Archipelago/worlds/soe/logic.py

89 lines
3.7 KiB
Python

import typing
from itertools import chain
from typing import Callable, Set
from . import pyevermizer
from .options import EnergyCore, OutOfBounds, SequenceBreaks, SoEOptions
if typing.TYPE_CHECKING:
from BaseClasses import CollectionState
# TODO: Options may preset certain progress steps (i.e. P_ROCK_SKIP), set in generate_early?
# TODO: resolve/flatten/expand rules to get rid of recursion below where possible
# Logic.rules are all rules including locations, excluding those with no progress (i.e. locations that only drop items)
rules = pyevermizer.get_logic()
# Logic.items are all items and extra items excluding non-progression items and duplicates
# NOTE: we are skipping sniff items here because none of them is supposed to provide progression
item_names: Set[str] = set()
items = [item for item in filter(lambda item: item.progression, # type: ignore[arg-type]
chain(pyevermizer.get_items(), pyevermizer.get_extra_items()))
if item.name not in item_names and not item_names.add(item.name)] # type: ignore[func-returns-value]
class SoEPlayerLogic:
__slots__ = "player", "out_of_bounds", "sequence_breaks", "has"
player: int
out_of_bounds: bool
sequence_breaks: bool
has: Callable[..., bool]
"""
Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
"""
def __init__(self, player: int, options: "SoEOptions"):
self.player = player
self.out_of_bounds = options.out_of_bounds == OutOfBounds.option_logic
self.sequence_breaks = options.sequence_breaks == SequenceBreaks.option_logic
if options.energy_core == EnergyCore.option_fragments:
# override logic for energy core fragments
required_fragments = options.required_fragments.value
def fragmented_has(state: "CollectionState", progress: int, count: int = 1) -> bool:
if progress == pyevermizer.P_ENERGY_CORE:
progress = pyevermizer.P_CORE_FRAGMENT
count = required_fragments
return self._has(state, progress, count)
self.has = fragmented_has
else:
# default (energy core) logic
self.has = self._has
def _count(self, state: "CollectionState", progress: int, max_count: int = 0) -> int:
"""
Returns reached count of one of evermizer's progress steps based on collected items.
i.e. returns 0-3 for P_DE based on items providing CHECK_BOSS,DIAMOND_EYE_DROP
"""
n = 0
for item in items:
for pvd in item.provides:
if pvd[1] == progress:
if state.has(item.name, self.player):
n += state.count(item.name, self.player) * pvd[0]
if n >= max_count > 0:
return n
for rule in rules:
for pvd in rule.provides:
if pvd[1] == progress and pvd[0] > 0:
has = True
for req in rule.requires:
if not self.has(state, req[1], req[0]):
has = False
break
if has:
n += pvd[0]
if n >= max_count > 0:
return n
return n
def _has(self, state: "CollectionState", progress: int, count: int = 1) -> bool:
"""Default implementation of has"""
if self.out_of_bounds is True and progress == pyevermizer.P_ALLOW_OOB:
return True
if self.sequence_breaks is True and progress == pyevermizer.P_ALLOW_SEQUENCE_BREAKS:
return True
return self._count(state, progress, count) >= count