access_location(state: "CollectionState", player: int, loc: LocationDict) -> bool: