from typing import Set from BaseClasses import CollectionState from .Options import get_option_value, RequiredTactics, kerrigan_unit_available, AllInMap, \ GrantStoryTech, GrantStoryLevels, TakeOverAIAllies, SpearOfAdunAutonomouslyCastAbilityPresence, \ get_enabled_campaigns, MissionOrder from .Items import get_basic_units, defense_ratings, zerg_defense_ratings, kerrigan_actives, air_defense_ratings, \ kerrigan_levels, get_full_item_list from .MissionTables import SC2Race, SC2Campaign from . import ItemNames from worlds.AutoWorld import World class SC2Logic: def lock_any_item(self, state: CollectionState, items: Set[str]) -> bool: """ Guarantees that at least one of these items will remain in the world. Doesn't affect placement. Needed for cases when the dynamic pool filtering could remove all the item prerequisites :param state: :param items: :return: """ return self.is_item_placement(state) \ or state.has_any(items, self.player) def is_item_placement(self, state): """ Tells if it's item placement or item pool filter :param state: :return: True for item placement, False for pool filter """ # has_group with count = 0 is always true for item placement and always false for SC2 item filtering return state.has_group("Missions", self.player, 0) # WoL def terran_common_unit(self, state: CollectionState) -> bool: return state.has_any(self.basic_terran_units, self.player) def terran_early_tech(self, state: CollectionState): """ Basic combat unit that can be deployed quickly from mission start :param state :return: """ return ( state.has_any({ItemNames.MARINE, ItemNames.FIREBAT, ItemNames.MARAUDER, ItemNames.REAPER, ItemNames.HELLION}, self.player) or (self.advanced_tactics and state.has_any({ItemNames.GOLIATH, ItemNames.DIAMONDBACK, ItemNames.VIKING, ItemNames.BANSHEE}, self.player)) ) def terran_air(self, state: CollectionState) -> bool: """ Air units or drops on advanced tactics :param state: :return: """ return (state.has_any({ItemNames.VIKING, ItemNames.WRAITH, ItemNames.BANSHEE, ItemNames.BATTLECRUISER}, self.player) or self.advanced_tactics and state.has_any({ItemNames.HERCULES, ItemNames.MEDIVAC}, self.player) and self.terran_common_unit(state) ) def terran_air_anti_air(self, state: CollectionState) -> bool: """ Air-to-air :param state: :return: """ return ( state.has(ItemNames.VIKING, self.player) or state.has_all({ItemNames.WRAITH, ItemNames.WRAITH_ADVANCED_LASER_TECHNOLOGY}, self.player) or state.has_all({ItemNames.BATTLECRUISER, ItemNames.BATTLECRUISER_ATX_LASER_BATTERY}, self.player) or self.advanced_tactics and state.has_any({ItemNames.WRAITH, ItemNames.VALKYRIE, ItemNames.BATTLECRUISER}, self.player) ) def terran_competent_ground_to_air(self, state: CollectionState) -> bool: """ Ground-to-air :param state: :return: """ return ( state.has(ItemNames.GOLIATH, self.player) or state.has(ItemNames.MARINE, self.player) and self.terran_bio_heal(state) or self.advanced_tactics and state.has(ItemNames.CYCLONE, self.player) ) def terran_competent_anti_air(self, state: CollectionState) -> bool: """ Good AA unit :param state: :return: """ return ( self.terran_competent_ground_to_air(state) or self.terran_air_anti_air(state) ) def welcome_to_the_jungle_requirement(self, state: CollectionState) -> bool: """ Welcome to the Jungle requirements - able to deal with Scouts, Void Rays, Zealots and Stalkers :param state: :return: """ return ( self.terran_common_unit(state) and self.terran_competent_ground_to_air(state) ) or ( self.advanced_tactics and state.has_any({ItemNames.MARINE, ItemNames.VULTURE}, self.player) and self.terran_air_anti_air(state) ) def terran_basic_anti_air(self, state: CollectionState) -> bool: """ Basic AA to deal with few air units :param state: :return: """ return ( state.has_any({ ItemNames.MISSILE_TURRET, ItemNames.THOR, ItemNames.WAR_PIGS, ItemNames.SPARTAN_COMPANY, ItemNames.HELS_ANGELS, ItemNames.BATTLECRUISER, ItemNames.MARINE, ItemNames.WRAITH, ItemNames.VALKYRIE, ItemNames.CYCLONE, ItemNames.WINGED_NIGHTMARES, ItemNames.BRYNHILDS }, self.player) or self.terran_competent_anti_air(state) or self.advanced_tactics and state.has_any({ItemNames.GHOST, ItemNames.SPECTRE, ItemNames.WIDOW_MINE, ItemNames.LIBERATOR}, self.player) ) def terran_defense_rating(self, state: CollectionState, zerg_enemy: bool, air_enemy: bool = True) -> int: """ Ability to handle defensive missions :param state: :param zerg_enemy: :param air_enemy: :return: """ defense_score = sum((defense_ratings[item] for item in defense_ratings if state.has(item, self.player))) # Manned Bunker if state.has_any({ItemNames.MARINE, ItemNames.MARAUDER}, self.player) and state.has(ItemNames.BUNKER, self.player): defense_score += 3 elif