842 lines
32 KiB
Python
842 lines
32 KiB
Python
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import math
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from ..logic.cache import Cache
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from ..logic.smbool import SMBool, smboolFalse
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from ..utils.parameters import Settings, easy, medium, diff2text
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from ..rom.rom_patches import RomPatches
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from ..utils.utils import normalizeRounding
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class Helpers(object):
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def __init__(self, smbm):
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self.smbm = smbm
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# return bool
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def haveItemCount(self, item, count):
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return self.smbm.itemCount(item) >= count
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# return integer
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@Cache.decorator
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def energyReserveCount(self):
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return self.smbm.itemCount('ETank') + self.smbm.itemCount('Reserve')
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def energyReserveCountOkDiff(self, difficulties, mult=1.0):
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if difficulties is None or len(difficulties) == 0:
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return smboolFalse
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def f(difficulty):
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return self.smbm.energyReserveCountOk(normalizeRounding(difficulty[0] / mult), difficulty=difficulty[1])
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result = f(difficulties[0])
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for difficulty in difficulties[1:]:
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result = self.smbm.wor(result, f(difficulty))
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return result
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def energyReserveCountOkHellRun(self, hellRunName, mult=1.0):
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difficulties = Settings.hellRuns[hellRunName]
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result = self.energyReserveCountOkDiff(difficulties, mult)
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if result == True:
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result.knows = [hellRunName+'HellRun']
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return result
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# gives damage reduction factor with the current suits
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# envDmg : if true (default) will return environmental damage reduction
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def getDmgReduction(self, envDmg=True):
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ret = 1.0
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sm = self.smbm
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hasVaria = sm.haveItem('Varia')
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hasGrav = sm.haveItem('Gravity')
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items = []
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if RomPatches.has(sm.player, RomPatches.NoGravityEnvProtection):
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if hasVaria:
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items = ['Varia']
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if envDmg:
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ret = 4.0
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else:
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ret = 2.0
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if hasGrav and not envDmg:
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ret = 4.0
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items = ['Gravity']
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elif RomPatches.has(sm.player, RomPatches.ProgressiveSuits):
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if hasVaria:
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items.append('Varia')
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ret *= 2
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if hasGrav:
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items.append('Gravity')
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ret *= 2
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else:
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if hasVaria:
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ret = 2.0
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items = ['Varia']
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if hasGrav:
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ret = 4.0
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items = ['Gravity']
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return (ret, items)
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# higher values for mult means room is that much "easier" (HP mult)
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def energyReserveCountOkHardRoom(self, roomName, mult=1.0):
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difficulties = Settings.hardRooms[roomName]
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(dmgRed, items) = self.getDmgReduction()
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mult *= dmgRed
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result = self.energyReserveCountOkDiff(difficulties, mult)
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if result == True:
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result.knows = ['HardRoom-'+roomName]
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if dmgRed != 1.0:
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result._items.append(items)
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return result
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@Cache.decorator
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def heatProof(self):
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sm = self.smbm
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return sm.wor(sm.haveItem('Varia'),
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sm.wand(sm.wnot(RomPatches.has(sm.player, RomPatches.NoGravityEnvProtection)),
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sm.wnot(RomPatches.has(sm.player, RomPatches.ProgressiveSuits)),
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sm.haveItem('Gravity')))
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# helper here because we can't define "sublambdas" in locations
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def getPiratesPseudoScrewCoeff(self):
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sm = self.smbm
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ret = 1.0
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if RomPatches.has(sm.player, RomPatches.NerfedCharge).bool == True:
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ret = 4.0
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return ret
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@Cache.decorator
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def canFireChargedShots(self):
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sm = self.smbm
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return sm.wor(sm.haveItem('Charge'), RomPatches.has(sm.player, RomPatches.NerfedCharge))
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# higher values for mult means hell run is that much "easier" (HP mult)
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def canHellRun(self, hellRun, mult=1.0, minE=2):
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sm = self.smbm
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items = []
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isHeatProof = sm.heatProof()
