322 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			322 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
from math import ceil
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from typing import TYPE_CHECKING, Dict, List
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from . import names
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from .locations import heat_man_locations, air_man_locations, wood_man_locations, bubble_man_locations, \
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    quick_man_locations, flash_man_locations, metal_man_locations, crash_man_locations, wily_1_locations, \
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    wily_2_locations, wily_3_locations, wily_4_locations, wily_5_locations, wily_6_locations
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from .options import bosses, weapons_to_id, Consumables, RandomWeaknesses
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from worlds.generic.Rules import add_rule
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if TYPE_CHECKING:
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    from . import MM2World
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    from BaseClasses import CollectionState
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weapon_damage: Dict[int, List[int]] = {
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    0: [2,  2,  1,   1,  2,   2,  1,   1,   1,  7,  1,  0,    1,   -1],  # Mega Buster
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    1: [-1, 6,  0xE, 0,  0xA, 6,  4,   6,   8,  13, 8,  0,    0xE, -1],  # Atomic Fire
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    2: [2,  0,  4,   0,  2,   0,  0,   0xA, 0,  0,  0,  0,    1,   -1],  # Air Shooter
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    3: [0,  8,  -1,  0,  0,   0,  0,   0,   0,  0,  0,  0,    0,   -1],  # Leaf Shield
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    4: [6,  0,  0,   -1, 0,   2,  0,   1,   0,  14, 1,  0,    0,    1],  # Bubble Lead
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    5: [2,  2,  0,   2,  0,   0,  4,   1,   1,  7,  2,  0,    1,   -1],  # Quick Boomerang
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    6: [-1, 0,  2,   2,  4,   3,  0,   0,   1,  0,  1,  0x14, 1,   -1],  # Crash Bomber
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    7: [1,  0,  2,   4,  0,   4,  0xE, 0,   0,  7,  0,  0,    1,   -1],  # Metal Blade
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    8: [0,  0,  0,   0,  2,   0,  0,   0,   0,  0,  0,  0,    0,    0],  # Time Stopper
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}
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weapons_to_name: Dict[int, str] = {
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    1: names.atomic_fire,
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    2: names.air_shooter,
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    3: names.leaf_shield,
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    4: names.bubble_lead,
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    5: names.quick_boomerang,
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    6: names.crash_bomber,
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    7: names.metal_blade,
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    8: names.time_stopper
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}
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minimum_weakness_requirement: Dict[int, int] = {
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    0: 1,  # Mega Buster is free
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    1: 14,  # 2 shots of Atomic Fire
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    2: 2,  # 14 shots of Air Shooter
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    3: 4,  # 9 uses of Leaf Shield, 3 ends up 1 damage off
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    4: 1,  # 56 uses of Bubble Lead
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    5: 1,  # 224 uses of Quick Boomerang
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    6: 4,  # 7 uses of Crash Bomber
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    7: 1,  # 112 uses of Metal Blade
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    8: 4,  # 1 use of Time Stopper, but setting to 4 means we shave the entire HP bar
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}
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robot_masters: Dict[int, str] = {
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    0: "Heat Man Defeated",
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    1: "Air Man Defeated",
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    2: "Wood Man Defeated",
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    3: "Bubble Man Defeated",
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    4: "Quick Man Defeated",
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    5: "Flash Man Defeated",
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    6: "Metal Man Defeated",
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    7: "Crash Man Defeated"
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}
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weapon_costs = {
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    0: 0,
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    1: 10,
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    2: 2,
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    3: 3,
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    4: 0.5,
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    5: 0.125,
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    6: 4,
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    7: 0.25,
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    8: 7,
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}
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def can_defeat_enough_rbms(state: "CollectionState", player: int,
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                           required: int, boss_requirements: Dict[int, List[int]]):
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    can_defeat = 0
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    for boss, reqs in boss_requirements.items():
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        if boss in robot_masters:
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            if state.has_all(map(lambda x: weapons_to_name[x], reqs), player):
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                can_defeat += 1
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                if can_defeat >= required:
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                    return True
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    return False
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def set_rules(world: "MM2World") -> None:
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    # most rules are set on region, so we only worry about rules required within stage access
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    # or rules variable on settings
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    if (hasattr(world.multiworld, "re_gen_passthrough")
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            and "Mega Man 2" in getattr(world.multiworld, "re_gen_passthrough")):
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        slot_data = getattr(world.multiworld, "re_gen_passthrough")["Mega Man 2"]
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        world.weapon_damage = slot_data["weapon_damage"]
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        world.wily_5_weapons = slot_data["wily_5_weapons"]
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    else:
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        if world.options.random_weakness == RandomWeaknesses.option_shuffled:
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            weapon_tables = [table for weapon, table in weapon_damage.items() if weapon not in (0, 8)]