zerg_enemy and state.has(ItemNames.FIREBAT, self.player) and state.has(ItemNames.BUNKER, self.player): defense_score += 2 # Siege Tank upgrades if state.has_all({ItemNames.SIEGE_TANK, ItemNames.SIEGE_TANK_MAELSTROM_ROUNDS}, self.player): defense_score += 2 if state.has_all({ItemNames.SIEGE_TANK, ItemNames.SIEGE_TANK_GRADUATING_RANGE}, self.player): defense_score += 1 # Widow Mine upgrade if state.has_all({ItemNames.WIDOW_MINE, ItemNames.WIDOW_MINE_CONCEALMENT}, self.player): defense_score += 1 # Viking with splash if state.has_all({ItemNames.VIKING, ItemNames.VIKING_SHREDDER_ROUNDS}, self.player): defense_score += 2 # General enemy-based rules if zerg_enemy: defense_score += sum((zerg_defense_ratings[item] for item in zerg_defense_ratings if state.has(item, self.player))) if air_enemy: defense_score += sum((air_defense_ratings[item] for item in air_defense_ratings if state.has(item, self.player))) if air_enemy and zerg_enemy and state.has(ItemNames.VALKYRIE, self.player): # Valkyries shred mass Mutas, most common air enemy that's massed in these cases defense_score += 2 # Advanced Tactics bumps defense rating requirements down by 2 if self.advanced_tactics: defense_score += 2 return defense_score def terran_competent_comp(self, state: CollectionState) -> bool: """ Ability to deal with most of hard missions :param state: :return: """ return ( ( (state.has_any({ItemNames.MARINE, ItemNames.MARAUDER}, self.player) and self.terran_bio_heal(state)) or state.has_any({ItemNames.THOR, ItemNames.BANSHEE, ItemNames.SIEGE_TANK}, self.player) or state.has_all({ItemNames.LIBERATOR, ItemNames.LIBERATOR_RAID_ARTILLERY}, self.player) ) and self.terran_competent_anti_air(state) ) or ( state.has(ItemNames.BATTLECRUISER, self.player) and self.terran_common_unit(state) ) def great_train_robbery_train_stopper(self, state: CollectionState) -> bool: """ Ability to deal with trains (moving target with a lot of HP) :param state: :return: """ return ( state.has_any({ItemNames.SIEGE_TANK, ItemNames.DIAMONDBACK, ItemNames.MARAUDER, ItemNames.CYCLONE, ItemNames.BANSHEE}, self.player) or self.advanced_tactics and ( state.has_all({ItemNames.REAPER, ItemNames.REAPER_G4_CLUSTERBOMB}, self.player) or state.has_all({ItemNames.SPECTRE, ItemNames.SPECTRE_PSIONIC_LASH}, self.player) or state.has_any({ItemNames.VULTURE, ItemNames.LIBERATOR}, self.player) ) ) def terran_can_rescue(self, state) -> bool: """ Rescuing in The Moebius Factor :param state: :return: """ return state.has_any({ItemNames.MEDIVAC, ItemNames.HERCULES, ItemNames.RAVEN, ItemNames.VIKING}, self.player) or self.advanced_tactics def terran_beats_protoss_deathball(self, state: CollectionState) -> bool: """ Ability to deal with Immortals, Colossi with some air support :param state: :return: """ return ( ( state.has_any({ItemNames.BANSHEE, ItemNames.BATTLECRUISER}, self.player) or state.has_all({ItemNames.LIBERATOR, ItemNames.LIBERATOR_RAID_ARTILLERY}, self.player) ) and self.terran_competent_anti_air(state) or self.terran_competent_comp(state) and self.terran_air_anti_air(state) ) def marine_medic_upgrade(self, state: CollectionState) -> bool: """ Infantry upgrade to infantry-only no-build segments :param state: :return: """ return state.has_any({ ItemNames.MARINE_COMBAT_SHIELD, ItemNames.MARINE_MAGRAIL_MUNITIONS, ItemNames.MEDIC_STABILIZER_MEDPACKS }, self.player) \ or (state.count(ItemNames.MARINE_PROGRESSIVE_STIMPACK, self.player) >= 2 and state.has_group("Missions", self.player, 1)) def terran_survives_rip_field(self, state: CollectionState) -> bool: """ Ability to deal with large areas with environment damage :param state: :return: """ return (state.has(ItemNames.BATTLECRUISER, self.player) or self.terran_air(state) and self.terran_competent_anti_air(state) and self.terran_sustainable_mech_heal(state)) def terran_sustainable_mech_heal(self, state: CollectionState) -> bool: """ Can heal mech units without spending resources :param state: :return: """ return state.has(ItemNames.SCIENCE_VESSEL, self.player) \ or state.has_all({ItemNames.MEDIC, ItemNames.MEDIC_ADAPTIVE_MEDPACKS}, self.player) \ or state.count(ItemNames.PROGRESSIVE_REGENERATIVE_BIO_STEEL, self.player) >= 3 \ or (self.advanced_tactics and ( state.has_all({ItemNames.RAVEN, ItemNames.RAVEN_BIO_MECHANICAL_REPAIR_DRONE}, self.player) or state.count(ItemNames.PROGRESSIVE_REGENERATIVE_BIO_STEEL, self.player) >= 2) ) def terran_bio_heal(self, state: CollectionState) -> bool: """ Ability to heal bio units :param state: :return: """ return state.has_any({ItemNames.MEDIC, ItemNames.MEDIVAC}, self.player) \ or self.advanced_tactics and state.has_all({ItemNames.RAVEN, ItemNames.RAVEN_BIO_MECHANICAL_REPAIR_DRONE}, self.player) def terran_base_trasher(self, state: CollectionState) -> bool: """ Can attack heavily defended bases :param state: :return: """ return state.has(ItemNames.SIEGE_TANK, self.player) \ or state.has_all({ItemNames.BATTLECRUISER, ItemNames.BATTLECRUISER_ATX_LASER_BATTERY}, self.player) \ or state.has_all({ItemNames.LIBERATOR, ItemNames.LIBERATOR_RAID_ARTILLERY}, self.player) \ or (self.advanced_tactics and ((state.has_all({ItemNames.RAVEN, ItemNames.RAVEN_HUNTER_SEEKER_WEAPON}, self.player) or self.can_nuke(state)) and ( state.has_all({ItemNames.VIKING, ItemNames.VIKING_SHREDDER_ROUNDS}, self.player) or state.has_all({ItemNames.BANSHEE, ItemNames.BANSHEE_SHOCKWAVE_MISSILE_BATTERY}, self.player)) ) ) def terran_mobile_detector(self, state: CollectionState) -> bool: return state.has_any({ItemNames.RAVEN, ItemNames.SCIENCE_VESSEL, ItemNames.PROGRESSIVE_ORBITAL_COMMAND}, self.player) def can_nuke(self, state: CollectionState) -> bool: """ Ability to launch nukes :param state: :return: """ return (self.advanced_tactics and (state.has_any({ItemNames.GHOST, ItemNames.SPECTRE}, self.player) or state.has_all({ItemNames.THOR, ItemNames.THOR_BUTTON_WITH_A_SKULL_ON_IT}, self.player))) def terran_respond_to_colony_infestations(self, state: CollectionState) -> bool: """ Can deal quickly with Brood Lords and Mutas in Haven's Fall and being able to progress the mission :param state: :return: """ return ( self.terran_common_unit(state) and self.terran_competent_anti_air(state) and ( self.terran_air_anti_air(state) or state.has_any({ItemNames.BATTLECRUISER, ItemNames.VALKYRIE}, self.player) ) and self.terran_defense_rating(state, True) >= 3 ) def engine_of_destruction_requirement(self, state: CollectionState): return self.marine_medic_upgrade(state) \ and ( self.terran_competent_anti_air(state) and self.terran_common_unit(state) or state.has(ItemNames.WRAITH, self.player) ) def all_in_requirement(self, state: CollectionState): """ All-in :param state: :return: """ beats_kerrigan = state.has_any({ItemNames.MARINE, ItemNames.BANSHEE, ItemNames.GHOST}, self.player) or self.advanced_tactics if get_option_value(self.world, 'all_in_map') == AllInMap.option_ground: # Ground defense_rating = self.terran_defense_rating(state, True, False) if state.has_any({ItemNames.BATTLECRUISER, ItemNames.BANSHEE}, self.player): defense_rating += 2 return defense_rating >= 13 and beats_kerrigan else: # Air defense_rating = self.terran_defense_rating(state, True, True) return defense_rating >= 9 and beats_kerrigan \ and state.has_any({ItemNames.VIKING, ItemNames.BATTLECRUISER, ItemNames.VALKYRIE}, self.player) \ and state.has_any({ItemNames.HIVE_MIND_EMULATOR, ItemNames.PSI_DISRUPTER, ItemNames.MISSILE_TURRET}, self.player) # HotS def zerg_common_unit(self, state: CollectionState) -> bool: return state.has_any(self.basic_zerg_units, self.player) def zerg_competent_anti_air(self, state: CollectionState) -> bool: return state.has_any({ItemNames.HYDRALISK, ItemNames.MUTALISK, ItemNames.CORRUPTOR, ItemNames.BROOD_QUEEN}, self.player) \ or state.has_all({ItemNames.SWARM_HOST, ItemNames.SWARM_HOST_PRESSURIZED_GLANDS}, self.player) \ or state.has_all({ItemNames.SCOURGE, ItemNames.SCOURGE_RESOURCE_EFFICIENCY}, self.player) \ or (self.advanced_tactics and state.has(ItemNames.INFESTOR, self.player)) def zerg_basic_anti_air(self, state: CollectionState) -> bool: return self.zerg_competent_anti_air(state) or self.kerrigan_unit_available in kerrigan_unit_available or \ state.has_any({ItemNames.SWARM_QUEEN, ItemNames.SCOURGE}, self.player) or (self.advanced_tactics and state.has(ItemNames.SPORE_CRAWLER, self.player)) def morph_brood_lord(self, state: CollectionState) -> bool: return state.has_any({ItemNames.MUTALISK, ItemNames.CORRUPTOR}, self.player) \ and state.has(ItemNames.MUTALISK_CORRUPTOR_BROOD_LORD_ASPECT, self.player) def morph_viper(self, state: CollectionState) -> bool: return state.has_any({ItemNames.MUTALISK, ItemNames.CORRUPTOR}, self.player) \ and state.has(ItemNames.MUTALISK_CORRUPTOR_VIPER_ASPECT, self.player) def morph_impaler_or_lurker(self, state: CollectionState) -> bool: return state.has(ItemNames.HYDRALISK, self.player) and state.has_any({ItemNames.HYDRALISK_IMPALER_ASPECT, ItemNames.HYDRALISK_LURKER_ASPECT}, self.player) def zerg_competent_comp(self, state: CollectionState) -> bool: advanced = self.advanced_tactics core_unit = state.has_any({ItemNames.ROACH, ItemNames.ABERRATION, ItemNames.ZERGLING}, self.player) support_unit = state.has_any({ItemNames.SWARM_QUEEN, ItemNames.HYDRALISK}, self.player) \ or self.morph_brood_lord(state) \ or advanced and (state.has_any({ItemNames.INFESTOR, ItemNames.DEFILER}, self.player) or