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if isHeatProof == True:
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return isHeatProof
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if sm.wand(RomPatches.has(sm.player, RomPatches.ProgressiveSuits), sm.haveItem('Gravity')).bool == True:
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# half heat protection
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mult *= 2.0
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minE /= 2.0
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items.append('Gravity')
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if self.energyReserveCount() >= minE:
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if hellRun != 'LowerNorfair':
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ret = self.energyReserveCountOkHellRun(hellRun, mult)
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if ret.bool == True:
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ret._items.append(items)
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return ret
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else:
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tanks = self.energyReserveCount()
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multCF = mult
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if tanks >= 14:
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multCF *= 2.0
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nCF = int(math.ceil(2/multCF))
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ret = sm.wand(self.energyReserveCountOkHellRun(hellRun, mult),
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self.canCrystalFlash(nCF))
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if ret.bool == True:
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if sm.haveItem('Gravity') == True:
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ret.difficulty *= 0.7
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ret._items.append('Gravity')
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elif sm.haveItem('ScrewAttack') == True:
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ret.difficulty *= 0.7
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ret._items.append('ScrewAttack')
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#nPB = self.smbm.itemCount('PowerBomb')
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#print("canHellRun LN. tanks=" + str(tanks) + ", nCF=" + str(nCF) + ", nPB=" + str(nPB) + ", mult=" + str(mult) + ", heatProof=" + str(isHeatProof.bool) + ", ret=" + str(ret))
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return ret
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else:
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return smboolFalse
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@Cache.decorator
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def canMockball(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'),
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sm.knowsMockball())
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@Cache.decorator
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def canFly(self):
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sm = self.smbm
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return sm.wor(sm.haveItem('SpaceJump'),
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sm.canInfiniteBombJump())
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@Cache.decorator
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def canSimpleShortCharge(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('SpeedBooster'),
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sm.wor(sm.knowsSimpleShortCharge(),
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sm.knowsShortCharge()))
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@Cache.decorator
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def canShortCharge(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('SpeedBooster'), sm.knowsShortCharge())
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@Cache.decorator
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def canUseBombs(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'), sm.haveItem('Bomb'))
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@Cache.decorator
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def canInfiniteBombJump(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'), sm.haveItem('Bomb'), sm.knowsInfiniteBombJump())
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@Cache.decorator
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def canInfiniteBombJumpSuitless(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'), sm.haveItem('Bomb'), sm.knowsInfiniteBombJumpSuitless())
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@Cache.decorator
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def haveMissileOrSuper(self):
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sm = self.smbm
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return sm.wor(sm.haveItem('Missile'), sm.haveItem('Super'))
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@Cache.decorator
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def canOpenRedDoors(self):
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sm = self.smbm
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return sm.wor(sm.wand(sm.wnot(RomPatches.has(sm.player, RomPatches.RedDoorsMissileOnly)),
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sm.haveMissileOrSuper()),
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sm.haveItem('Missile'))
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@Cache.decorator
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def canOpenEyeDoors(self):
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sm = self.smbm
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return sm.wor(RomPatches.has(sm.player, RomPatches.NoGadoras),
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sm.haveMissileOrSuper())
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@Cache.decorator
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def canOpenGreenDoors(self):
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return self.smbm.haveItem('Super')
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@Cache.decorator
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def canGreenGateGlitch(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Super'),
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sm.knowsGreenGateGlitch())
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@Cache.decorator
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def canBlueGateGlitch(self):
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sm = self.smbm
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return sm.wand(sm.haveMissileOrSuper(),
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sm.knowsGreenGateGlitch())
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@Cache.decorator
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def canUsePowerBombs(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'), sm.haveItem('PowerBomb'))
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canOpenYellowDoors = canUsePowerBombs
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@Cache.decorator
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def canUseSpringBall(self):
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sm = self.smbm
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return sm.wand(sm.haveItem('Morph'),
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sm.haveItem('SpringBall'))
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@Cache.decorator
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def canSpringBallJump(self):
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sm = self.smbm
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return sm.wand(sm.canUseSpringBall(),
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sm.knowsSpringBallJump())
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@Cache.decorator
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def canDoubleSpringBallJump(self):
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sm = self.smbm