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            world.random.shuffle(weapon_tables)
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            for i in range(1, 8):
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                world.weapon_damage[i] = weapon_tables.pop()
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            # alien must take minimum required damage from his weakness
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            alien_weakness = next(weapon for weapon in range(8) if world.weapon_damage[weapon][13] != -1)
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            world.weapon_damage[alien_weakness][13] = minimum_weakness_requirement[alien_weakness]
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            world.weapon_damage[8] = [0 for _ in range(14)]
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            world.weapon_damage[8][world.random.choice(range(8))] = 2
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        elif world.options.random_weakness == RandomWeaknesses.option_randomized:
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            world.weapon_damage = {i: [] for i in range(9)}
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            for boss in range(13):
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                for weapon in world.weapon_damage:
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                    world.weapon_damage[weapon].append(min(14, max(-1, int(world.random.normalvariate(3, 3)))))
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                if not any([world.weapon_damage[weapon][boss] >= max(4, minimum_weakness_requirement[weapon])
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                            for weapon in range(1, 7)]):
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                    # failsafe, there should be at least one defined non-Buster weakness
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                    weapon = world.random.randint(1, 7)
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                    world.weapon_damage[weapon][boss] = world.random.randint(
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                        max(4, minimum_weakness_requirement[weapon]), 14)  # Force weakness
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            # special case, if boobeam trap has a weakness to Crash, it needs to be max damage
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            if world.weapon_damage[6][11] > 4:
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                world.weapon_damage[6][11] = 14
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            # handle the alien
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            boss = 13
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            for weapon in world.weapon_damage:
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                world.weapon_damage[weapon].append(-1)
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            weapon = world.random.choice(list(world.weapon_damage.keys()))
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            world.weapon_damage[weapon][boss] = minimum_weakness_requirement[weapon]
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        if world.options.strict_weakness:
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            for weapon in weapon_damage:
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                for i in range(13):
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                    if weapon == 0:
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                        world.weapon_damage[weapon][i] = 0
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                    elif i in (8, 12) and not world.options.random_weakness:
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                        continue
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                        # Mecha Dragon only has damage range of 0-1, so allow the 1
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                        # Wily Machine needs all three weaknesses present, so allow
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                    elif 4 > world.weapon_damage[weapon][i] > 0:
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                        world.weapon_damage[weapon][i] = 0
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            # handle special cases
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            for boss in range(14):
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                for weapon in (1, 3, 6, 8):
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                    if (0 < world.weapon_damage[weapon][boss] < minimum_weakness_requirement[weapon] and
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                            not any(world.weapon_damage[i][boss] > 0 for i in range(1, 8) if i != weapon)):
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                        # Weapon does not have enough possible ammo to kill the boss, raise the damage
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                        if boss == 9:
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                            if weapon != 3:
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                                # Atomic Fire and Crash Bomber cannot be Picopico-kun's only weakness
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                                world.weapon_damage[weapon][boss] = 0
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                                weakness = world.random.choice((2, 3, 4, 5, 7, 8))
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                                world.weapon_damage[weakness][boss] = minimum_weakness_requirement[weakness]
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                        elif boss == 11:
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                            if weapon == 1:
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                                # Atomic Fire cannot be Boobeam Trap's only weakness
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                                world.weapon_damage[weapon][boss] = 0
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                                weakness = world.random.choice((2, 3, 4, 5, 6, 7, 8))
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                                world.weapon_damage[weakness][boss] = minimum_weakness_requirement[weakness]
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                        else:
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                            world.weapon_damage[weapon][boss] = minimum_weakness_requirement[weapon]
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            starting = world.options.starting_robot_master.value
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            world.weapon_damage[0][starting] = 1
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        for p_boss in world.options.plando_weakness:
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            for p_weapon in world.options.plando_weakness[p_boss]:
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                if world.options.plando_weakness[p_boss][p_weapon] < minimum_weakness_requirement[p_weapon] \
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                    and not any(w != p_weapon
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                                and world.weapon_damage[w][bosses[p_boss]] > minimum_weakness_requirement[w]
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                                for w in world.weapon_damage):
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                    # we need to replace this weakness
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                    weakness = world.random.choice([key for key in world.weapon_damage if key != p_weapon])
