Archipelago/worlds/mm2/test/test_weakness.py

94 lines
3.7 KiB
Python

from math import ceil
from . import MM2TestBase
from ..options import bosses
# Need to figure out how this test should work
def validate_wily_5(base: MM2TestBase) -> None:
world = base.multiworld.worlds[base.player]
weapon_damage = world.weapon_damage
boss_health = {boss: 0x1C for boss in [*list(range(8)), 12]}
weapon_costs = {
0: 0,
1: 10,
2: 2,
3: 3,
4: 0.5,
5: 0.125,
6: 4,
7: 0.25,
8: 7,
}
weapon_energy = {key: float(0x1C * 2) if key == 12 else float(0x1C) for key in weapon_costs}
weapon_boss = {boss: {weapon: weapon_damage[weapon][boss] for weapon in weapon_damage}
for boss in [*list(range(8)), 12]}
flexibility = [(sum(1 if weapon_boss[boss][weapon] > 0 else 0 for weapon in range(9)) *
sum(weapon_boss[boss].values()), boss) for boss in weapon_boss if boss != 12]
for _, boss in [*sorted(flexibility), (0, 12)]:
boss_damage = weapon_boss[boss]
weapon_weight = {weapon: (weapon_energy[weapon] / damage) if damage else 0 for weapon, damage in
boss_damage.items() if weapon_energy[weapon]}
if any(boss_damage[i] > 0 for i in range(8)) and 8 in weapon_weight:
# We get exactly one use of Time Stopper during the rush
# So we want to make sure that use is absolutely needed
weapon_weight[8] = min(weapon_weight[8], 0.001)
while boss_health[boss] > 0:
if boss_damage[0]:
boss_health[boss] = 0 # if we can buster, we should buster
continue
highest, wp = max(zip(weapon_weight.values(), weapon_weight.keys()))
uses = weapon_energy[wp] // weapon_costs[wp]
if int(uses * boss_damage[wp]) > boss_health[boss]:
used = ceil(boss_health[boss] / boss_damage[wp])
weapon_energy[wp] -= weapon_costs[wp] * used
boss_health[boss] = 0
elif highest <= 0:
# we are out of weapons that can actually damage the boss
base.fail(f"Ran out of weapon energy to damage "
f"{next(name for name in bosses if bosses[name] == boss)}\n"
f"Seed: {base.multiworld.seed}\n"
f"Damage Table: {weapon_damage}")
else:
# drain the weapon and continue
boss_health[boss] -= int(uses * boss_damage[wp])
weapon_energy[wp] -= weapon_costs[wp] * uses
weapon_weight.pop(wp)
class StrictWeaknessTests(MM2TestBase):
options = {
"strict_weakness": True,
"yoku_jumps": True,
"enable_lasers": True
}
def test_that_every_boss_has_a_weakness(self) -> None:
world = self.multiworld.worlds[self.player]
weapon_damage = world.weapon_damage
for boss in range(14):
if not any(weapon_damage[weapon][boss] for weapon in range(9)):
self.fail(f"Boss {boss} generated without weakness! Seed: {self.multiworld.seed}")
def test_wily_5(self) -> None:
validate_wily_5(self)
class RandomStrictWeaknessTests(MM2TestBase):
options = {
"strict_weakness": True,
"random_weakness": "randomized",
"yoku_jumps": True,
"enable_lasers": True
}
def test_that_every_boss_has_a_weakness(self) -> None:
world = self.multiworld.worlds[self.player]
weapon_damage = world.weapon_damage
for boss in range(14):
if not any(weapon_damage[weapon][boss] for weapon in range(9)):
self.fail(f"Boss {boss} generated without weakness! Seed: {self.multiworld.seed}")
def test_wily_5(self) -> None:
validate_wily_5(self)