from BaseClasses import MultiWorld from worlds.AutoWorld import LogicMixin from .Options import get_option_value from .Items import get_basic_units, defense_ratings, zerg_defense_ratings class SC2WoLLogic(LogicMixin): def _sc2wol_has_common_unit(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any(get_basic_units(multiworld, player), player) def _sc2wol_has_air(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any({'Viking', 'Wraith', 'Banshee', 'Battlecruiser'}, player) or get_option_value(multiworld, player, 'required_tactics') > 0 \ and self.has_any({'Hercules', 'Medivac'}, player) and self._sc2wol_has_common_unit(multiworld, player) def _sc2wol_has_air_anti_air(self, multiworld: MultiWorld, player: int) -> bool: return self.has('Viking', player) \ or self.has_all({'Wraith', 'Advanced Laser Technology (Wraith)'}, player) \ or self.has_all({'Battlecruiser', 'ATX Laser Battery (Battlecruiser)'}, player) \ or get_option_value(multiworld, player, 'required_tactics') > 0 and self.has_any({'Wraith', 'Valkyrie', 'Battlecruiser'}, player) def _sc2wol_has_competent_ground_to_air(self, multiworld: MultiWorld, player: int) -> bool: return self.has('Goliath', player) \ or self.has('Marine', player) and self.has_any({'Medic', 'Medivac'}, player) \ or get_option_value(multiworld, player, 'required_tactics') > 0 and self.has('Cyclone', player) def _sc2wol_has_competent_anti_air(self, multiworld: MultiWorld, player: int) -> bool: return self._sc2wol_has_competent_ground_to_air(multiworld, player) \ or self._sc2wol_has_air_anti_air(multiworld, player) def _sc2wol_welcome_to_the_jungle_requirement(self, multiworld: MultiWorld, player: int) -> bool: return ( self._sc2wol_has_common_unit(multiworld, player) and self._sc2wol_has_competent_ground_to_air(multiworld, player) ) or ( get_option_value(multiworld, player, 'required_tactics') > 0 and self.has_any({'Marine', 'Vulture'}, player) and self._sc2wol_has_air_anti_air(multiworld, player) ) def _sc2wol_has_anti_air(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any({'Missile Turret', 'Thor', 'War Pigs', 'Spartan Company', "Hel's Angel", 'Battlecruiser', 'Marine', 'Wraith', 'Valkyrie', 'Cyclone'}, player) \ or self._sc2wol_has_competent_anti_air(multiworld, player) \ or get_option_value(multiworld, player, 'required_tactics') > 0 and self.has_any({'Ghost', 'Spectre', 'Widow Mine', 'Liberator'}, player) def _sc2wol_defense_rating(self, multiworld: MultiWorld, player: int, zerg_enemy: bool, air_enemy: bool = True) -> bool: defense_score = sum((defense_ratings[item] for item in defense_ratings if self.has(item, player))) if self.has_any({'Marine', 'Marauder'}, player) and self.has('Bunker', player): defense_score += 3 if self.has_all({'Siege Tank', 'Maelstrom Rounds (Siege Tank)'}, player): defense_score += 2 if self.has_all({'Siege Tank', 'Graduating Range (Siege Tank)'}, player): defense_score += 1 if self.has_all({'Widow Mine', 'Concealment (Widow Mine)'}, player): defense_score += 1 if zerg_enemy: defense_score += sum((zerg_defense_ratings[item] for item in zerg_defense_ratings if self.has(item, player))) if self.has('Firebat', player) and self.has('Bunker', player): defense_score += 2 if not air_enemy and self.has('Missile Turret', player): defense_score -= defense_ratings['Missile Turret'] # Advanced Tactics bumps defense rating requirements down by 2 if get_option_value(multiworld, player, 'required_tactics') > 0: defense_score += 2 return defense_score def _sc2wol_has_competent_comp(self, multiworld: MultiWorld, player: int) -> bool: return \ ( ( self.has_any({'Marine', 'Marauder'}, player) and self.has_any({'Medivac', 'Medic'}, player) or self.has_any({'Thor', 'Banshee', 'Siege Tank'}, player) or self.has_all({'Liberator', 