self.morph_viper(state)) if core_unit and support_unit: return True vespene_unit = state.has_any({ItemNames.ULTRALISK, ItemNames.ABERRATION}, self.player) \ or advanced and self.morph_viper(state) return vespene_unit and state.has_any({ItemNames.ZERGLING, ItemNames.SWARM_QUEEN}, self.player) def spread_creep(self, state: CollectionState) -> bool: return self.advanced_tactics or state.has(ItemNames.SWARM_QUEEN, self.player) def zerg_competent_defense(self, state: CollectionState) -> bool: return ( self.zerg_common_unit(state) and ( ( state.has(ItemNames.SWARM_HOST, self.player) or self.morph_brood_lord(state) or self.morph_impaler_or_lurker(state) ) or ( self.advanced_tactics and (self.morph_viper(state) or state.has(ItemNames.SPINE_CRAWLER, self.player)) ) ) ) def basic_kerrigan(self, state: CollectionState) -> bool: # One active ability that can be used to defeat enemies directly on Standard if not self.advanced_tactics and \ not state.has_any({ItemNames.KERRIGAN_KINETIC_BLAST, ItemNames.KERRIGAN_LEAPING_STRIKE, ItemNames.KERRIGAN_CRUSHING_GRIP, ItemNames.KERRIGAN_PSIONIC_SHIFT, ItemNames.KERRIGAN_SPAWN_BANELINGS}, self.player): return False # Two non-ultimate abilities count = 0 for item in (ItemNames.KERRIGAN_KINETIC_BLAST, ItemNames.KERRIGAN_LEAPING_STRIKE, ItemNames.KERRIGAN_HEROIC_FORTITUDE, ItemNames.KERRIGAN_CHAIN_REACTION, ItemNames.KERRIGAN_CRUSHING_GRIP, ItemNames.KERRIGAN_PSIONIC_SHIFT, ItemNames.KERRIGAN_SPAWN_BANELINGS, ItemNames.KERRIGAN_INFEST_BROODLINGS, ItemNames.KERRIGAN_FURY): if state.has(item, self.player): count += 1 if count >= 2: return True return False def two_kerrigan_actives(self, state: CollectionState) -> bool: count = 0 for i in range(7): if state.has_any(kerrigan_actives[i], self.player): count += 1 return count >= 2 def zerg_pass_vents(self, state: CollectionState) -> bool: return self.story_tech_granted \ or state.has_any({ItemNames.ZERGLING, ItemNames.HYDRALISK, ItemNames.ROACH}, self.player) \ or (self.advanced_tactics and state.has(ItemNames.INFESTOR, self.player)) def supreme_requirement(self, state: CollectionState) -> bool: return self.story_tech_granted \ or not self.kerrigan_unit_available \ or ( state.has_all({ItemNames.KERRIGAN_LEAPING_STRIKE, ItemNames.KERRIGAN_MEND}, self.player) and self.kerrigan_levels(state, 35) ) def kerrigan_levels(self, state: CollectionState, target: int) -> bool: if self.story_levels_granted or not self.kerrigan_unit_available: return True # Levels are granted if self.kerrigan_levels_per_mission_completed > 0 \ and self.kerrigan_levels_per_mission_completed_cap > 0 \ and not self.is_item_placement(state): # Levels can be granted from mission completion. # Item pool filtering isn't aware of missions beaten. Assume that missions beaten will fulfill this rule. return True # Levels from missions beaten levels = self.kerrigan_levels_per_mission_completed * state.count_group("Missions", self.player) if self.kerrigan_levels_per_mission_completed_cap != -1: levels = min(levels, self.kerrigan_levels_per_mission_completed_cap) # Levels from items for kerrigan_level_item in kerrigan_levels: level_amount = get_full_item_list()[kerrigan_level_item].number item_count = state.count(kerrigan_level_item, self.player) levels += item_count * level_amount # Total level cap if self.kerrigan_total_level_cap != -1: levels = min(levels, self.kerrigan_total_level_cap) return levels >= target def the_reckoning_requirement(self, state: CollectionState) -> bool: if self.take_over_ai_allies: return self.terran_competent_comp(state) \ and self.zerg_competent_comp(state) \ and (self.zerg_competent_anti_air(state) or self.terran_competent_anti_air(state)) else: return self.zerg_competent_comp(state) \ and self.zerg_competent_anti_air(state) # LotV def protoss_common_unit(self, state: CollectionState) -> bool: return state.has_any(self.basic_protoss_units, self.player) def protoss_basic_anti_air(self, state: CollectionState) -> bool: return self.protoss_competent_anti_air(state) \ or state.has_any({ItemNames.PHOENIX, ItemNames.MIRAGE, ItemNames.CORSAIR, ItemNames.CARRIER, ItemNames.SCOUT, ItemNames.DARK_ARCHON, ItemNames.WRATHWALKER, ItemNames.MOTHERSHIP}, self.player) \ or state.has_all({ItemNames.WARP_PRISM, ItemNames.WARP_PRISM_PHASE_BLASTER}, self.player) \ or self.advanced_tactics and state.has_any( {ItemNames.HIGH_TEMPLAR, ItemNames.SIGNIFIER, ItemNames.ASCENDANT, ItemNames.DARK_TEMPLAR, ItemNames.SENTRY, ItemNames.ENERGIZER}, self.player) def protoss_anti_armor_anti_air(self, state: CollectionState) -> bool: return self.protoss_competent_anti_air(state) \ or state.has_any({ItemNames.SCOUT, ItemNames.WRATHWALKER}, self.player) \ or (state.has_any({ItemNames.IMMORTAL, ItemNames.ANNIHILATOR}, self.player) and state.has(ItemNames.IMMORTAL_ANNIHILATOR_ADVANCED_TARGETING_MECHANICS, self.player)) def protoss_anti_light_anti_air(self, state: CollectionState) -> bool: return self.protoss_competent_anti_air(state) \ or state.has_any({ItemNames.PHOENIX, ItemNames.MIRAGE, ItemNames.CORSAIR, ItemNames.CARRIER}, self.player) def protoss_competent_anti_air(self, state: CollectionState) -> bool: return state.has_any( {ItemNames.STALKER, ItemNames.SLAYER, ItemNames.INSTIGATOR, ItemNames.DRAGOON, ItemNames.ADEPT, ItemNames.VOID_RAY, ItemNames.DESTROYER, ItemNames.TEMPEST}, self.player) \ or (state.has_any({ItemNames.PHOENIX, ItemNames.MIRAGE, ItemNames.CORSAIR, ItemNames.CARRIER}, self.player) and state.has_any({ItemNames.SCOUT, ItemNames.WRATHWALKER}, self.player)) \ or (self.advanced_tactics and state.has_any({ItemNames.IMMORTAL, ItemNames.ANNIHILATOR}, self.player) and state.has(ItemNames.IMMORTAL_ANNIHILATOR_ADVANCED_TARGETING_MECHANICS, self.player)) def protoss_has_blink(self, state: CollectionState) -> bool: return state.has_any({ItemNames.STALKER, ItemNames.INSTIGATOR, ItemNames.SLAYER}, self.player) \ or ( state.has(ItemNames.DARK_TEMPLAR_AVENGER_BLOOD_HUNTER_BLINK, self.player) and state.has_any({ItemNames.DARK_TEMPLAR, ItemNames.BLOOD_HUNTER, ItemNames.AVENGER}, self.player) ) def protoss_can_attack_behind_chasm(self, state: CollectionState) -> bool: return state.has_any( {ItemNames.SCOUT, ItemNames.TEMPEST, ItemNames.CARRIER, ItemNames.VOID_RAY, ItemNames.DESTROYER, ItemNames.MOTHERSHIP}, self.player) \ or self.protoss_has_blink(state) \ or (state.has(ItemNames.WARP_PRISM, self.player) and (self.protoss_common_unit(state) or state.has(ItemNames.WARP_PRISM_PHASE_BLASTER, self.player))) \ or (self.advanced_tactics and state.has_any({ItemNames.ORACLE, ItemNames.ARBITER}, self.player)) def protoss_fleet(self, state: CollectionState) -> bool: return state.has_any({ItemNames.CARRIER, ItemNames.TEMPEST, ItemNames.VOID_RAY, ItemNames.DESTROYER}, self.player) def templars_return_requirement(self, state: CollectionState) -> bool: return self.story_tech_granted \ or ( state.has_any({ItemNames.IMMORTAL, ItemNames.ANNIHILATOR}, self.player) and state.has_any({ItemNames.COLOSSUS, ItemNames.VANGUARD, ItemNames.REAVER, ItemNames.DARK_TEMPLAR}, self.player) and state.has_any({ItemNames.SENTRY, ItemNames.HIGH_TEMPLAR}, self.player) ) def brothers_in_arms_requirement(self, state: CollectionState) -> bool: return ( self.protoss_common_unit(state) and self.protoss_anti_armor_anti_air(state) and self.protoss_hybrid_counter(state) ) or ( self.take_over_ai_allies and ( self.terran_common_unit(state) or self.protoss_common_unit(state) ) and ( self.terran_competent_anti_air(state) or self.protoss_anti_armor_anti_air(state) ) and ( self.protoss_hybrid_counter(state) or state.has_any({ItemNames.BATTLECRUISER, ItemNames.LIBERATOR, ItemNames.SIEGE_TANK}, self.player) or state.has_all({ItemNames.SPECTRE, ItemNames.SPECTRE_PSIONIC_LASH}, self.player) or (state.has(ItemNames.IMMORTAL, self.player) and state.has_any({ItemNames.MARINE, ItemNames.MARAUDER}, self.player) and self.terran_bio_heal(state)) ) ) def protoss_hybrid_counter(self, state: CollectionState) -> bool: """ Ground Hybrids """ return state.has_any( {ItemNames.ANNIHILATOR, ItemNames.ASCENDANT, ItemNames.TEMPEST, ItemNames.CARRIER, ItemNames.VOID_RAY, ItemNames.WRATHWALKER, ItemNames.VANGUARD}, self.player) \ or (state.has(ItemNames.IMMORTAL, self.player) or self.advanced_tactics) and state.has_any( {ItemNames.STALKER, ItemNames.DRAGOON, ItemNames.ADEPT, ItemNames.INSTIGATOR, ItemNames.SLAYER}, self.player) def the_infinite_cycle_requirement(self, state: CollectionState) -> bool: return self.story_tech_granted \ or not self.kerrigan_unit_available \ or ( self.two_kerrigan_actives(state) and self.basic_kerrigan(state) and self.kerrigan_levels(state, 70) ) def protoss_basic_splash(self, state: CollectionState) -> bool: return state.has_any( {ItemNames.ZEALOT, ItemNames.COLOSSUS, ItemNames.VANGUARD, ItemNames.HIGH_TEMPLAR, ItemNames.SIGNIFIER, ItemNames.DARK_TEMPLAR, ItemNames.REAVER, ItemNames.ASCENDANT}, self.player) def protoss_static_defense(self, state: CollectionState) -> bool: return state.has_any({ItemNames.PHOTON_CANNON, ItemNames.KHAYDARIN_MONOLITH}, self.player) def last_stand_requirement(self, state: CollectionState) -> bool: return self.protoss_common_unit(state) \ and self.protoss_competent_anti_air(state) \ and self.protoss_static_defense(state) \ and ( self.advanced_tactics or self.protoss_basic_splash(state) ) def harbinger_of_oblivion_requirement(self, state: CollectionState) -> bool: return self.protoss_anti_armor_anti_air(state) and ( self.take_over_ai_allies or ( self.protoss_common_unit(state) and self.protoss_hybrid_counter(state) ) ) def protoss_competent_comp(self, state: CollectionState) -> bool: return self.protoss_common_unit(state) \ and self.protoss_competent_anti_air(state) \ and self.protoss_hybrid_counter(state) \ and self.protoss_basic_splash(state) def protoss_stalker_upgrade(self, state: CollectionState) -> bool: return ( state.has_any( { ItemNames.STALKER_INSTIGATOR_SLAYER_DISINTEGRATING_PARTICLES, ItemNames.STALKER_INSTIGATOR_SLAYER_PARTICLE_REFLECTION }, self.player) and self.lock_any_item(state, {ItemNames.STALKER, ItemNames.INSTIGATOR, ItemNames.SLAYER}) ) def steps_of_the_rite_requirement(self, state: CollectionState) -> bool: return self.protoss_competent_comp(state) \ or ( self.protoss_common_unit(state) and self.protoss_competent_anti_air(state) and self.protoss_static_defense(state) ) def protoss_heal(self, state: CollectionState) -> bool: return state.has_any({ItemNames.CARRIER, ItemNames.SENTRY, ItemNames.SHIELD_BATTERY, ItemNames.RECONSTRUCTION_BEAM}, self.player) def templars_charge_requirement(self, state: CollectionState) -> bool: return self.protoss_heal(state) \ and self.protoss_anti_armor_anti_air(state) \ and ( self.protoss_fleet(state) or (self.advanced_tactics and self.protoss_competent_comp(state) ) ) def the_host_requirement(self, state: CollectionState) -> bool: return (self.protoss_fleet(state) and self.protoss_static_defense(state) ) or ( self.protoss_competent_comp(state) and state.has(ItemNames.SOA_TIME_STOP, self.player) ) def salvation_requirement(self, state: CollectionState) -> bool: return [ self.protoss_competent_comp(state), self.protoss_fleet(state), self.protoss_static_defense(state) ].count(True) >= 2 def into_the_void_requirement(self, state: CollectionState) -> bool: return self.protoss_competent_comp(state) \ or ( self.take_over_ai_allies and ( state.has(ItemNames.BATTLECRUISER, self.player) or ( state.has(ItemNames.ULTRALISK, self.player) and self.protoss_competent_anti_air(state) ) ) ) def essence_of_eternity_requirement(self, state: CollectionState) -> bool: defense_score = self.terran_defense_rating(state, False, True) if self.take_over_ai_allies and self.protoss_static_defense(state): defense_score += 2 return defense_score >= 10 \ and ( self.terran_competent_anti_air(state) or self.take_over_ai_allies and self.protoss_competent_anti_air(state) ) \ and ( state.has(ItemNames.BATTLECRUISER, self.player) or (state.has(ItemNames.BANSHEE, self.player) and state.has_any({ItemNames.VIKING, ItemNames.VALKYRIE}, self.player)) or self.take_over_ai_allies and self.protoss_fleet(state) ) \ and state.has_any({ItemNames.SIEGE_TANK, ItemNames.LIBERATOR}, self.player) def amons_fall_requirement(self, state: CollectionState) -> bool: if self.take_over_ai_allies: return ( ( state.has_any({ItemNames.BATTLECRUISER, ItemNames.CARRIER}, self.player) ) or (state.has(ItemNames.ULTRALISK, self.player) and self.protoss_competent_anti_air(state) and ( state.has_any({ItemNames.LIBERATOR, ItemNames.BANSHEE, ItemNames.VALKYRIE, ItemNames.VIKING}, self.player) or state.has_all({ItemNames.WRAITH, ItemNames.WRAITH_ADVANCED_LASER_TECHNOLOGY}, self.player) or self.protoss_fleet(state) ) and (self.terran_sustainable_mech_heal(state) or (self.spear_of_adun_autonomously_cast_presence == SpearOfAdunAutonomouslyCastAbilityPresence.option_everywhere and state.has(ItemNames.RECONSTRUCTION_BEAM, self.player)) ) ) ) \ and self.terran_competent_anti_air(state) \ and self.protoss_competent_comp(state) \ and self.zerg_competent_comp(state) else: return state.has(ItemNames.MUTALISK, self.player) and self.zerg_competent_comp(state) def nova_any_weapon(self, state: CollectionState) -> bool: return state.has_any( {ItemNames.NOVA_C20A_CANISTER_RIFLE, ItemNames.NOVA_HELLFIRE_SHOTGUN, ItemNames.NOVA_PLASMA_RIFLE, ItemNames.NOVA_MONOMOLECULAR_BLADE, ItemNames.NOVA_BLAZEFIRE_GUNBLADE}, self.player) def nova_ranged_weapon(self, state: CollectionState) -> bool: return state.has_any( {ItemNames.NOVA_C20A_CANISTER_RIFLE, ItemNames.NOVA_HELLFIRE_SHOTGUN, ItemNames.NOVA_PLASMA_RIFLE}, self.player) def nova_splash(self, state: CollectionState) -> bool: return state.has_any({ ItemNames.NOVA_HELLFIRE_SHOTGUN, ItemNames.NOVA_BLAZEFIRE_GUNBLADE, ItemNames.NOVA_PULSE_GRENADES }, self.player) \ or self.advanced_tactics and state.has_any( {ItemNames.NOVA_PLASMA_RIFLE, ItemNames.NOVA_MONOMOLECULAR_BLADE}, self.player) def nova_dash(self, state: CollectionState) -> bool: return state.has_any({ItemNames.NOVA_MONOMOLECULAR_BLADE, ItemNames.NOVA_BLINK}, self.player) def nova_full_stealth(self, state: CollectionState) -> bool: return