310 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			310 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
| import logging
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| from typing import Optional
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| 
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| from BaseClasses import Boss
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| from Fill import FillError
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| 
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| 
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| def BossFactory(boss: str, player: int) -> Optional[Boss]:
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|     if boss in boss_table:
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|         enemizer_name, defeat_rule = boss_table[boss]
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|         return Boss(boss, enemizer_name, defeat_rule, player)
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|     raise Exception('Unknown Boss: %s', boss)
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| 
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| 
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| def ArmosKnightsDefeatRule(state, player: int):
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|     # Magic amounts are probably a bit overkill
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|     return (
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|             state.has_melee_weapon(player) or
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|             state.can_shoot_arrows(player) or
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|             (state.has('Cane of Somaria', player) and state.can_extend_magic(player, 10)) or
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|             (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
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|             (state.has('Ice Rod', player) and state.can_extend_magic(player, 32)) or
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|             (state.has('Fire Rod', player) and state.can_extend_magic(player, 32)) or
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|             state.has('Blue Boomerang', player) or
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|             state.has('Red Boomerang', player))
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| 
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| 
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| def LanmolasDefeatRule(state, player: int):
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|     return (
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|             state.has_melee_weapon(player) or
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|             state.has('Fire Rod', player) or
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|             state.has('Ice Rod', player) or
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|             state.has('Cane of Somaria', player) or
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|             state.has('Cane of Byrna', player) or
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|             state.can_shoot_arrows(player))
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| 
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| 
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| def MoldormDefeatRule(state, player: int):
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|     return state.has_melee_weapon(player)
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| 
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| 
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| def HelmasaurKingDefeatRule(state, player: int):
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|     # TODO: technically possible with the hammer
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|     return state.has_sword(player) or state.can_shoot_arrows(player)
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| 
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| 
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| def ArrghusDefeatRule(state, player: int):
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|     if not state.has('Hookshot', player):
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|         return False
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|     # TODO: ideally we would have a check for bow and silvers, which combined with the
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|     # hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature
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|     # makes this complicated
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|     if state.has_melee_weapon(player):
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|         return True
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| 
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|     return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player,
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|                                                                                                          12))) or  # assuming mostly gitting two puff with one shot
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|             (state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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| 
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| 
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| def MothulaDefeatRule(state, player: int):
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|     return (
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|             state.has_melee_weapon(player) or
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|             (state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
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|             # TODO: Not sure how much (if any) extend magic is needed for these two, since they only apply
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|             # to non-vanilla locations, so are harder to test, so sticking with what VT has for now:
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|             (state.has('Cane of Somaria', player) and state.can_extend_magic(player, 16)) or
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|             (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
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|             state.can_get_good_bee(player)
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|     )
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| 
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| 
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| def BlindDefeatRule(state, player: int):
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|     return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
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| 
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| 
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| def KholdstareDefeatRule(state, player: int):
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|     return (
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|             (
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|                     state.has('Fire Rod', player) or
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|                     (
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|                             state.has('Bombos', player) and
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|                             (state.has_sword(player) or state.world.swordless[player])
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|                     )
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|             ) and
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|             (
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|                     state.has_melee_weapon(player) or
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|                     (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or
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|                     (
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|                             state.has('Fire Rod', player) and
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|                             state.has('Bombos', player) and
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|                             state.world.swordless[player] and
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|                             state.can_extend_magic(player, 16)
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|                     )
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|             )
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|     )
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| 
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| 
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| def VitreousDefeatRule(state, player: int):
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|     return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
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| 
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| 
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| def TrinexxDefeatRule(state, player: int):
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|     if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
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|         return False
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|     return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
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|            (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
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|            (state.has_sword(player) and state.can_extend_magic(player, 32))
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| 
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| 
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| def AgahnimDefeatRule(state, player: int):
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|     return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
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| 
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| 
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| def GanonDefeatRule(state, player: int):
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|     if state.world.swordless[player]:
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|         return state.has('Hammer', player) and \
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|                state.has_fire_source(player) and \
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|                state.has('Silver Bow', player) and \
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|                state.can_shoot_arrows(player)
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| 
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|     can_hurt = state.has_beam_sword(player)
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|     common = can_hurt and state.has_fire_source(player)
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|     # silverless ganon may be needed in minor glitches
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|     if state.world.logic[player] in {"owglitches", "minorglitches", "none"}:
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|         # need to light torch a sufficient amount of times
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|         return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (
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|                 state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or
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|                            state.has('Lamp', player) or state.can_extend_magic(player, 12))
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| 
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|     else:
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|         return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
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| 
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| 
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| boss_table = {
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|     'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
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|     'Lanmolas': ('Lanmola', LanmolasDefeatRule),
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|     'Moldorm': ('Moldorm', MoldormDefeatRule),
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|     'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule),
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|     'Arrghus': ('Arrghus', ArrghusDefeatRule),
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|     'Mothula': ('Mothula', MothulaDefeatRule),
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|     'Blind': ('Blind', BlindDefeatRule),
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|     'Kholdstare': ('Kholdstare', KholdstareDefeatRule),
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|     'Vitreous': ('Vitreous', VitreousDefeatRule),
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|     'Trinexx': ('Trinexx', TrinexxDefeatRule),
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|     'Agahnim': ('Agahnim', AgahnimDefeatRule),
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|     'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
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| }
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| 
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| boss_location_table = [
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|         ('Ganons Tower', 'top'),
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|         ('Tower of Hera', None),
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|         ('Skull Woods', None),
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|         ('Ganons Tower', 'middle'),
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|         ('Eastern Palace', None),