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return sm.wand(sm.canUseSpringBall(),
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sm.haveItem('HiJump'),
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sm.knowsDoubleSpringBallJump())
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@Cache.decorator
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def canSpringBallJumpFromWall(self):
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sm = self.smbm
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return sm.wand(sm.canUseSpringBall(),
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sm.knowsSpringBallJumpFromWall())
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@Cache.decorator
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def canDestroyBombWalls(self):
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sm = self.smbm
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return sm.wor(sm.wand(sm.haveItem('Morph'),
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sm.wor(sm.haveItem('Bomb'),
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sm.haveItem('PowerBomb'))),
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sm.haveItem('ScrewAttack'))
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@Cache.decorator
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def canDestroyBombWallsUnderwater(self):
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sm = self.smbm
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return sm.wor(sm.wand(sm.haveItem('Gravity'),
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sm.canDestroyBombWalls()),
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sm.wand(sm.haveItem('Morph'),
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sm.wor(sm.haveItem('Bomb'),
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sm.haveItem('PowerBomb'))))
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@Cache.decorator
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def canPassBombPassages(self):
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sm = self.smbm
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return sm.wor(sm.canUseBombs(),
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sm.canUsePowerBombs())
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@Cache.decorator
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def canMorphJump(self):
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# small hop in morph ball form
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sm = self.smbm
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return sm.wor(sm.canPassBombPassages(), sm.haveItem('SpringBall'))
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def canCrystalFlash(self, n=1):
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sm = self.smbm
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return sm.wand(sm.canUsePowerBombs(),
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sm.itemCountOk('Missile', 2*n),
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sm.itemCountOk('Super', 2*n),
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sm.itemCountOk('PowerBomb', 2*n+1))
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@Cache.decorator
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def canCrystalFlashClip(self):
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sm = self.smbm
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return sm.wand(sm.canCrystalFlash(),
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sm.wor(sm.wand(sm.haveItem('Gravity'),
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sm.canUseBombs(),
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sm.knowsCrystalFlashClip()),
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sm.wand(sm.knowsSuitlessCrystalFlashClip(),
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sm.itemCountOk('PowerBomb', 4))))
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@Cache.decorator
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def canDoLowGauntlet(self):
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sm = self.smbm
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return sm.wand(sm.canShortCharge(),
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sm.canUsePowerBombs(),
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sm.itemCountOk('ETank', 1),
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sm.knowsLowGauntlet())
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@Cache.decorator
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def canUseHyperBeam(self):
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sm = self.smbm
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return sm.haveItem('Hyper')
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@Cache.decorator
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def getBeamDamage(self):
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sm = self.smbm
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standardDamage = 20
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if sm.wand(sm.haveItem('Ice'),
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sm.haveItem('Wave'),
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sm.haveItem('Plasma')) == True:
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standardDamage = 300
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elif sm.wand(sm.haveItem('Wave'),
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sm.haveItem('Plasma')) == True:
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standardDamage = 250
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elif sm.wand(sm.haveItem('Ice'),
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sm.haveItem('Plasma')) == True:
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standardDamage = 200
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elif sm.haveItem('Plasma') == True:
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standardDamage = 150
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elif sm.wand(sm.haveItem('Ice'),
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sm.haveItem('Wave'),
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sm.haveItem('Spazer')) == True:
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standardDamage = 100
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elif sm.wand(sm.haveItem('Wave'),
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sm.haveItem('Spazer')) == True:
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standardDamage = 70
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elif sm.wand(sm.haveItem('Ice'),
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sm.haveItem('Spazer')) == True:
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standardDamage = 60
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elif sm.wand(sm.haveItem('Ice'),
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sm.haveItem('Wave')) == True:
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standardDamage = 60
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elif sm.haveItem('Wave') == True:
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standardDamage = 50
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elif sm.haveItem('Spazer') == True:
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standardDamage = 40
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elif sm.haveItem('Ice') == True:
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standardDamage = 30
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return standardDamage
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# returns a tuple with :
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#
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# - a floating point number : 0 if boss is unbeatable with
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# current equipment, and an ammo "margin" (ex : 1.5 means we have 50%
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# more firepower than absolutely necessary). Useful to compute boss
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# difficulty when not having charge. If player has charge, the actual
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# value is not useful, and is guaranteed to be > 2.
