from typing import Dict, List, NamedTuple, Tuple, Optional from enum import IntEnum from collections import defaultdict from BaseClasses import CollectionState from .rules import has_sword, has_melee from worlds.AutoWorld import LogicMixin # the vanilla stats you are expected to have to get through an area, based on where they are in vanilla class AreaStats(NamedTuple): att_level: int def_level: int potion_level: int # all 3 are before your first bonfire after getting the upgrade page, third costs 1k hp_level: int sp_level: int mp_level: int potion_count: int equipment: List[str] = [] is_boss: bool = False # the vanilla upgrades/equipment you would have area_data: Dict[str, AreaStats] = { "Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]), "East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Sword"]), "Before Well": AreaStats(1, 1, 1, 1, 1, 1, 3, ["Sword", "Shield"]), # learn how to upgrade "Beneath the Well": AreaStats(2, 1, 3, 3, 1, 1, 3, ["Sword", "Shield"]), "Dark Tomb": AreaStats(2, 2, 3, 3, 1, 1, 3, ["Sword", "Shield"]), "West Garden": AreaStats(2, 3, 3, 3, 1, 1, 4, ["Sword", "Shield"]), "Garden Knight": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield"], is_boss=True), # get the wand here "Beneath the Vault": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield", "Magic"]), "Eastern Vault Fortress": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"]), "Siege Engine": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"], is_boss=True), "Frog's Domain": AreaStats(3, 4, 3, 5, 3, 3, 4, ["Sword", "Shield", "Magic"]), # the second half of Atoll is the part you need the stats for, so putting it after frogs "Ruined Atoll": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]), "The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"], is_boss=True), "Quarry": AreaStats(5, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]), "Rooted Ziggurat": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"]), "Boss Scavenger": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"], is_boss=True), "Swamp": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]), "Cathedral": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]), # marked as boss because the garden knights can't get hurt by stick "Gauntlet": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"], is_boss=True), "The Heir": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic", "Laurels"], is_boss=True), } # these are used for caching which areas can currently be reached in state boss_areas: List[str] = [name for name, data in area_data.items() if data.is_boss and name != "Gauntlet"] non_boss_areas: List[str] = [name for name, data in area_data.items() if not data.is_boss] class CombatState(IntEnum): unchecked = 0 failed = 1 succeeded = 2 def has_combat_reqs(area_name: str, state: CollectionState, player: int) -> bool: # we're caching whether you've met the combat reqs before if the state didn't change first # if the combat state is stale, mark each area's combat state as stale if state.tunic_need_to_reset_combat_from_collect[player]: state.tunic_need_to_reset_combat_from_collect[player] = False for name in area_data.keys(): if state.tunic_area_combat_state[player][name] == CombatState.failed: state.tunic_area_combat_state[player][name] = CombatState.unchecked if state.tunic_need_to_reset_combat_from_remove[player]: state.tunic_need_to_reset_combat_from_remove[player] = False for name in area_data.keys(): if state.tunic_area_combat_state[player][name] == CombatState.succeeded: state.tunic_area_combat_state[player][name] = CombatState.unchecked if state.tunic_area_combat_state[player][area_name] > CombatState.unchecked: return state.tunic_area_combat_state[player][area_name] == CombatState.succeeded met_combat_reqs = check_combat_reqs(area_name, state, player) # we want to skip the "none area" since we don't record its results if area_name not in area_data.keys(): return met_combat_reqs # loop through the lists and set the easier/harder area states accordingly if area_name in boss_areas: area_list = boss_areas elif area_name in non_boss_areas: area_list = non_boss_areas else: area_list = [area_name] if