267 lines
11 KiB
Python
267 lines
11 KiB
Python
import logging
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from typing import Optional
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from BaseClasses import Boss
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from Fill import FillError
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def BossFactory(boss: str, player: int) -> Optional[Boss]:
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if boss is None:
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return None
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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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logging.error('Unknown Boss: %s', boss)
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return None
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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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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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def MoldormDefeatRule(state, player: int):
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return state.has_melee_weapon(player)
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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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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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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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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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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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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.swords[player] == 'swordless')
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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.swords[player] == 'swordless' 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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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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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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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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def GanonDefeatRule(state, player: int):
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if state.world.swords[player] == "swordless":
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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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easy_hammer = state.world.difficulty_adjustments[player] == "easy" and state.has("Hammer", player) and \
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state.has('Silver Bow', player) and state.can_shoot_arrows(player)
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can_hurt = state.has_beam_sword(player) or easy_hammer
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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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else:
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return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
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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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def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and 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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if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
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if boss in ["Blind"]:
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return False
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if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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return False
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if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
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return False
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if boss in ["Agahnim", "Agahnim2", "Ganon"]:
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return False
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return True
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def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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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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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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if world.mode[player] != 'inverted':
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boss_locations = [
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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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else:
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boss_locations = [
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['Inverted Ganons Tower', 'top'],
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['Tower of Hera', None],
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['Skull Woods', None],
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['Inverted 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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['Inverted Ganons Tower', 'bottom'],
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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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anywhere_bosses = [boss for boss in placeable_bosses if all(
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can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
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if world.boss_shuffle[player] in ["basic", "normal"]:
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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 = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
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logging.debug('Bosses chosen %s', bosses)
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world.random.shuffle(bosses)
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for [loc, level] in boss_locations:
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boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
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if not boss:
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loc_text = loc + (' (' + level + ')' if level else '')
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raise FillError('Could not place boss for location %s' % loc_text)
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bosses.remove(boss)
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place_boss(world, player, boss, loc, level)
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elif world.boss_shuffle[player] == "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(world, player, b, loc, level)])
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except IndexError:
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loc_text = loc + (' (' + level + ')' if level else '')
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raise FillError('Could not place boss for location %s' % loc_text)
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else:
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place_boss(world, player, boss, loc, level)
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elif world.boss_shuffle[player] == "singularity":
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primary_boss = world.random.choice(placeable_bosses)
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remaining_boss_locations = []
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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(world, player, primary_boss, loc, level):
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place_boss(world, player, primary_boss, loc, level)
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else:
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remaining_boss_locations.append((loc, level))
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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(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
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for loc, level in remaining_boss_locations:
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place_boss(world, player, remaining_boss, loc, level)
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else:
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raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
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