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#
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# - estimation of the fight duration in seconds (well not really, it
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# is if you fire and land shots perfectly and constantly), giving info
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# to compute boss fight difficulty
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def canInflictEnoughDamages(self, bossEnergy, doubleSuper=False, charge=True, power=False, givesDrops=True, ignoreMissiles=False, ignoreSupers=False):
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# TODO: handle special beam attacks ? (http://deanyd.net/sm/index.php?title=Charge_Beam_Combos)
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sm = self.smbm
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items = []
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# http://deanyd.net/sm/index.php?title=Damage
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standardDamage = 0
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if sm.canFireChargedShots().bool == True and charge == True:
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standardDamage = self.getBeamDamage()
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items.append('Charge')
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# charge triples the damage
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chargeDamage = standardDamage
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if sm.haveItem('Charge').bool == True:
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chargeDamage *= 3.0
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# missile 100 damages, super missile 300 damages, PBs 200 dmg, 5 in each extension
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missilesAmount = sm.itemCount('Missile') * 5
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if ignoreMissiles == True:
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missilesDamage = 0
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else:
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missilesDamage = missilesAmount * 100
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if missilesAmount > 0:
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items.append('Missile')
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supersAmount = sm.itemCount('Super') * 5
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if ignoreSupers == True:
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oneSuper = 0
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else:
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oneSuper = 300.0
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if supersAmount > 0:
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items.append('Super')
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if doubleSuper == True:
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oneSuper *= 2
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supersDamage = supersAmount * oneSuper
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powerDamage = 0
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powerAmount = 0
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if power == True and sm.haveItem('PowerBomb') == True:
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powerAmount = sm.itemCount('PowerBomb') * 5
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powerDamage = powerAmount * 200
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items.append('PowerBomb')
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canBeatBoss = chargeDamage > 0 or givesDrops or (missilesDamage + supersDamage + powerDamage) >= bossEnergy
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if not canBeatBoss:
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return (0, 0, [])
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ammoMargin = (missilesDamage + supersDamage + powerDamage) / bossEnergy
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if chargeDamage > 0:
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ammoMargin += 2
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missilesDPS = Settings.algoSettings['missilesPerSecond'] * 100.0
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supersDPS = Settings.algoSettings['supersPerSecond'] * 300.0
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if doubleSuper == True:
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supersDPS *= 2
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if powerDamage > 0:
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powerDPS = Settings.algoSettings['powerBombsPerSecond'] * 200.0
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else:
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powerDPS = 0.0
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chargeDPS = chargeDamage * Settings.algoSettings['chargedShotsPerSecond']
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# print("chargeDPS=" + str(chargeDPS))
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dpsDict = {
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missilesDPS: (missilesAmount, 100.0),
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supersDPS: (supersAmount, oneSuper),
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powerDPS: (powerAmount, 200.0),
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# no boss will take more 10000 charged shots
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chargeDPS: (10000, chargeDamage)
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}
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secs = 0
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for dps in sorted(dpsDict, reverse=True):
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amount = dpsDict[dps][0]
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one = dpsDict[dps][1]
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if dps == 0 or one == 0 or amount == 0:
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continue
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fire = min(bossEnergy / one, amount)
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secs += fire * (one / dps)
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bossEnergy -= fire * one
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if bossEnergy <= 0:
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break
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if bossEnergy > 0:
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# print ('!! drops !! ')
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secs += bossEnergy * Settings.algoSettings['missileDropsPerMinute'] * 100 / 60
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# print('ammoMargin = ' + str(ammoMargin) + ', secs = ' + str(secs))
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return (ammoMargin, secs, items)
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# return diff score, or -1 if below minimum energy in diffTbl
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def computeBossDifficulty(self, ammoMargin, secs, diffTbl, energyDiff=0):
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sm = self.smbm
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# actual fight duration :
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rate = None
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if 'Rate' in diffTbl:
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rate = float(diffTbl['Rate'])
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if rate is None:
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duration = 120.0
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else:
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duration = secs / rate
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# print('rate=' + str(rate) + ', duration=' + str(duration))
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(suitsCoeff, items) = sm.getDmgReduction(envDmg=False)
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suitsCoeff /= 2.0
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energyCount = self.energyReserveCount()
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energy = suitsCoeff * (1 + energyCount + energyDiff)
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# print("energy="+str(energy)+", energyCount="+str(energyCount)+",energyDiff="+str(energyDiff)+",suitsCoeff="+str(suitsCoeff))
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# add all energy in used items
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items += sm.energyReserveCountOk(energyCount).items
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energyDict = None
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if 'Energy' in diffTbl:
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energyDict = diffTbl['Energy']
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difficulty = medium
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# get difficulty by energy
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if energyDict:
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energyDict = {float(k):float(v) for k,v in energyDict.items()}
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keyz = sorted(energyDict.keys())
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if len(keyz) > 0:
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current = keyz[0]
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if energy < current:
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return (-1, [])
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sup = None
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difficulty = energyDict[current]
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for k in keyz:
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if k > energy:
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sup=k
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break
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current = k
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difficulty = energyDict[k]
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# interpolate if we can
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if energy > current and sup is not None:
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|
difficulty += (energyDict[sup] - difficulty)/(sup - current) * (energy - current)
|
|
# print("energy=" + str(energy) + ", base diff=" + str(difficulty))
|
|
# adjust by fight duration
|
|
difficulty *= (duration / 120)