met_combat_reqs: # set the state as true for each area until you get to the area we're looking at for name in area_list: state.tunic_area_combat_state[player][name] = CombatState.succeeded if name == area_name: break else: # set the state as false for the area we're looking at and each area after that reached_name = False for name in area_list: if name == area_name: reached_name = True if reached_name: state.tunic_area_combat_state[player][name] = CombatState.failed return met_combat_reqs def check_combat_reqs(area_name: str, state: CollectionState, player: int, alt_data: Optional[AreaStats] = None) -> bool: data = alt_data or area_data[area_name] extra_att_needed = 0 extra_def_needed = 0 extra_mp_needed = 0 has_magic = state.has_any({"Magic Wand", "Gun"}, player) stick_bool = False sword_bool = False for item in data.equipment: if item == "Stick": if not has_melee(state, player): if has_magic: # magic can make up for the lack of stick extra_mp_needed += 2 extra_att_needed -= 16 else: return False else: stick_bool = True elif item == "Sword": if not has_sword(state, player): # need sword for bosses if data.is_boss: return False if has_magic: # +4 mp pretty much makes up for the lack of sword, at least in Quarry extra_mp_needed += 4 # stick is a backup plan, and doesn't scale well, so let's require a little less extra_att_needed -= 2 elif has_melee(state, player): # may revise this later based on feedback extra_att_needed += 3 extra_def_needed += 2 else: return False else: sword_bool = True elif item == "Shield": if not state.has("Shield", player): extra_def_needed += 2 elif item == "Laurels": if not state.has("Hero's Laurels", player): # these are entirely based on vibes extra_att_needed += 2 extra_def_needed += 3 elif item == "Magic": if not has_magic: extra_att_needed += 2 extra_def_needed += 2 extra_mp_needed -= 16 modified_stats = AreaStats(data.att_level + extra_att_needed, data.def_level + extra_def_needed, data.potion_level, data.hp_level, data.sp_level, data.mp_level + extra_mp_needed, data.potion_count) if not has_required_stats(modified_stats, state, player): # we may need to check if you would have the required stats if you were missing a weapon # it's kinda janky, but these only get hit in less than once per 100 generations, so whatever if sword_bool and "Sword" in data.equipment and "Magic" in data.equipment: # we need to check if you would have the required stats if you didn't have melee equip_list = [item for item in data.equipment if item != "Sword"] more_modified_stats = AreaStats(data.att_level - 16, data.def_level, data.potion_level, data.hp_level, data.sp_level, data.mp_level + 4, data.potion_count, equip_list) if check_combat_reqs("none", state, player, more_modified_stats): return True # and we need to check if you would have the required stats if you didn't have magic equip_list = [item for item in data.equipment if item != "Magic"] more_modified_stats = AreaStats(data.att_level + 2, data.def_level + 2, data.potion_level, data.hp_level, data.sp_level, data.mp_level - 16, data.potion_count, equip_list) if check_combat_reqs("none", state, player, more_modified_stats): return True return False elif stick_bool and "Stick" in data.equipment and "Magic" in data.equipment: # we need to check if you would have the required stats if you didn't have the stick equip_list = [item for item in data.equipment if item != "Stick"] more_modified_stats = AreaStats(data.att_level - 16, data.def_level, data.potion_level, data.hp_level, data.sp_level, data.mp_level + 4, data.potion_count, equip_list) if check_combat_reqs("none", state, player, more_modified_stats): return True return False else: return False return True # check if you have the required stats, and the money to afford them # it may be innaccurate due to poor spending, and it may even require you to "spend poorly" # but that's fine -- it's already pretty generous to begin with def has_required_stats(data: AreaStats, state: CollectionState, player: int) -> bool: money_required = 0 player_att = 0 # check if we actually need the stat before checking state if data.att_level > 1: player_att, att_offerings = get_att_level(state, player) if player_att < data.att_level: return False else: extra_att = player_att - data.att_level paid_att = max(0, att_offerings - extra_att) # attack upgrades cost 100 for the first, +50 for each additional money_per_att = 100 for _ in range(paid_att): money_required += money_per_att money_per_att += 50 # adding defense and sp together since they accomplish similar things: making you take less damage if data.def_level + data.sp_level > 2: player_def, def_offerings = get_def_level(state, player) player_sp, sp_offerings = get_sp_level(state, player) if player_def + player_sp < data.def_level + data.sp_level: return False else: free_def = player_def - def_offerings free_sp = player_sp - sp_offerings paid_stats = data.def_level + data.sp_level - free_def - free_sp sp_to_buy = 0 if paid_stats <= 0: # if you don't have to pay for any stats, you don't need money for these upgrades def_to_buy = 0 elif paid_stats <= def_offerings: # get the amount needed to buy these def offerings def_to_buy = paid_stats else: def_to_buy = def_offerings sp_to_buy = max(0, paid_stats - def_offerings) # if you have to buy more than 3 def, it's cheaper to buy 1 extra sp if def_to_buy > 3 and sp_offerings > 0: def_to_buy -= 1 sp_to_buy += 1 # def costs 100 for the first, +50 for each additional money_per_def = 100 for _ in range(def_to_buy): money_required += money_per_def money_per_def += 50 # sp costs 200 for the first, +200 for each additional money_per_sp = 200 for _ in range(sp_to_buy): money_required += money_per_sp money_per_sp += 200 # if you have 2 more attack than needed, we can forego needing mp if data.mp_level > 1 and player_att < data.att_level + 2: player_mp, mp_offerings = get_mp_level(state, player) if player_mp < data.mp_level: return False else: extra_mp = player_mp - data.mp_level paid_mp = max(0, mp_offerings - extra_mp) # mp costs 300 for the first, +50 for each additional money_per_mp = 300 for _ in range(paid_mp): money_required += money_per_mp money_per_mp += 50 req_effective_hp = calc_effective_hp(data.hp_level, data.potion_level, data.potion_count) player_potion, potion_offerings = get_potion_level(state, player) player_hp, hp_offerings = get_hp_level(state, player) player_potion_count = get_potion_count(state, player) player_effective_hp = calc_effective_hp(player_hp, player_potion, player_potion_count) if player_effective_hp < req_effective_hp: return False else: # need a way to determine which of potion offerings or hp offerings you can reduce # your level if you didn't pay for offerings free_potion = player_potion - potion_offerings free_hp = player_hp - hp_offerings paid_hp_count = 0 paid_potion_count = 0 if calc_effective_hp(free_hp, free_potion, player_potion_count) >= req_effective_hp: # you don't need to buy upgrades pass # if you have no potions, or no potion upgrades, you only need to check your hp upgrades elif player_potion_count == 0 or potion_offerings == 0: # check if you have enough hp at each paid hp offering for i in range(hp_offerings): paid_hp_count = i + 1 if calc_effective_hp(paid_hp_count, 0, player_potion_count) > req_effective_hp: break else: for i in range(potion_offerings): paid_potion_count = i + 1 if calc_effective_hp(free_hp, free_potion + paid_potion_count, player_potion_count) > req_effective_hp: break for j in range(hp_offerings): paid_hp_count = j + 1 if (calc_effective_hp(free_hp + paid_hp_count, free_potion + paid_potion_count, player_potion_count) > req_effective_hp): break # hp costs 200 for the first, +50 for each additional money_per_hp = 200 for _ in range(paid_hp_count): money_required += money_per_hp money_per_hp += 50 # potion costs 100 for the first, 300 for the second, 1,000 for the third, and +200 for each additional # currently we assume you will not buy past the second potion upgrade, but we might change our minds later money_per_potion = 100 for _ in range(paid_potion_count): money_required += money_per_potion if money_per_potion == 100: money_per_potion = 300 elif money_per_potion == 300: money_per_potion = 1000 else: money_per_potion += 200 if money_required > get_money_count(state, player): return False return True # returns