from __future__ import annotations import logging from typing import Optional, Union, List, Tuple, Callable, Dict, TYPE_CHECKING from Fill import FillError from .Options import LTTPBosses as Bosses from .StateHelpers import can_shoot_arrows, can_extend_magic, can_get_good_bee, has_sword, has_beam_sword, \ has_melee_weapon, has_fire_source, can_use_bombs if TYPE_CHECKING: from . import ALTTPWorld class Boss: def __init__(self, name: str, enemizer_name: str, defeat_rule: Callable, player: int): self.name = name self.enemizer_name = enemizer_name self.defeat_rule = defeat_rule self.player = player def can_defeat(self, state) -> bool: return self.defeat_rule(state, self.player) def __repr__(self): return f"Boss({self.name})" def BossFactory(boss: str, player: int) -> Optional[Boss]: if boss in boss_table: enemizer_name, defeat_rule = boss_table[boss] return Boss(boss, enemizer_name, defeat_rule, player) raise Exception('Unknown Boss: %s', boss) def ArmosKnightsDefeatRule(state, player: int) -> bool: # Magic amounts are probably a bit overkill return ( has_melee_weapon(state, player) or can_shoot_arrows(state, player) or (state.has('Cane of Somaria', player) and can_extend_magic(state, player, 10)) or (state.has('Cane of Byrna', player) and can_extend_magic(state, player, 16)) or (state.has('Ice Rod', player) and can_extend_magic(state, player, 32)) or (state.has('Fire Rod', player) and can_extend_magic(state, player, 32)) or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player)) def LanmolasDefeatRule(state, player: int) -> bool: return ( has_melee_weapon(state, player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player) or can_shoot_arrows(state, player)) def MoldormDefeatRule(state, player: int) -> bool: return has_melee_weapon(state, player) def HelmasaurKingDefeatRule(state, player: int) -> bool: # TODO: technically possible with the hammer return (can_use_bombs(state, player, 5) or state.has("Hammer", player)) and (has_sword(state, player) or can_shoot_arrows(state, player)) def ArrghusDefeatRule(state, player: int) -> bool: if not state.has('Hookshot', player): return False # TODO: ideally we would have a check for bow and silvers, which combined with the # hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature # makes this complicated if has_melee_weapon(state, player): return True return ((state.has('Fire Rod', player) and (can_shoot_arrows(state, player) or can_extend_magic(state, player, 12))) or # assuming mostly gitting two puff with one shot (state.has('Ice Rod', player) and (can_shoot_arrows(state, player) or can_extend_magic(state, player, 16)))) def MothulaDefeatRule(state, player: int) -> bool: return ( has_melee_weapon(state, player) or (state.has('Fire Rod', player) and can_extend_magic(state, player, 10)) or # TODO: Not sure how much (if any) extend magic is needed for these two, since they only apply # to non-vanilla locations, so are harder to test, so sticking with what VT has for now: (state.has('Cane of Somaria', player) and can_extend_magic(state, player, 16)) or (state.has('Cane of Byrna', player) and can_extend_magic(state, player, 16)) or can_get_good_bee(state, player) ) def BlindDefeatRule(state, player: int) -> bool: return has_melee_weapon(state, player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player) def KholdstareDefeatRule(state, player: int) -> bool: return ( ( state.has('Fire Rod', player) or ( state.has('Bombos', player) and (has_sword(state, player) or state.multiworld.swordless[player]) ) ) and ( has_melee_weapon(state, player) or (state.has('Fire Rod', player) and can_extend_magic(state, player, 20)) or ( state.has('Fire Rod', player) and state.has('Bombos', player) and state.multiworld.swordless[player] and can_extend_magic(state, player, 16) ) ) ) def VitreousDefeatRule(state, player: int) -> bool: return can_shoot_arrows(state, player) or has_melee_weapon(state, player) def TrinexxDefeatRule(state, player: int) -> bool: 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 can_extend_magic(state, player, 16)) or \ (has_sword(state, player) and can_extend_magic(state, player, 32)) def AgahnimDefeatRule(state, player: int) -> bool: return has_sword(state, player) or state.has('Hammer', player) or state.has('Bug Catching Net', player) def GanonDefeatRule(state, player: int) -> bool: if state.multiworld.swordless[player]: return state.has('Hammer', player) and \ has_fire_source(state, player) and \ state.has('Silver Bow', player) and \ can_shoot_arrows(state, player) can_hurt = has_beam_sword(state, player) common = can_hurt and has_fire_source(state, player) # silverless ganon may be needed in anything higher than no glitches if state.multiworld.glitches_required[player] != 'no_glitches': # need to light torch a sufficient amount of times return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or ( state.has('Silver Bow', player) and can_shoot_arrows(state, player)) or state.has('Lamp', player) or can_extend_magic(state, player, 12)) else: return common and state.has('Silver Bow', player) and can_shoot_arrows(state, player) boss_table: Dict[str, Tuple[str, Optional[Callable]]] = { 'Armos Knights': ('Armos', ArmosKnightsDefeatRule), 'Lanmolas': ('Lanmola', LanmolasDefeatRule), 'Moldorm': ('Moldorm', MoldormDefeatRule), 'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule), 'Arrghus': ('Arrghus', ArrghusDefeatRule), 'Mothula': ('Mothula', MothulaDefeatRule), 'Blind': ('Blind', BlindDefeatRule), 'Kholdstare': ('Kholdstare', KholdstareDefeatRule), 'Vitreous': ('Vitreous', VitreousDefeatRule), 'Trinexx': ('Trinexx', TrinexxDefeatRule), 'Agahnim': ('Agahnim', AgahnimDefeatRule), 'Agahnim2': ('Agahnim2', AgahnimDefeatRule) } boss_location_table: List[Tuple[str, str]] = [ ('Ganons Tower', 'top'), ('Tower of Hera', None), ('Skull Woods', None), ('Ganons Tower', 'middle'), ('Eastern Palace', None), ('Desert Palace', None), ('Palace of Darkness', None), ('Swamp Palace', None), ('Thieves Town', None), ('Ice Palace', None), ('Misery Mire', None), ('Turtle Rock', None), ('Ganons Tower', 'bottom'), ] def place_plando_bosses(world: "ALTTPWorld", bosses: List[str]) -> Tuple[List[str], List[Tuple[str, str]]]: # Most to least restrictive order boss_locations = boss_location_table.copy() world.multiworld.random.shuffle(boss_locations) boss_locations.sort(key=lambda location: -int(restrictive_boss_locations[location])) already_placed_bosses: List[str] = [] for boss in bosses: if "-" in boss: # handle plando locations loc, boss = boss.split("-") boss = boss.title() level: str = 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().replace("Of", "of") place_boss(world, boss, loc, level) already_placed_bosses.append(boss) boss_locations.remove((loc, level)) else: # boss chosen with no specified locations boss = boss.title() boss_locations, already_placed_bosses = place_where_possible(world, boss, boss_locations) return already_placed_bosses, boss_locations def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool: # blacklist approach if boss in {"Agahnim", "Agahnim2", "Ganon"}: return False if dungeon_name == 'Ganons Tower': if level == 'top': if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}: return False elif level == 'middle': if boss == "Blind": return False elif dungeon_name == 'Tower of Hera': if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}: return False elif dungeon_name == 'Skull Woods': if boss == "Trinexx": return False return True restrictive_boss_locations: Dict[Tuple[str, str], bool] = {} for location in boss_location_table: restrictive_boss_locations[location] = not all(can_place_boss(boss, *location) for boss in boss_table if not boss.startswith("Agahnim")) def place_boss(world: "ALTTPWorld", boss: str, location: str, level: Optional[str]) -> None: player = world.player if location == 'Ganons Tower' and world.multiworld.mode[player] == 'inverted': location = 'Inverted Ganons Tower' logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else '')) world.dungeons[location].bosses[level] = BossFactory(boss, player) def format_boss_location(location_name: str, level: str) -> str: return location_name + (' (' + level + ')' if level else '') def place_bosses(world: "ALTTPWorld") -> None: multiworld = world.multiworld player = world.player # will either be an int or a lower case string with ';' between options boss_shuffle: Union[str, int] = multiworld.boss_shuffle[player].value already_placed_bosses: List[str] = [] remaining_locations: List[Tuple[str, str]] = [] # handle plando if isinstance(boss_shuffle, str): # figure out our remaining mode, convert it to an int and remove it from plando_args options = boss_shuffle.split(";") boss_shuffle = Bosses.options[options.pop()] # place our plando bosses already_placed_bosses, remaining_locations = place_plando_bosses(world, options) if boss_shuffle == Bosses.option_none: # vanilla boss locations return # Most to least restrictive order if not remaining_locations and not already_placed_bosses: remaining_locations = boss_location_table.copy() multiworld.random.shuffle(remaining_locations) remaining_locations.sort(key=lambda location: -int(restrictive_boss_locations[location])) 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 boss_shuffle == Bosses.option_basic or boss_shuffle == Bosses.option_full: if boss_shuffle == Bosses.option_basic: # vanilla bosses shuffled bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] else: # all bosses present, the three duplicates chosen at random bosses = placeable_bosses + multiworld.random.sample(placeable_bosses, 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) multiworld.random.shuffle(bosses) for loc, level in remaining_locations: for _ in range(len(bosses)): boss = bosses.pop() if can_place_boss(boss, loc, level): break # put the boss back in queue bosses.insert(0, boss) # this would be faster with deque, # but the deque size is small enough that it should not matter else: raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}') place_boss(world, boss, loc, level) elif boss_shuffle == Bosses.option_chaos: # all bosses chosen at random for loc, level in remaining_locations: try: boss = multiworld.random.choice( [b for b in placeable_bosses if can_place_boss(b, loc, level)]) except IndexError: raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}') else: place_boss(world, boss, loc, level) elif boss_shuffle == Bosses.option_singularity: primary_boss = multiworld.random.choice(placeable_bosses) remaining_boss_locations, _ = place_where_possible(world, primary_boss, remaining_locations) if remaining_boss_locations: # pick a boss to go into the remaining locations remaining_boss = multiworld.random.choice([boss for boss in placeable_bosses if all( can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)]) remaining_boss_locations, _ = place_where_possible(world, remaining_boss, remaining_boss_locations) if remaining_boss_locations: raise Exception("Unfilled boss locations!") else: raise FillError(f"Could not find boss shuffle mode {boss_shuffle}") def place_where_possible(world: "ALTTPWorld", boss: str, boss_locations) -> Tuple[List[Tuple[str, str]], List[str]]: remainder: List[Tuple[str, str]] = [] placed_bosses: List[str] = [] for loc, level in boss_locations: # place that boss where it can go if can_place_boss(boss, loc, level): place_boss(world, boss, loc, level) placed_bosses.append(boss) else: remainder.append((loc, level)) return remainder, placed_bosses