|
|
# and by ammo margin
|
|
# only augment difficulty in case of no charge, don't lower it.
|
|
# if we have charge, ammoMargin will have a huge value (see canInflictEnoughDamages),
|
|
# so this does not apply
|
|
diffAdjust = (1 - (ammoMargin - Settings.algoSettings['ammoMarginIfNoCharge']))
|
|
if diffAdjust > 1:
|
|
difficulty *= diffAdjust
|
|
# print("final diff: "+str(round(difficulty, 2)))
|
|
|
|
return (round(difficulty, 2), items)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffSporeSpawn(self):
|
|
sm = self.smbm
|
|
return sm.wor(sm.haveItem('Missile'), sm.haveItem('Super'), sm.haveItem('Charge'))
|
|
|
|
@Cache.decorator
|
|
def enoughStuffCroc(self):
|
|
sm = self.smbm
|
|
# say croc has ~5000 energy, and ignore its useless drops
|
|
(ammoMargin, secs, items) = self.canInflictEnoughDamages(5000, givesDrops=False)
|
|
if ammoMargin == 0:
|
|
return sm.wand(sm.knowsLowAmmoCroc(),
|
|
sm.wor(sm.itemCountOk("Missile", 2),
|
|
sm.wand(sm.haveItem('Missile'),
|
|
sm.haveItem('Super'))))
|
|
else:
|
|
return SMBool(True, easy, items=items)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffBotwoon(self):
|
|
sm = self.smbm
|
|
(ammoMargin, secs, items) = self.canInflictEnoughDamages(6000, givesDrops=False)
|
|
diff = SMBool(True, easy, [], items)
|
|
lowStuff = sm.knowsLowStuffBotwoon()
|
|
if ammoMargin == 0 and lowStuff.bool:
|
|
(ammoMargin, secs, items) = self.canInflictEnoughDamages(3500, givesDrops=False)
|
|
diff = SMBool(lowStuff.bool, lowStuff.difficulty, lowStuff.knows, items)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
fight = sm.wor(sm.energyReserveCountOk(math.ceil(4/sm.getDmgReduction(envDmg=False)[0])),
|
|
lowStuff)
|
|
return sm.wandmax(fight, diff)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffGT(self):
|
|
sm = self.smbm
|
|
hasBeams = sm.wand(sm.haveItem('Charge'), sm.haveItem('Plasma')).bool
|
|
(ammoMargin, secs, items) = self.canInflictEnoughDamages(9000, ignoreMissiles=True, givesDrops=hasBeams)
|
|
diff = SMBool(True, easy, [], items)
|
|
lowStuff = sm.knowsLowStuffGT()
|
|
if ammoMargin == 0 and lowStuff.bool:
|
|
(ammoMargin, secs, items) = self.canInflictEnoughDamages(3000, ignoreMissiles=True)
|
|
diff = SMBool(lowStuff.bool, lowStuff.difficulty, lowStuff.knows, items)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
fight = sm.wor(sm.energyReserveCountOk(math.ceil(8/sm.getDmgReduction(envDmg=False)[0])),
|
|
lowStuff)
|
|
return sm.wandmax(fight, diff)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffsRidley(self):
|
|
sm = self.smbm
|
|
if not sm.haveItem('Morph') and not sm.haveItem('ScrewAttack'):
|
|
return smboolFalse
|
|
(ammoMargin, secs, ammoItems) = self.canInflictEnoughDamages(18000, doubleSuper=True, power=True, givesDrops=False)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
|
|
# print('RIDLEY', ammoMargin, secs)
|
|
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
|
|
Settings.bossesDifficulty['Ridley'])
|
|
if (sm.onlyBossLeft):
|
|
diff = 1
|
|
if diff < 0:
|
|
return smboolFalse
|
|
else:
|
|
return SMBool(True, diff, items=ammoItems+defenseItems)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffsKraid(self):
|
|
sm = self.smbm
|
|
(ammoMargin, secs, ammoItems) = self.canInflictEnoughDamages(1000)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
#print('KRAID True ', ammoMargin, secs)
|
|
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
|
|
Settings.bossesDifficulty['Kraid'])
|
|
if (sm.onlyBossLeft):
|
|
diff = 1
|
|
if diff < 0:
|
|
return smboolFalse
|
|
|
|
return SMBool(True, diff, items=ammoItems+defenseItems)
|
|
|
|
def adjustHealthDropDiff(self, difficulty):
|
|
(dmgRed, items) = self.getDmgReduction(envDmg=False)
