Archipelago/worlds/sc2/Rules.py

953 lines
47 KiB
Python

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")