Archipelago/worlds/ladx/LADXR/logic/requirements.py

319 lines
12 KiB
Python

from typing import Optional
from ..locations.items import *
class OR:
__slots__ = ('__items', '__children')
def __new__(cls, *args):
if True in args:
return True
return super().__new__(cls)
def __init__(self, *args):
self.__items = [item for item in args if isinstance(item, str)]
self.__children = [item for item in args if type(item) not in (bool, str) and item is not None]
assert self.__items or self.__children, args
def __repr__(self) -> str:
return "or%s" % (self.__items+self.__children)
def remove(self, item) -> None:
if item in self.__items:
self.__items.remove(item)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
print("Consumable OR requirement? %r" % self)
return True
for child in self.__children:
if child.hasConsumableRequirement():
print("Consumable OR requirement? %r" % self)
return True
return False
def test(self, inventory) -> bool:
for item in self.__items:
if item in inventory:
return True
for child in self.__children:
if child.test(inventory):
return True
return False
def consume(self, inventory) -> bool:
for item in self.__items:
if item in inventory:
if isConsumable(item):
inventory[item] -= 1
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1
return True
for child in self.__children:
if child.consume(inventory):
return True
return False
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
for child in self.__children:
child.getItems(inventory, target_set)
def copyWithModifiedItemNames(self, f) -> "OR":
return OR(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children))
class AND:
__slots__ = ('__items', '__children')
def __new__(cls, *args):
if False in args:
return False
return super().__new__(cls)
def __init__(self, *args):
self.__items = [item for item in args if isinstance(item, str)]
self.__children = [item for item in args if type(item) not in (bool, str) and item is not None]
def __repr__(self) -> str:
return "and%s" % (self.__items+self.__children)
def remove(self, item) -> None:
if item in self.__items:
self.__items.remove(item)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
return True
for child in self.__children:
if child.hasConsumableRequirement():
return True
return False
def test(self, inventory) -> bool:
for item in self.__items:
if item not in inventory:
return False
for child in self.__children:
if not child.test(inventory):
return False
return True
def consume(self, inventory) -> bool:
for item in self.__items:
if isConsumable(item):
inventory[item] -= 1
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + 1
for child in self.__children:
if not child.consume(inventory):
return False
return True
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
for child in self.__children:
child.getItems(inventory, target_set)
def copyWithModifiedItemNames(self, f) -> "AND":
return AND(*(f(item) for item in self.__items), *(child.copyWithModifiedItemNames(f) for child in self.__children))
class COUNT:
__slots__ = ('__item', '__amount')
def __init__(self, item: str, amount: int) -> None:
self.__item = item
self.__amount = amount
def __repr__(self) -> str:
return "<%dx%s>" % (self.__amount, self.__item)
def hasConsumableRequirement(self) -> bool:
if isConsumable(self.__item):
return True
return False
def test(self, inventory) -> bool:
return inventory.get(self.__item, 0) >= self.__amount
def consume(self, inventory) -> None:
if isConsumable(self.__item):
inventory[self.__item] -= self.__amount
if inventory[self.__item] == 0:
del inventory[self.__item]
inventory["%s_USED" % self.__item] = inventory.get("%s_USED" % self.__item, 0) + self.__amount
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
target_set.add(self.__item)
def copyWithModifiedItemNames(self, f) -> "COUNT":
return COUNT(f(self.__item), self.__amount)
class COUNTS:
__slots__ = ('__items', '__amount')
def __init__(self, items, amount):
self.__items = items
self.__amount = amount
def __repr__(self) -> str:
return "<%dx%s>" % (self.__amount, self.__items)
def hasConsumableRequirement(self) -> bool:
for item in self.__items:
if isConsumable(item):
print("Consumable COUNTS requirement? %r" % (self))
return True
return False
def test(self, inventory) -> bool:
count = 0
for item in self.__items:
count += inventory.get(item, 0)
return count >= self.__amount
def consume(self, inventory) -> None:
for item in self.__items:
if isConsumable(item):
inventory[item] -= self.__amount
if inventory[item] == 0:
del inventory[item]
inventory["%s_USED" % item] = inventory.get("%s_USED" % item, 0) + self.__amount
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
for item in self.__items:
target_set.add(item)
def copyWithModifiedItemNames(self, f) -> "COUNTS":
return COUNTS([f(item) for item in self.__items], self.__amount)
class FOUND:
__slots__ = ('__item', '__amount')
def __init__(self, item: str, amount: int) -> None:
self.__item = item
self.__amount = amount
def __repr__(self) -> str:
return "{%dx%s}" % (self.__amount, self.__item)
def hasConsumableRequirement(self) -> bool:
return False
def test(self, inventory) -> bool:
return inventory.get(self.__item, 0) + inventory.get("%s_USED" % self.__item, 0) >= self.__amount
def consume(self, inventory) -> None:
pass
def getItems(self, inventory, target_set) -> None:
if self.test(inventory):
return
target_set.add(self.__item)
def copyWithModifiedItemNames(self, f) -> "FOUND":
return FOUND(f(self.__item), self.__amount)
def hasConsumableRequirement(requirements) -> bool:
if isinstance(requirements, str):
return isConsumable(requirements)
if requirements is None:
return False
return requirements.hasConsumableRequirement()
def isConsumable(item) -> bool:
if item is None:
return False
#if item.startswith("RUPEES_") or item == "RUPEES":
# return True
if item.startswith("KEY"):
return True
return False
class RequirementsSettings:
def __init__(self, options):
self.bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, POWER_BRACELET, BOOMERANG)
self.attack = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG)
self.attack_hookshot = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # switches, hinox, shrouded stalfos
self.attack_hookshot_powder = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT, MAGIC_POWDER) # zols, keese, moldorm
self.attack_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # ?