|
|
# 2 is Varia suit, considered standard eqt for boss fights
|
|
# there's certainly a smarter way to do this but...
|
|
if dmgRed < 2:
|
|
difficulty *= Settings.algoSettings['dmgReductionDifficultyFactor']
|
|
elif dmgRed > 2:
|
|
difficulty /= Settings.algoSettings['dmgReductionDifficultyFactor']
|
|
return difficulty
|
|
|
|
@Cache.decorator
|
|
def enoughStuffsDraygon(self):
|
|
sm = self.smbm
|
|
if not sm.haveItem('Morph') and not sm.haveItem('Gravity'):
|
|
return smboolFalse
|
|
# some ammo to destroy the turrets during the fight
|
|
if not sm.haveMissileOrSuper():
|
|
return smboolFalse
|
|
(ammoMargin, secs, ammoItems) = self.canInflictEnoughDamages(6000)
|
|
# print('DRAY', ammoMargin, secs)
|
|
if ammoMargin > 0:
|
|
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
|
|
Settings.bossesDifficulty['Draygon'])
|
|
if diff < 0:
|
|
fight = smboolFalse
|
|
else:
|
|
fight = SMBool(True, diff, items=ammoItems+defenseItems)
|
|
if sm.haveItem('Gravity') == False:
|
|
fight.difficulty *= Settings.algoSettings['draygonNoGravityMalus']
|
|
else:
|
|
fight._items.append('Gravity')
|
|
if not sm.haveItem('Morph'):
|
|
fight.difficulty *= Settings.algoSettings['draygonNoMorphMalus']
|
|
if sm.haveItem('Gravity') and sm.haveItem('ScrewAttack'):
|
|
fight.difficulty /= Settings.algoSettings['draygonScrewBonus']
|
|
fight.difficulty = self.adjustHealthDropDiff(fight.difficulty)
|
|
if (sm.onlyBossLeft):
|
|
fight.difficulty = 1
|
|
else:
|
|
fight = smboolFalse
|
|
# for grapple kill considers energy drained by wall socket + 2 spankings by Dray
|
|
# (original 99 energy used for rounding)
|
|
nTanksGrapple = (240/sm.getDmgReduction(envDmg=True)[0] + 2*160/sm.getDmgReduction(envDmg=False)[0])/100
|
|
return sm.wor(fight,
|
|
sm.wand(sm.knowsDraygonGrappleKill(),
|
|
sm.haveItem('Grapple'),
|
|
sm.energyReserveCountOk(nTanksGrapple)),
|
|
sm.wand(sm.knowsMicrowaveDraygon(),
|
|
sm.haveItem('Plasma'),
|
|
sm.canFireChargedShots(),
|
|
sm.haveItem('XRayScope')),
|
|
sm.wand(sm.haveItem('Gravity'),
|
|
sm.energyReserveCountOk(3),
|
|
sm.knowsDraygonSparkKill(),
|
|
sm.haveItem('SpeedBooster')))
|
|
|
|
@Cache.decorator
|
|
def enoughStuffsPhantoon(self):
|
|
sm = self.smbm
|
|
(ammoMargin, secs, ammoItems) = self.canInflictEnoughDamages(2500, doubleSuper=True)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
# print('PHANTOON', ammoMargin, secs)
|
|
(difficulty, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
|
|
Settings.bossesDifficulty['Phantoon'])
|
|
if difficulty < 0:
|
|
return smboolFalse
|
|
hasCharge = sm.canFireChargedShots()
|
|
hasScrew = sm.haveItem('ScrewAttack')
|
|
if hasScrew:
|
|
difficulty /= Settings.algoSettings['phantoonFlamesAvoidBonusScrew']
|
|
defenseItems += hasScrew.items
|
|
elif hasCharge:
|
|
difficulty /= Settings.algoSettings['phantoonFlamesAvoidBonusCharge']
|
|
defenseItems += hasCharge.items
|
|
elif not hasCharge and sm.itemCount('Missile') <= 2: # few missiles is harder