state.count(ItemNames.NOVA_PROGRESSIVE_STEALTH_SUIT_MODULE, self.player) >= 2 def nova_heal(self, state: CollectionState) -> bool: return state.has_any({ItemNames.NOVA_ARMORED_SUIT_MODULE, ItemNames.NOVA_STIM_INFUSION}, self.player) def nova_escape_assist(self, state: CollectionState) -> bool: return state.has_any({ItemNames.NOVA_BLINK, ItemNames.NOVA_HOLO_DECOY, ItemNames.NOVA_IONIC_FORCE_FIELD}, self.player) def the_escape_stuff_granted(self) -> bool: """ The NCO first mission requires having too much stuff first before actually able to do anything :return: """ return self.story_tech_granted \ or (self.mission_order == MissionOrder.option_vanilla and self.enabled_campaigns == {SC2Campaign.NCO}) def the_escape_first_stage_requirement(self, state: CollectionState) -> bool: return self.the_escape_stuff_granted() \ or (self.nova_ranged_weapon(state) and (self.nova_full_stealth(state) or self.nova_heal(state))) def the_escape_requirement(self, state: CollectionState) -> bool: return self.the_escape_first_stage_requirement(state) \ and (self.the_escape_stuff_granted() or self.nova_splash(state)) def terran_cliffjumper(self, state: CollectionState) -> bool: return state.has(ItemNames.REAPER, self.player) \ or state.has_all({ItemNames.GOLIATH, ItemNames.GOLIATH_JUMP_JETS}, self.player) \ or state.has_all({ItemNames.SIEGE_TANK, ItemNames.SIEGE_TANK_JUMP_JETS}, self.player) def terran_able_to_snipe_defiler(self, state: CollectionState) -> bool: return state.has_all({ItemNames.NOVA_JUMP_SUIT_MODULE, ItemNames.NOVA_C20A_CANISTER_RIFLE}, self.player) \ or state.has_all({ItemNames.SIEGE_TANK, ItemNames.SIEGE_TANK_MAELSTROM_ROUNDS, ItemNames.SIEGE_TANK_JUMP_JETS}, self.player) def sudden_strike_requirement(self, state: CollectionState) -> bool: return self.sudden_strike_can_reach_objectives(state) \ and self.terran_able_to_snipe_defiler(state) \ and state.has_any({ItemNames.SIEGE_TANK, ItemNames.VULTURE}, self.player) \ and self.nova_splash(state) \ and (self.terran_defense_rating(state, True, False) >= 2 or state.has(ItemNames.NOVA_JUMP_SUIT_MODULE, self.player)) def sudden_strike_can_reach_objectives(self, state: CollectionState) -> bool: return self.terran_cliffjumper(state) \ or state.has_any({ItemNames.BANSHEE, ItemNames.VIKING}, self.player) \ or ( self.advanced_tactics and state.has(ItemNames.MEDIVAC, self.player) and state.has_any({ItemNames.MARINE, ItemNames.MARAUDER, ItemNames.VULTURE, ItemNames.HELLION, ItemNames.GOLIATH}, self.player) ) def enemy_intelligence_garrisonable_unit(self, state: CollectionState) -> bool: """ Has unit usable as a Garrison in Enemy Intelligence :param state: :return: """ return state.has_any( {ItemNames.MARINE, ItemNames.REAPER, ItemNames.MARAUDER, ItemNames.GHOST, ItemNames.SPECTRE, ItemNames.HELLION, ItemNames.GOLIATH, ItemNames.WARHOUND, ItemNames.DIAMONDBACK, ItemNames.VIKING}, self.player) def enemy_intelligence_cliff_garrison(self, state: CollectionState) -> bool: return state.has_any({ItemNames.REAPER, ItemNames.VIKING, ItemNames.MEDIVAC, ItemNames.HERCULES}, self.player) \ or state.has_all({ItemNames.GOLIATH, ItemNames.GOLIATH_JUMP_JETS}, self.player) \ or self.advanced_tactics and state.has_any({ItemNames.HELS_ANGELS, ItemNames.BRYNHILDS}, self.player) def enemy_intelligence_first_stage_requirement(self, state: CollectionState) -> bool: return self.enemy_intelligence_garrisonable_unit(state) \ and (self.terran_competent_comp(state) or ( self.terran_common_unit(state) and self.terran_competent_anti_air(state) and state.has(ItemNames.NOVA_NUKE, self.player) ) ) \ and self.terran_defense_rating(state, True, True) >= 5 def enemy_intelligence_second_stage_requirement(self, state: CollectionState) -> bool: return self.enemy_intelligence_first_stage_requirement(state) \ and self.enemy_intelligence_cliff_garrison(state) \ and ( self.story_tech_granted or ( self.nova_any_weapon(state) and ( self.nova_full_stealth(state) or (self.nova_heal(state) and self.nova_splash(state) and self.nova_ranged_weapon(state)) ) ) ) def enemy_intelligence_third_stage_requirement(self, state: CollectionState) -> bool: return self.enemy_intelligence_second_stage_requirement(state) \ and ( self.story_tech_granted or ( state.has(ItemNames.NOVA_PROGRESSIVE_STEALTH_SUIT_MODULE, self.player) and self.nova_dash(state) ) ) def trouble_in_paradise_requirement(self, state: CollectionState) -> bool: return self.nova_any_weapon(state) \ and self.nova_splash(state) \ and self.terran_beats_protoss_deathball(state) \ and self.terran_defense_rating(state, True, True) >= 7 def night_terrors_requirement(self, state: CollectionState) -> bool: return self.terran_common_unit(state) \ and self.terran_competent_anti_air(state) \ and ( # These can handle the waves of infested, even volatile ones state.has(ItemNames.SIEGE_TANK, self.player) or state.has_all({ItemNames.VIKING, ItemNames.VIKING_SHREDDER_ROUNDS}, self.player) or ( ( # Regular infesteds state.has(ItemNames.FIREBAT, self.player) or state.has_all({ItemNames.HELLION, ItemNames.HELLION_HELLBAT_ASPECT}, self.player) or ( self.advanced_tactics and state.has_any({ItemNames.PERDITION_TURRET, ItemNames.PLANETARY_FORTRESS}, self.player) ) ) and self.terran_bio_heal(state) and ( # Volatile infesteds state.has(ItemNames.LIBERATOR, self.player) or ( self.advanced_tactics and state.has_any({ItemNames.HERC, ItemNames.VULTURE}, self.player) ) ) ) ) def flashpoint_far_requirement(self, state: CollectionState) -> bool: return self.terran_competent_comp(state) \ and self.terran_mobile_detector(state) \ and self.terran_defense_rating(state, True, False) >= 6 def enemy_shadow_tripwires_tool(self, state: CollectionState) -> bool: return state.has_any({ItemNames.NOVA_FLASHBANG_GRENADES, ItemNames.NOVA_BLINK, ItemNames.NOVA_DOMINATION}, self.player) def enemy_shadow_door_unlocks_tool(self, state: CollectionState) -> bool: return state.has_any({ItemNames.NOVA_DOMINATION, ItemNames.NOVA_BLINK, ItemNames.NOVA_JUMP_SUIT_MODULE}, self.player) def enemy_shadow_domination(self, state: CollectionState) -> bool: return self.story_tech_granted \ or (self.nova_ranged_weapon(state) and (self.nova_full_stealth(state) or state.has(ItemNames.NOVA_JUMP_SUIT_MODULE, self.player) or (self.nova_heal(state) and self.nova_splash(state)) ) ) def enemy_shadow_first_stage(self, state: CollectionState) -> bool: return self.enemy_shadow_domination(state) \ and (self.story_tech_granted or ((self.nova_full_stealth(state) and self.enemy_shadow_tripwires_tool(state)) or (self.nova_heal(state) and self.nova_splash(state)) ) ) def enemy_shadow_second_stage(self, state: CollectionState) -> bool: return self.enemy_shadow_first_stage(state) \ and (self.story_tech_granted or self.nova_splash(state) or self.nova_heal(state) or self.nova_escape_assist(state) ) def enemy_shadow_door_controls(self, state: CollectionState) -> bool: return self.enemy_shadow_second_stage(state) \ and (self.story_tech_granted or self.enemy_shadow_door_unlocks_tool(state)) def enemy_shadow_victory(self, state: CollectionState) -> bool: return self.enemy_shadow_door_controls(state) \ and (self.story_tech_granted or self.nova_heal(state)) def dark_skies_requirement(self, state: CollectionState) -> bool: return self.terran_common_unit(state) \ and self.terran_beats_protoss_deathball(state) \ and self.terran_defense_rating(state, False, True) >= 8 def end_game_requirement(self, state: CollectionState) -> bool: return self.terran_competent_comp(state) \ and self.terran_mobile_detector(state) \ and ( state.has_any({ItemNames.BATTLECRUISER, ItemNames.LIBERATOR, ItemNames.BANSHEE}, self.player) or state.has_all({ItemNames.WRAITH, ItemNames.WRAITH_ADVANCED_LASER_TECHNOLOGY}, self.player) ) \ and (state.has_any({ItemNames.BATTLECRUISER, ItemNames.VIKING, ItemNames.LIBERATOR}, self.player) or (self.advanced_tactics and state.has_all({ItemNames.RAVEN, ItemNames.RAVEN_HUNTER_SEEKER_WEAPON}, self.player) ) ) def __init__(self, world: World): self.world: World = world self.player = None if world is None else world.player self.logic_level = get_option_value(world, 'required_tactics') self.advanced_tactics = self.logic_level != RequiredTactics.option_standard self.take_over_ai_allies = get_option_value(world, "take_over_ai_allies") == TakeOverAIAllies.option_true self.kerrigan_unit_available = get_option_value(world, 'kerrigan_presence') in kerrigan_unit_available \ and SC2Campaign.HOTS in get_enabled_campaigns(world) self.kerrigan_levels_per_mission_completed = get_option_value(world, "kerrigan_levels_per_mission_completed") self.kerrigan_levels_per_mission_completed_cap = get_option_value(world, "kerrigan_levels_per_mission_completed_cap") self.kerrigan_total_level_cap = get_option_value(world, "kerrigan_total_level_cap") self.story_tech_granted = get_option_value(world, "grant_story_tech") == GrantStoryTech.option_true self.story_levels_granted = get_option_value(world, "grant_story_levels") != GrantStoryLevels.option_disabled self.basic_terran_units = get_basic_units(world, SC2Race.TERRAN) self.basic_zerg_units = get_basic_units(world, SC2Race.ZERG) self.basic_protoss_units = get_basic_units(world, SC2Race.PROTOSS) self.spear_of_adun_autonomously_cast_presence = get_option_value(world, "spear_of_adun_autonomously_cast_ability_presence") self.enabled_campaigns = get_enabled_campaigns(world) self.mission_order = get_option_value(world, "mission_order")