self.attack_hookshot_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # vire
self.attack_no_boomerang = OR(SWORD, BOMB, BOW, MAGIC_ROD, HOOKSHOT) # teleporting owls
self.attack_skeleton = OR(SWORD, BOMB, BOW, BOOMERANG, HOOKSHOT) # cannot kill skeletons with the fire rod
self.rear_attack = OR(SWORD, BOMB) # mimic
self.rear_attack_range = OR(MAGIC_ROD, BOW) # mimic
self.fire = OR(MAGIC_POWDER, MAGIC_ROD) # torches
self.push_hardhat = OR(SHIELD, SWORD, HOOKSHOT, BOOMERANG)
self.boss_requirements = [
SWORD, # D1 boss
AND(OR(SWORD, MAGIC_ROD), POWER_BRACELET), # D2 boss
AND(PEGASUS_BOOTS, SWORD), # D3 boss
AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW)), # D4 boss
AND(HOOKSHOT, SWORD), # D5 boss
BOMB, # D6 boss
AND(OR(MAGIC_ROD, SWORD, HOOKSHOT), COUNT(SHIELD, 2)), # D7 boss
MAGIC_ROD, # D8 boss
self.attack_hookshot_no_bomb, # D9 boss
]
self.miniboss_requirements = {
"ROLLING_BONES": self.attack_hookshot,
"HINOX": self.attack_hookshot,
"DODONGO": BOMB,
"CUE_BALL": SWORD,
"GHOMA": OR(BOW, HOOKSHOT),
"SMASHER": POWER_BRACELET,
"GRIM_CREEPER": self.attack_hookshot_no_bomb,
"BLAINO": SWORD,
"AVALAUNCH": self.attack_hookshot,
"GIANT_BUZZ_BLOB": MAGIC_POWDER,
"MOBLIN_KING": SWORD,
"ARMOS_KNIGHT": OR(BOW, MAGIC_ROD, SWORD),
}
# Adjust for options
if options.bowwow != 'normal':
# We cheat in bowwow mode, we pretend we have the sword, as bowwow can pretty much do all what the sword ca$ # Except for taking out bushes (and crystal pillars are removed)
self.bush.remove(SWORD)
if options.logic == "casual":
# In casual mode, remove the more complex kill methods
self.bush.remove(MAGIC_POWDER)
self.attack_hookshot_powder.remove(MAGIC_POWDER)
self.attack.remove(BOMB)
self.attack_hookshot.remove(BOMB)
self.attack_hookshot_powder.remove(BOMB)
self.attack_no_boomerang.remove(BOMB)
self.attack_skeleton.remove(BOMB)
if options.logic == "hard":
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
self.boss_requirements[6] = OR(MAGIC_ROD, AND(BOMB, BOW), COUNT(SWORD, 2), AND(OR(SWORD, HOOKSHOT, BOW), SHIELD)) # evil eagle 3 cycle magic rod / bomb arrows / l2 sword, and bow kill
if options.logic == "glitched":
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs
if options.logic == "hell":
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs
self.boss_requirements[7] = OR(MAGIC_ROD, COUNT(SWORD, 2)) # hot head sword beams
self.miniboss_requirements["GIANT_BUZZ_BLOB"] = OR(MAGIC_POWDER, COUNT(SWORD,2)) # use sword beams to damage buzz blob