Archipelago/worlds/subnautica/Rules.py

251 lines
8.0 KiB
Python

from ..generic.Rules import set_rule
from .Locations import location_table
import logging
import math
def has_seaglide(state, player):
return state.has("Seaglide Fragment", player, 2)
def has_modification_station(state, player):
return state.has("Modification Station Fragment", player, 3)
def has_mobile_vehicle_bay(state, player):
return state.has("Mobile Vehicle Bay Fragment", player, 3)
def has_moonpool(state, player):
return state.has("Moonpool Fragment", player, 2)
def has_vehicle_upgrade_console(state, player):
return state.has("Vehicle Upgrade Console", player) and \
has_moonpool(state, player)
def has_seamoth(state, player):
return state.has("Seamoth Fragment", player, 3) and \
has_mobile_vehicle_bay(state, player)
def has_seamoth_depth_module_mk1(state, player):
return has_vehicle_upgrade_console(state, player)
def has_seamoth_depth_module_mk2(state, player):
return has_seamoth_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_seamoth_depth_module_mk3(state, player):
return has_seamoth_depth_module_mk2(state, player) and \
has_modification_station(state, player)
def has_cyclops_bridge(state, player):
return state.has("Cyclops Bridge Fragment", player, 3)
def has_cyclops_engine(state, player):
return state.has("Cyclops Engine Fragment", player, 3)
def has_cyclops_hull(state, player):
return state.has("Cyclops Hull Fragment", player, 3)
def has_cyclops(state, player):
return has_cyclops_bridge(state, player) and \
has_cyclops_engine(state, player) and \
has_cyclops_hull(state, player) and \
has_mobile_vehicle_bay(state, player)
def has_cyclops_depth_module_mk1(state, player):
return state.has("Cyclops Depth Module MK1", player) and \
has_modification_station(state, player)
def has_cyclops_depth_module_mk2(state, player):
return has_cyclops_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_cyclops_depth_module_mk3(state, player):
return has_cyclops_depth_module_mk2(state, player) and \
has_modification_station(state, player)
def has_prawn(state, player):
return state.has("Prawn Suit Fragment", player, 4) and \
has_mobile_vehicle_bay(state, player)
def has_praw_propulsion_arm(state, player):
return state.has("Prawn Suit Propulsion Cannon Fragment", player, 2) and \
has_vehicle_upgrade_console(state, player)
def has_prawn_depth_module_mk1(state, player):
return has_vehicle_upgrade_console(state, player)
def has_prawn_depth_module_mk2(state, player):
return has_prawn_depth_module_mk1(state, player) and \
has_modification_station(state, player)
def has_laser_cutter(state, player):
return state.has("Laser Cutter Fragment", player, 3)
# Either we have propulsion cannon, or prawn + propulsion cannon arm
def has_propulsion_cannon(state, player):
return state.has("Propulsion Cannon Fragment", player, 2) or \
(has_prawn(state, player) and has_praw_propulsion_arm(state, player))
def has_cyclops_shield(state, player):
return has_cyclops(state, player) and \
state.has("Cyclops Shield Generator", player)
# Swim depth rules:
# Rebreather, high capacity tank and fins are available from the start.
# All tests for those were done without inventory for light weight.
# Fins and ultra Fins are better than charge fins, so we ignore charge fins.
# We're ignoring lightweight tank in the chart, because the difference is
# negligeable with from high capacity tank. 430m -> 460m
# Fins are not used when using seaglide
#
def get_max_swim_depth(state, player):
# TODO, Make this a difficulty setting.
# Only go up to 200m without any submarines for now.
return 200
# Rules bellow, are what are technically possible
# has_ultra_high_capacity_tank = state.has("Ultra High Capacity Tank", player)
# has_ultra_glide_fins = state.has("Ultra Glide Fins", player)
# max_depth = 400 # More like 430m. Give some room
# if has_seaglide(state, player):
# if has_ultra_high_capacity_tank:
# max_depth = 750 # It's about 50m more. Give some room
# else:
# max_depth = 600 # It's about 50m more. Give some room
# elif has_ultra_high_capacity_tank:
# if has_ultra_glide_fins:
# pass
# else:
# pass
# elif has_ultra_glide_fins:
# max_depth = 500
# return max_depth
def get_seamoth_max_depth(state, player):
if has_seamoth(state, player):
if has_seamoth_depth_module_mk3(state, player):
return 900
elif has_seamoth_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
return 500
elif has_seamoth_depth_module_mk1(state, player):
return 300
else:
return 200
else:
return 0
def get_cyclops_max_depth(state, player):
if has_cyclops(state, player):
if has_cyclops_depth_module_mk3(state, player):
return 1700
elif has_cyclops_depth_module_mk2(state, player): # Will never be the case, 3 is craftable
return 1300
elif has_cyclops_depth_module_mk1(state, player):
return 900
else:
return 500
else:
return 0
def get_prawn_max_depth(state, player):
if has_prawn(state, player):
if has_prawn_depth_module_mk2(state, player):
return 1700
elif has_prawn_depth_module_mk1(state, player):
return 1300
else:
return 900
else:
return 0
def get_max_depth(state, player):
# TODO, Difficulty option, we can add vehicle depth + swim depth
# But at this point, we have to consider traver distance in caves, not
# just depth
return max(get_max_swim_depth(state, player),
get_seamoth_max_depth(state, player),
get_cyclops_max_depth(state, player),
get_prawn_max_depth(state, player))
def can_access_location(state, player, loc):
pos_x = loc.get("position").get("x")
pos_y = loc.get("position").get("y")
pos_z = loc.get("position").get("z")
depth = -pos_y # y-up
map_center_dist = math.sqrt(pos_x ** 2 + pos_z ** 2)
aurora_dist = math.sqrt((pos_x - 1038.0) ** 2 + (pos_y - -3.4) ** 2 + (pos_z - -163.1) ** 2)
need_radiation_suit = aurora_dist < 950
need_laser_cutter = loc.get("need_laser_cutter", False)
need_propulsion_cannon = loc.get("need_propulsion_cannon", False)
if need_laser_cutter and not has_laser_cutter(state, player):
return False
if need_radiation_suit and not state.has("Radiation Suit", player):
return False
if need_propulsion_cannon and not has_propulsion_cannon(state, player):
return False
# Seaglide doesn't unlock anything specific, but just allows for faster movement.
# Otherwise the game is painfully slow.
if (map_center_dist > 800 or pos_y < -200) and not has_seaglide(state, player):
return False
return get_max_depth(state, player) >= depth
def set_location_rule(world, player, loc):
set_rule(world.get_location(loc["name"], player), lambda state: can_access_location(state, player, loc))
def set_rules(world, player):
for loc in location_table:
set_location_rule(world, player, loc)
# Victory location
set_rule(world.get_location("Neptune Launch", player), lambda state: \
get_max_depth(state, player) >= 1444 and \
has_mobile_vehicle_bay(state, player) and \
state.has('Neptune Launch Platform', player) and \
state.has('Neptune Gantry', player) and \
state.has('Neptune Boosters', player) and \
state.has('Neptune Fuel Reserve', player) and \
state.has('Neptune Cockpit', player) and \
state.has('Ion Power Cell', player) and \
state.has('Ion Battery', player) and \
has_cyclops_shield(state, player))
world.completion_condition[player] = lambda state: state.has('Victory', player)