'Raid Artillery (Liberator)'}, player) ) and self._sc2wol_has_competent_anti_air(multiworld, player) ) \ or \ ( self.has('Battlecruiser', player) and self._sc2wol_has_common_unit(multiworld, player) ) def _sc2wol_has_train_killers(self, multiworld: MultiWorld, player: int) -> bool: return ( self.has_any({'Siege Tank', 'Diamondback', 'Marauder', 'Cyclone'}, player) or get_option_value(multiworld, player, 'required_tactics') > 0 and ( self.has_all({'Reaper', "G-4 Clusterbomb"}, player) or self.has_all({'Spectre', 'Psionic Lash'}, player) or self.has_any({'Vulture', 'Liberator'}, player) ) ) def _sc2wol_able_to_rescue(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any({'Medivac', 'Hercules', 'Raven', 'Viking'}, player) or get_option_value(multiworld, player, 'required_tactics') > 0 def _sc2wol_has_protoss_common_units(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any({'Zealot', 'Immortal', 'Stalker', 'Dark Templar'}, player) \ or get_option_value(multiworld, player, 'required_tactics') > 0 and self.has('High Templar', player) def _sc2wol_has_protoss_medium_units(self, multiworld: MultiWorld, player: int) -> bool: return self._sc2wol_has_protoss_common_units(multiworld, player) and \ self.has_any({'Stalker', 'Void Ray', 'Carrier'}, player) \ or get_option_value(multiworld, player, 'required_tactics') > 0 and self.has('Dark Templar', player) def _sc2wol_beats_protoss_deathball(self, multiworld: MultiWorld, player: int) -> bool: return (self.has_any({'Banshee', 'Battlecruiser'}, player) or self.has_all({'Liberator', 'Raid Artillery (Liberator)'}, player)) \ and self._sc2wol_has_competent_anti_air(multiworld, player) or \ self._sc2wol_has_competent_comp(multiworld, player) and self._sc2wol_has_air_anti_air(multiworld, player) def _sc2wol_has_mm_upgrade(self, multiworld: MultiWorld, player: int) -> bool: return self.has_any({"Combat Shield (Marine)", "Stabilizer Medpacks (Medic)"}, player) def _sc2wol_survives_rip_field(self, multiworld: MultiWorld, player: int) -> bool: return self.has("Battlecruiser", player) or \ self._sc2wol_has_air(multiworld, player) and \ self._sc2wol_has_competent_anti_air(multiworld, player) and \ self.has("Science Vessel", player) def _sc2wol_has_nukes(self, multiworld: MultiWorld, player: int) -> bool: return get_option_value(multiworld, player, 'required_tactics') > 0 and self.has_any({'Ghost', 'Spectre'}, player) def _sc2wol_can_respond_to_colony_infestations(self, multiworld: MultiWorld, player: int) -> bool: return self._sc2wol_has_common_unit(multiworld, player) \ and self._sc2wol_has_competent_anti_air(multiworld, player) \ and \ ( self._sc2wol_has_air_anti_air(multiworld, player) or self.has_any({'Battlecruiser', 'Valkyrie'}), player ) \ and \ self._sc2wol_defense_rating(multiworld, player, True) >= 3 def _sc2wol_final_mission_requirements(self, multiworld: MultiWorld, player: int): beats_kerrigan = self.has_any({'Marine', 'Banshee', 'Ghost'}, player) or get_option_value(multiworld, player, 'required_tactics') > 0 if get_option_value(multiworld, player, 'all_in_map') == 0: # Ground defense_rating = self._sc2wol_defense_rating(multiworld, player, True, False) if self.has_any({'Battlecruiser', 'Banshee'}, player): defense_rating += 3 return defense_rating >= 12 and beats_kerrigan else: # Air defense_rating = self._sc2wol_defense_rating(multiworld, player, True, True) return defense_rating >= 8 and beats_kerrigan \ and self.has_any({'Viking', 'Battlecruiser', 'Valkyrie'}, player) \ and self.has_any({'Hive Mind Emulator', 'Psi Disruptor', 'Missile Turret'}, player) def _sc2wol_cleared_missions(self, multiworld: MultiWorld, player: int, mission_count: int) -> bool: return self.has_group("Missions", player, mission_count)