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|         ('Desert Palace', None),
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|         ('Palace of Darkness', None),
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|         ('Swamp Palace', None),
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|         ('Thieves Town', None),
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|         ('Ice Palace', None),
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|         ('Misery Mire', None),
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|         ('Turtle Rock', None),
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|         ('Ganons Tower', 'bottom'),
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|     ]
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| 
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| 
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| def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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|     # blacklist approach
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|     if boss in {"Agahnim", "Agahnim2", "Ganon"}:
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|         return False
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| 
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|     if dungeon_name == 'Ganons Tower':
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|         if level == 'top':
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|             if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
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|                 return False
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|         elif level == 'middle':
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|             if boss == "Blind":
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|                 return False
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| 
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|     elif dungeon_name == 'Tower of Hera':
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|         if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
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|             return False
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| 
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|     elif dungeon_name == 'Skull Woods':
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|         if boss == "Trinexx":
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|             return False
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| 
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|     return True
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| 
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| restrictive_boss_locations = {}
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| for location in boss_location_table:
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|     restrictive_boss_locations[location] = not all(can_place_boss(boss, *location)
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|                                                for boss in boss_table if not boss.startswith("Agahnim"))
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| 
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| def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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|     if location == 'Ganons Tower' and world.mode[player] == 'inverted':
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|         location = 'Inverted Ganons Tower'
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|     logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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|     world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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| 
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| def format_boss_location(location, level):
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|     return location + (' (' + level + ')' if level else '')
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| 
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| def place_bosses(world, player: int):
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|     if world.boss_shuffle[player] == 'none':
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|         return
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|     # Most to least restrictive order
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|     boss_locations = boss_location_table.copy()
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|     world.random.shuffle(boss_locations)
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|     boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location]))
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| 
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|     all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons
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|     placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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| 
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|     shuffle_mode = world.boss_shuffle[player]
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|     already_placed_bosses = []
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|     if ";" in shuffle_mode:
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|         bosses = shuffle_mode.split(";")
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|         shuffle_mode = bosses.pop()
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|         for boss in bosses:
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|             if "-" in boss:
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|                 loc, boss = boss.split("-")
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|                 boss = boss.title()
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|                 level = None
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|                 if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
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|                     # split off level
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|                     loc = loc.split(" ")
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|                     level = loc[-1]
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|                     loc = " ".join(loc[:-1])
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|                 loc = loc.title().replace("Of", "of")
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|                 if can_place_boss(boss, loc, level) and (loc, level) in boss_locations:
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|                     place_boss(world, player, boss, loc, level)
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|                     already_placed_bosses.append(boss)
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|                     boss_locations.remove((loc, level))
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|                 else:
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|                     raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.")
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|             else:
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|                 boss = boss.title()
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|                 boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
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| 
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|     if shuffle_mode == "none":
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|         return  # vanilla bosses come pre-placed
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| 
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|     if shuffle_mode in ["basic", "full"]:
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|         if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled
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|             bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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|         else:  # all bosses present, the three duplicates chosen at random
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|             bosses = placeable_bosses + world.random.sample(placeable_bosses, 3)
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| 
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|         # there is probably a better way to do this
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|         while already_placed_bosses:
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|             # remove already manually placed bosses, to prevent for example triple Lanmolas
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|             boss = already_placed_bosses.pop()
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|             if boss in bosses:
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|                 bosses.remove(boss)
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|             # there may be more bosses than locations at this point, depending on manual placement
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| 
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|         logging.debug('Bosses chosen %s', bosses)
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| 
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|         world.random.shuffle(bosses)
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|         for loc, level in boss_locations:
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|             for _ in range(len(bosses)):
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|                 boss = bosses.pop()
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|                 if can_place_boss(boss, loc, level):
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|                     break
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|                 # put the boss back in queue
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|                 bosses.insert(0, boss)  # this would be faster with deque,
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|                 # but the deque size is small enough that it should not matter
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| 
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|             else:
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|                 raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}')
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| 
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|             place_boss(world, player, boss, loc, level)
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| 
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|     elif shuffle_mode == "chaos":  # all bosses chosen at random
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|         for loc, level in boss_locations:
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|             try:
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|                 boss = world.random.choice(
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|                     [b for b in placeable_bosses if can_place_boss(b, loc, level)])
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|             except IndexError:
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|                 raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}')
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|             else:
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|                 place_boss(world, player, boss, loc, level)
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| 
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|     elif shuffle_mode == "singularity":
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|         primary_boss = world.random.choice(placeable_bosses)
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|         remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
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|         if remaining_boss_locations:
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|             # pick a boss to go into the remaining locations
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|             remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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|                 can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)])
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|             remaining_boss_locations, _ = place_where_possible(world, player, remaining_boss, remaining_boss_locations)
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|             if remaining_boss_locations:
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|                 raise Exception("Unfilled boss locations!")
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|     else:
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|         raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
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| 
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| 
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| def place_where_possible(world, player: int, boss: str, boss_locations):
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|     remainder = []
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|     placed_bosses = []
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|     for loc, level in boss_locations:
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|         # place that boss where it can go
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|         if can_place_boss(boss, loc, level):
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|             place_boss(world, player, boss, loc, level)
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|             placed_bosses.append(boss)
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|         else:
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|             remainder.append((loc, level))
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|     return remainder, placed_bosses
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