a tuple of your max attack level, the number of attack offerings def get_att_level(state: CollectionState, player: int) -> Tuple[int, int]: att_offerings = state.count("ATT Offering", player) att_upgrades = state.count("Hero Relic - ATT", player) sword_level = state.count("Sword Upgrade", player) if sword_level >= 3: att_upgrades += min(2, sword_level - 2) # attack falls off, can just cap it at 8 for simplicity return min(8, 1 + att_offerings + att_upgrades), att_offerings # returns a tuple of your max defense level, the number of defense offerings def get_def_level(state: CollectionState, player: int) -> Tuple[int, int]: def_offerings = state.count("DEF Offering", player) # defense falls off, can just cap it at 8 for simplicity return (min(8, 1 + def_offerings + state.count_from_list({"Hero Relic - DEF", "Secret Legend", "Phonomath"}, player)), def_offerings) # returns a tuple of your max potion level, the number of potion offerings def get_potion_level(state: CollectionState, player: int) -> Tuple[int, int]: potion_offerings = min(2, state.count("Potion Offering", player)) # your third potion upgrade (from offerings) costs 1,000 money, reasonable to assume you won't do that return (1 + potion_offerings + state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player), potion_offerings) # returns a tuple of your max hp level, the number of hp offerings def get_hp_level(state: CollectionState, player: int) -> Tuple[int, int]: hp_offerings = state.count("HP Offering", player) return 1 + hp_offerings + state.count("Hero Relic - HP", player), hp_offerings # returns a tuple of your max sp level, the number of sp offerings def get_sp_level(state: CollectionState, player: int) -> Tuple[int, int]: sp_offerings = state.count("SP Offering", player) return (1 + sp_offerings + state.count_from_list({"Hero Relic - SP", "Mr Mayor", "Power Up", "Regal Weasel", "Forever Friend"}, player), sp_offerings) def get_mp_level(state: CollectionState, player: int) -> Tuple[int, int]: mp_offerings = state.count("MP Offering", player) return (1 + mp_offerings + state.count_from_list({"Hero Relic - MP", "Sacred Geometry", "Vintage", "Dusty"}, player), mp_offerings) def get_potion_count(state: CollectionState, player: int) -> int: return state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3 def calc_effective_hp(hp_level: int, potion_level: int, potion_count: int) -> int: player_hp = 60 + hp_level * 20 # since you don't tend to use potions efficiently all the time, scale healing by .75 total_healing = int(.75 * potion_count * min(player_hp, 20 + 10 * potion_level)) return player_hp + total_healing # returns the total amount of progression money the player has def get_money_count(state: CollectionState, player: int) -> int: money: int = 0 # this could be done with something to parse the money count at the end of the string, but I don't wanna money += state.count("Money x255", player) * 255 # 1 in pool money += state.count("Money x200", player) * 200 # 1 in pool money += state.count("Money x128", player) * 128 # 3 in pool # total from regular money: 839 # first effigy is 8, doubles until it reaches 512 at number 7, after effigy 28 they stop dropping money # with the vanilla count of 12, you get 3,576 money from effigies effigy_count = min(28, state.count("Effigy", player)) # 12 in pool money_per_break = 8 for _ in range(effigy_count): money += money_per_break money_per_break = min(512, money_per_break * 2) return money class TunicState(LogicMixin): tunic_need_to_reset_combat_from_collect: Dict[int, bool] tunic_need_to_reset_combat_from_remove: Dict[int, bool] tunic_area_combat_state: Dict[int, Dict[str, int]] def init_mixin(self, _): # the per-player need to reset the combat state when collecting a combat item self.tunic_need_to_reset_combat_from_collect = defaultdict(lambda: False) # the per-player need to reset the combat state when removing a combat item self.tunic_need_to_reset_combat_from_remove = defaultdict(lambda: False) # the per-player, per-area state of combat checking -- unchecked, failed, or succeeded self.tunic_area_combat_state = defaultdict(lambda: defaultdict(lambda: CombatState.unchecked))