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                    world.weapon_damage[weakness][bosses[p_boss]] = minimum_weakness_requirement[weakness]
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                world.weapon_damage[weapons_to_id[p_weapon]][bosses[p_boss]] \
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                    = world.options.plando_weakness[p_boss][p_weapon]
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        if world.weapon_damage[0][world.options.starting_robot_master.value] < 1:
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            world.weapon_damage[0][world.options.starting_robot_master.value] = weapon_damage[0][world.options.starting_robot_master.value]
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        # final special case
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        # There's a vanilla crash if Time Stopper kills Wily phase 1
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        # There's multiple fixes, but ensuring Wily cannot take Time Stopper damage is best
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        if world.weapon_damage[8][12] > 0:
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            world.weapon_damage[8][12] = 0
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        # weakness validation, it is better to confirm a completable seed than respect plando
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        boss_health = {boss: 0x1C if boss != 12 else 0x1C * 2 for boss in [*range(8), 12]}
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        weapon_energy = {key: float(0x1C) for key in weapon_costs}
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        weapon_boss = {boss: {weapon: world.weapon_damage[weapon][boss] for weapon in world.weapon_damage}
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                       for boss in [*range(8), 12]}
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        flexibility = {
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            boss: (
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                    sum(damage_value > 0 for damage_value in
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                        weapon_damages.values())  # Amount of weapons that hit this boss
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                    * sum(weapon_damages.values())  # Overall damage that those weapons do
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            )
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            for boss, weapon_damages in weapon_boss.items() if boss != 12
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        }
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        flexibility = sorted(flexibility, key=flexibility.get)  # Fast way to sort dict by value
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        used_weapons = {i: set() for i in [*range(8), 12]}
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        for boss in [*flexibility, 12]:
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            boss_damage = weapon_boss[boss]
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            weapon_weight = {weapon: (weapon_energy[weapon] / damage) if damage else 0 for weapon, damage in
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                             boss_damage.items() if weapon_energy[weapon] > 0}
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            if boss_damage[8]:
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                boss_damage[8] = 1.75 * boss_damage[8]
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            if any(boss_damage[i] > 0 for i in range(8)) and 8 in weapon_weight:
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                # We get exactly one use of Time Stopper during the rush
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                # So we want to make sure that use is absolutely needed
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                weapon_weight[8] = min(weapon_weight[8], 0.001)
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            while boss_health[boss] > 0:
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                if boss_damage[0] > 0:
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                    boss_health[boss] = 0  # if we can buster, we should buster
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                    continue
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                highest, wp = max(zip(weapon_weight.values(), weapon_weight.keys()))
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                uses = weapon_energy[wp] // weapon_costs[wp]
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                used_weapons[boss].add(wp)
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                if int(uses * boss_damage[wp]) > boss_health[boss]:
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                    used = ceil(boss_health[boss] / boss_damage[wp])
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                    weapon_energy[wp] -= weapon_costs[wp] * used
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                    boss_health[boss] = 0
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                elif highest <= 0:
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                    # we are out of weapons that can actually damage the boss
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                    # so find the weapon that has the most uses, and apply that as an additional weakness
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                    # it should be impossible to be out of energy, simply because even if every boss took 1 from
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                    # Quick Boomerang and no other, it would only be 28 off from defeating all 9, which Metal Blade should
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                    # be able to cover
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                    wp, max_uses = max((weapon, weapon_energy[weapon] // weapon_costs[weapon]) for weapon in weapon_weight
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                                       if weapon != 0)
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                    world.weapon_damage[wp][boss] = minimum_weakness_requirement[wp]
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                    used = min(int(weapon_energy[wp] // weapon_costs[wp]),
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                               ceil(boss_health[boss] // minimum_weakness_requirement[wp]))
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                    weapon_energy[wp] -= weapon_costs[wp] * used
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                    boss_health[boss] -= int(used * minimum_weakness_requirement[wp])
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                    weapon_weight.pop(wp)
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                else:
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                    # drain the weapon and continue
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                    boss_health[boss] -= int(uses * boss_damage[wp])
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                    weapon_energy[wp] -= weapon_costs[wp] * uses
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                    weapon_weight.pop(wp)
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        world.wily_5_weapons = {boss: sorted(used_weapons[boss]) for boss in used_weapons}
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    for i, boss_locations in enumerate([
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        heat_man_locations,
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        air_man_locations,
