Archipelago/worlds/mm2/rules.py

322 lines
17 KiB
Python

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