import logging from typing import Optional from BaseClasses import Boss from Fill import FillError 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): # Magic amounts are probably a bit overkill return ( state.has_melee_weapon(player) or state.can_shoot_arrows(player) or (state.has('Cane of Somaria', player) and state.can_extend_magic(player, 10)) or (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or (state.has('Ice Rod', player) and state.can_extend_magic(player, 32)) or (state.has('Fire Rod', player) and state.can_extend_magic(player, 32)) or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player)) def LanmolasDefeatRule(state, player: int): return ( state.has_melee_weapon(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 state.can_shoot_arrows(player)) def MoldormDefeatRule(state, player: int): return state.has_melee_weapon(player) def HelmasaurKingDefeatRule(state, player: int): # TODO: technically possible with the hammer return state.has_sword(player) or state.can_shoot_arrows(player) def ArrghusDefeatRule(state, player: int): 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 state.has_melee_weapon(player): return True return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or # assuming mostly gitting two puff with one shot (state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16)))) def MothulaDefeatRule(state, player: int): return ( state.has_melee_weapon(player) or (state.has('Fire Rod', player) and state.can_extend_magic(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 state.can_extend_magic(player, 16)) or (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or state.can_get_good_bee(player) ) def BlindDefeatRule(state, player: int): return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player) def KholdstareDefeatRule(state, player: int): return ( ( state.has('Fire Rod', player) or ( state.has('Bombos', player) and (state.has_sword(player) or state.world.swords[player] == 'swordless') ) ) and ( state.has_melee_weapon(player) or (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or ( state.has('Fire Rod', player) and state.has('Bombos', player) and state.world.swords[player] == 'swordless' and state.can_extend_magic(player, 16) ) ) ) def VitreousDefeatRule(state, player: int): return state.can_shoot_arrows(player) or state.has_melee_weapon(player) def TrinexxDefeatRule(state, player: int): 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 state.can_extend_magic(player, 16)) or \ (state.has_sword(player) and state.can_extend_magic(player, 32)) def AgahnimDefeatRule(state, player: int): return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player) def GanonDefeatRule(state, player: int): if state.world.swords[player] == "swordless": return state.has('Hammer', player) and \ state.has_fire_source(player) and \ state.has('Silver Bow', player) and \ state.can_shoot_arrows(player) can_hurt = state.has_beam_sword(player) common = can_hurt and state.has_fire_source(player) # silverless ganon may be needed in minor glitches if state.world.logic[player] in {"owglitches", "minorglitches", "none"}: # 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 state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12)) else: return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player) boss_table = { '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 = [ ('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 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 = {} 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, player: int, boss: str, location: str, level: Optional[str]): if location == 'Ganons Tower' and world.mode[player] == 'inverted': location = 'Inverted Ganons Tower' logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else '')) world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player) def format_boss_location(location, level): return location + (' (' + level + ')' if level else '') def place_bosses(world, player: int): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order boss_locations = boss_location_table.copy() world.random.shuffle(boss_locations) boss_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']] shuffle_mode = world.boss_shuffle[player] already_placed_bosses = [] if ";" in shuffle_mode: bosses = shuffle_mode.split(";") shuffle_mode = bosses.pop() for boss in bosses: if "-" in boss: loc, boss = boss.split("-") boss = boss.title() level = 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") if can_place_boss(boss, loc, level) and (loc, level) in boss_locations: place_boss(world, player, boss, loc, level) already_placed_bosses.append(boss) boss_locations.remove((loc, level)) else: raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.") else: boss = boss.title() boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations) if shuffle_mode == "none": return # vanilla bosses come pre-placed if shuffle_mode in ["basic", "normal"]: if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] else: # all bosses present, the three duplicates chosen at random bosses = placeable_bosses + world.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) world.random.shuffle(bosses) for loc, level in boss_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, player, boss, loc, level) elif shuffle_mode == "chaos": # all bosses chosen at random for loc, level in boss_locations: try: boss = world.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, player, boss, loc, level) elif shuffle_mode == "singularity": primary_boss = world.random.choice(placeable_bosses) remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations) if remaining_boss_locations: # pick a boss to go into the remaining locations remaining_boss = world.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, player, remaining_boss, remaining_boss_locations) if remaining_boss_locations: raise Exception("Unfilled boss locations!") else: raise FillError(f"Could not find boss shuffle mode {shuffle_mode}") def place_where_possible(world, player: int, boss: str, boss_locations): remainder = [] placed_bosses = [] for loc, level in boss_locations: # place that boss where it can go if can_place_boss(boss, loc, level): place_boss(world, player, boss, loc, level) placed_bosses.append(boss) else: remainder.append((loc, level)) return remainder, placed_bosses