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        wood_man_locations,
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        bubble_man_locations,
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        quick_man_locations,
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        flash_man_locations,
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        metal_man_locations,
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        crash_man_locations,
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        wily_1_locations,
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        wily_2_locations,
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        wily_3_locations,
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        wily_4_locations,
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        wily_5_locations,
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        wily_6_locations
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    ]):
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        if world.weapon_damage[0][i] > 0:
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            continue  # this can always be in logic
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        weapons = []
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        for weapon in range(1, 9):
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            if world.weapon_damage[weapon][i] > 0:
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                if world.weapon_damage[weapon][i] < minimum_weakness_requirement[weapon]:
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                    continue  # Atomic Fire can only be considered logical for bosses it can kill in 2 hits
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                weapons.append(weapons_to_name[weapon])
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        if not weapons:
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            raise Exception(f"Attempted to have boss {i} with no weakness! Seed: {world.multiworld.seed}")
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        for location in boss_locations:
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            if i == 12:
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                add_rule(world.get_location(location),
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                         lambda state, weps=tuple(weapons): state.has_all(weps, world.player))
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                # TODO: when has_list gets added, check for a subset of possible weaknesses
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            else:
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                add_rule(world.get_location(location),
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                         lambda state, weps=tuple(weapons): state.has_any(weps, world.player))
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    # Always require Crash Bomber for Boobeam Trap
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    add_rule(world.get_location(names.wily_4),
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             lambda state: state.has(names.crash_bomber, world.player))
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    add_rule(world.get_location(names.wily_stage_4),
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             lambda state: state.has(names.crash_bomber, world.player))
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    # Need to defeat x amount of robot masters for Wily 5
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    add_rule(world.get_location(names.wily_5),
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             lambda state: can_defeat_enough_rbms(state, world.player, world.options.wily_5_requirement.value,
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                                                  world.wily_5_weapons))
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    add_rule(world.get_location(names.wily_stage_5),
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             lambda state: can_defeat_enough_rbms(state, world.player, world.options.wily_5_requirement.value,
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                                                  world.wily_5_weapons))
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    if not world.options.yoku_jumps:
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        add_rule(world.get_entrance("To Heat Man Stage"),
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                 lambda state: state.has(names.item_2, world.player))
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    if not world.options.enable_lasers:
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        add_rule(world.get_entrance("To Quick Man Stage"),
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                 lambda state: state.has(names.time_stopper, world.player))
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    if world.options.consumables in (Consumables.option_1up_etank,
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                                     Consumables.option_all):
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        add_rule(world.get_location(names.flash_man_c2),
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                 lambda state: state.has_any([names.item_1, names.item_2, names.item_3], world.player))
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        add_rule(world.get_location(names.quick_man_c1),
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                 lambda state: state.has_any([names.item_1, names.item_2, names.item_3], world.player))
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        add_rule(world.get_location(names.metal_man_c2),
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                 lambda state: state.has_any([names.item_1, names.item_2], world.player))
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        add_rule(world.get_location(names.metal_man_c3),
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                 lambda state: state.has_any([names.item_1, names.item_2], world.player))
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        add_rule(world.get_location(names.crash_man_c3),
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                 lambda state: state.has_any([names.item_1, names.item_2, names.item_3], world.player))
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        add_rule(world.get_location(names.wily_2_c5),
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                 lambda state: state.has(names.crash_bomber, world.player))
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        add_rule(world.get_location(names.wily_2_c6),
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                 lambda state: state.has(names.crash_bomber, world.player))
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        add_rule(world.get_location(names.wily_3_c2),
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                 lambda state: state.has(names.crash_bomber, world.player))
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    if world.options.consumables in (Consumables.option_weapon_health,
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                                     Consumables.option_all):
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        add_rule(world.get_location(names.flash_man_c3),
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                 lambda state: state.has(names.crash_bomber, world.player))
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						|
        add_rule(world.get_location(names.flash_man_c4),
 | 
						|
                 lambda state: state.has(names.crash_bomber, world.player))
 | 
						|
        add_rule(world.get_location(names.wily_3_c1),
 | 
						|
                 lambda state: state.has(names.crash_bomber, world.player))
 |