|
|
difficulty *= Settings.algoSettings['phantoonLowMissileMalus']
|
|
difficulty = self.adjustHealthDropDiff(difficulty)
|
|
if (sm.onlyBossLeft):
|
|
difficulty = 1
|
|
fight = SMBool(True, difficulty, items=ammoItems+defenseItems)
|
|
|
|
return sm.wor(fight,
|
|
sm.wand(sm.knowsMicrowavePhantoon(),
|
|
sm.haveItem('Plasma'),
|
|
sm.canFireChargedShots(),
|
|
sm.haveItem('XRayScope')))
|
|
|
|
def mbEtankCheck(self):
|
|
sm = self.smbm
|
|
if sm.wor(RomPatches.has(sm.player, RomPatches.NerfedRainbowBeam), RomPatches.has(sm.player, RomPatches.TourianSpeedup)):
|
|
# "add" energy for difficulty calculations
|
|
energy = 2.8 if sm.haveItem('Varia') else 2.6
|
|
return (True, energy)
|
|
nTanks = sm.energyReserveCount()
|
|
energyDiff = 0
|
|
if sm.haveItem('Varia') == False:
|
|
# "remove" 3 etanks (accounting for rainbow beam damage without varia)
|
|
if nTanks < 6:
|
|
return (False, 0)
|
|
energyDiff = -3
|
|
elif nTanks < 3:
|
|
return (False, 0)
|
|
return (True, energyDiff)
|
|
|
|
@Cache.decorator
|
|
def enoughStuffsMotherbrain(self):
|
|
sm = self.smbm
|
|
# MB1 can't be hit by charge beam
|
|
(ammoMargin, secs, _) = self.canInflictEnoughDamages(3000, charge=False, givesDrops=False)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
# requires 10-10 to break the glass
|
|
if sm.itemCount('Missile') <= 1 or sm.itemCount('Super') <= 1:
|
|
return smboolFalse
|
|
# we actually don't give a shit about MB1 difficulty,
|
|
# since we embark its health in the following calc
|
|
(ammoMargin, secs, ammoItems) = self.canInflictEnoughDamages(18000 + 3000, givesDrops=False)
|
|
if ammoMargin == 0:
|
|
return smboolFalse
|
|
(possible, energyDiff) = self.mbEtankCheck()
|
|
if possible == False:
|
|
return smboolFalse
|
|
# print('MB2', ammoMargin, secs)
|
|
#print("ammoMargin: {}, secs: {}, settings: {}, energyDiff: {}".format(ammoMargin, secs, Settings.bossesDifficulty['MotherBrain'], energyDiff))
|
|
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs, Settings.bossesDifficulty['MotherBrain'], energyDiff)
|
|
if (sm.onlyBossLeft):
|
|
diff = 1
|
|
if diff < 0:
|
|
return smboolFalse
|
|
return SMBool(True, diff, items=ammoItems+defenseItems)
|
|
|
|
@Cache.decorator
|
|
def canPassMetroids(self):
|
|
sm = self.smbm
|
|
return sm.wor(sm.wand(sm.haveItem('Ice'), sm.haveMissileOrSuper()),
|
|
# to avoid leaving tourian to refill power bombs
|
|
sm.itemCountOk('PowerBomb', 3))
|
|
|
|
@Cache.decorator
|
|
def canPassZebetites(self):
|
|
sm = self.smbm
|
|
return sm.wor(sm.wand(sm.haveItem('Ice'), sm.knowsIceZebSkip()),
|
|
sm.wand(sm.haveItem('SpeedBooster'), sm.knowsSpeedZebSkip()),
|
|
# account for one zebetite, refill may be necessary
|
|
SMBool(self.canInflictEnoughDamages(1100, charge=False, givesDrops=False, ignoreSupers=True)[0] >= 1, 0))
|
|
|
|
@Cache.decorator
|
|
def enoughStuffTourian(self):
|
|
sm = self.smbm
|
|
ret = self.smbm.wand(sm.wor(RomPatches.has(sm.player, RomPatches.TourianSpeedup),
|
|
sm.wand(sm.canPassMetroids(), sm.canPassZebetites())),
|
|
sm.canOpenRedDoors(),
|
|
sm.enoughStuffsMotherbrain(),
|
|
sm.wor(RomPatches.has(sm.player, RomPatches.OpenZebetites), sm.haveItem('Morph')))
|
|
return ret
|
|
|
|
class Pickup:
|
|
def __init__(self, itemsPickup):
|
|
self.itemsPickup = itemsPickup
|
|
|
|
def enoughMinors(self, smbm, minorLocations):
|
|
if self.itemsPickup == 'all':
|
|
return len(minorLocations) == 0
|
|
else:
|
|
return True
|
|
|
|
def enoughMajors(self, smbm, majorLocations):
|
|
if self.itemsPickup == 'all':
|
|
return len(majorLocations) == 0
|
|
else:
|
|
return True
|
|
|
|
class Bosses:
|
|
# bosses helpers to know if they are dead
|
|
areaBosses = {
|
|
# classic areas
|
|
'Brinstar': 'Kraid',
|
|
'Norfair': 'Ridley',
|
|
'LowerNorfair': 'Ridley',
|
|
'WreckedShip': 'Phantoon',
|
|
'Maridia': 'Draygon',
|
|
# solver areas
|
|
'Blue Brinstar': 'Kraid',
|
|
'Brinstar Hills': 'Kraid',
|
|
'Bubble Norfair': 'Ridley',
|
|
'Bubble Norfair Bottom': 'Ridley',
|
|
'Bubble Norfair Reserve': 'Ridley',
|
|
'Bubble Norfair Speed': 'Ridley',
|
|
'Bubble Norfair Wave': 'Ridley',
|
|
'Draygon Boss': 'Draygon',
|
|
'Green Brinstar': 'Kraid',
|
|
'Green Brinstar Reserve': 'Kraid',
|
|
'Kraid': 'Kraid',
|
|
'Kraid Boss': 'Kraid',
|
|
'Left Sandpit': 'Draygon',
|
|
'Lower Norfair After Amphitheater': 'Ridley',
|
|
'Lower Norfair Before Amphitheater': 'Ridley',
|
|
'Lower Norfair Screw Attack': 'Ridley',
|
|
'Maridia Forgotten Highway': 'Draygon',
|
|
'Maridia Green': 'Draygon',
|
|
'Maridia Pink Bottom': 'Draygon',
|
|
'Maridia Pink Top': 'Draygon',
|
|
'Maridia Sandpits': 'Draygon',
|
|
'Norfair Entrance': 'Ridley',
|
|
'Norfair Grapple Escape': 'Ridley',
|
|
'Norfair Ice': 'Ridley',
|
|
'Phantoon Boss': 'Phantoon',
|
|
'Pink Brinstar': 'Kraid',
|
|
'Red Brinstar': 'Kraid',
|
|
'Red Brinstar Top': 'Kraid',
|
|
'Ridley Boss': 'Ridley',
|
|
'Right Sandpit': 'Draygon',
|
|
'Warehouse': 'Kraid',
|
|
'WreckedShip': 'Phantoon',
|
|
'WreckedShip Back': 'Phantoon',
|
|
'WreckedShip Bottom': 'Phantoon',
|
|
'WreckedShip Gravity': 'Phantoon',
|
|
'WreckedShip Main': 'Phantoon',
|
|
'WreckedShip Top': 'Phantoon'
|
|
}
|
|
|
|
@staticmethod
|
|
def Golden4():
|
|
return ['Draygon', 'Kraid', 'Phantoon', 'Ridley']
|
|
|
|
@staticmethod
|
|
def bossDead(sm, boss):
|
|
return sm.haveItem(boss)
|
|
|
|
@staticmethod
|
|
def areaBossDead(sm, area):
|
|
if area not in Bosses.areaBosses:
|
|
return True
|
|
return Bosses.bossDead(sm, Bosses.areaBosses[area])
|
|
|
|
@staticmethod
|
|
def allBossesDead(smbm):
|
|
return smbm.wand(Bosses.bossDead(smbm, 'Kraid'),
|
|
Bosses.bossDead(smbm, 'Phantoon'),
|
|
Bosses.bossDead(smbm, 'Draygon'),
|
|
Bosses.bossDead(smbm, 'Ridley'))
|
|
|
|
def diffValue2txt(diff):
|
|
last = 0
|
|
for d in sorted(diff2text.keys()):
|
|
if diff >= last and diff < d:
|
|
return diff2text[last]
|
|
last = d
|
|
return None
|