Mega Man 2: Implement New Game (#3256)
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
											
										 
										
											2024-08-19 21:59:29 -05:00
										 
									 
								 
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								from math import ceil
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								from . import MM2TestBase
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								from ..options import bosses
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								# Need to figure out how this test should work
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								def validate_wily_5(base: MM2TestBase) -> None:
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								    world = base.multiworld.worlds[base.player]
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								    weapon_damage = world.weapon_damage
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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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											2024-08-21 09:20:16 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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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]:
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												Mega Man 2: Implement New Game (#3256)
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
											
										 
										
											2024-08-19 21:59:29 -05:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        boss_damage = weapon_boss[boss]
							 | 
						
					
						
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								        weapon_weight = {weapon: (weapon_energy[weapon] / damage) if damage else 0 for weapon, damage in
							 | 
						
					
						
							
								
									
										
										
										
											2024-08-21 09:20:16 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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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]
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												Mega Man 2: Implement New Game (#3256)
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
											
										 
										
											2024-08-19 21:59:29 -05:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        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:
							 | 
						
					
						
							
								
									
										
										
										
											2024-08-21 09:20:16 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								            if boss_damage[0] > 0:
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												Mega Man 2: Implement New Game (#3256)
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
											
										 
										
											2024-08-19 21:59:29 -05:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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]
							 | 
						
					
						
							
								
									
										
										
										
											2024-08-21 09:20:16 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								            used_weapons[boss].add(wp)
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												Mega Man 2: Implement New Game (#3256)
* initial (broken) commit
* small work on init
* Update Items.py
* beginning work, some rom patches
* commit progress from bh branch
* deathlink, fix soft-reset kill, e-tank loss
* begin work on targeting new bhclient
* write font
* definitely didn't forget to add the other two hashes no
* update to modern options, begin colors
* fix 6th letter bug
* palette shuffle + logic rewrite
* fix a bunch of pointers
* fix color changes, deathlink, and add wily 5 req
* adjust weapon weakness generation
* Update Rules.py
* attempt wily 5 softlock fix
* add explicit test for rbm weaknesses
* fix difficulty and hard reset
* fix connect deathlink and off by one item color
* fix atomic fire again
* de-jank deathlink
* rewrite wily5 rule
* fix rare solo-gen fill issue, hopefully
* Update Client.py
* fix wily 5 requirements
* undo fill hook
* fix picopico-kun rules
* for real this time
* update minimum damage requirement
* begin move to procedure patch
* finish move to APPP, allow rando boobeam, color updates
* fix color bug, UT support?
* what do you mean I forgot the procedure
* fix UT?
* plando weakness and fixes
* sfx when item received, more time stopper edge cases
* Update test_weakness.py
* fix rules and color bug
* fix color bug, support reduced flashing
* major world overhaul
* Update Locations.py
* fix first found bugs
* mypy cleanup
* headerless roms
* Update Rom.py
* further cleanup
* work on energylink
* el fixes
* update to energylink 2.0 packet
* energylink balancing
* potentially break other clients, more balancing
* Update Items.py
* remove startup change from basepatch
we write that in patch, since we also need to clean the area before applying
* el balancing and feedback
* hopefully less test failures?
* implement world version check
* add weapon/health option
* Update Rom.py
* x/x2
* specials
* Update Color.py
* Update Options.py
* finally apply location groups
* bump minor version number instead
* fix duplicate stage sends
* validate wily 5, tests
* see if renaming fixes
* add shuffled weakness
* remove passwords
* refresh rbm select, fix wily 5 validation
* forgot we can't check 0
* oops I broke the basepatch (remove failing test later)
* fix solo gen fill error?
* fix webhost patch recognition
* fix imports, basepatch
* move to flexibility metric for boss validation
* special case boobeam trap
* block strobe on stage select init
* more energylink balancing
* bump world version
* wily HP inaccurate in validation
* fix validation edge case
* save last completed wily to data storage
* mypy and pep8 cleanup
* fix file browse validation
* fix test failure, add enemy weakness
* remove test seed
* update enemy damage
* inno setup
* Update en_Mega Man 2.md
* setup guide
* Update en_Mega Man 2.md
* finish plando weakness section
* starting rbm edge case
* remove * imports
* properly wrap later weakness additions in regen playthrough
* fix import
* forgot readme
* remove time stopper special casing
since we moved to proper wily 5 validation, this special casing is no longer important
* properly type added locations
* Update CODEOWNERS
* add animation reduction
* deprioritize Time Stopper in rush checks
* special case wily phase 1
* fix key error
* forgot the test
* music and general cleanup
* the great rename
* fix import
* thanks pycharm
* reorder palette shuffle
* account for alien on shuffled weakness
* apply suggestions
* fix seedbleed
* fix invalid buster passthrough
* fix weakness landing beneath required amount
* fix failsafe
* finish music
* fix Time Stopper on Flash/Alien
* asar pls
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world helpers
* init cleanup
* apostrophes
* clearer wording
* mypy and cleanup
* options doc cleanup
* Update rom.py
* rules cleanup
* Update __init__.py
* Update __init__.py
* move to defaultdict
* cleanup world helpers
* Update __init__.py
* remove unnecessary line from fill hook
* forgot the other one
* apply code review
* remove collect
* Update rules.py
* forgot another
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
											
										 
										
											2024-08-19 21:59:29 -05:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            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
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                base.fail(f"Ran out of weapon energy to damage "
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          f"{next(name for name in bosses if bosses[name] == boss)}\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          f"Seed: {base.multiworld.seed}\n"
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                          f"Damage Table: {weapon_damage}")
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            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)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								class StrictWeaknessTests(MM2TestBase):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    options = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "strict_weakness": True,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "yoku_jumps": True,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "enable_lasers": True
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    def test_that_every_boss_has_a_weakness(self) -> None:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        world = self.multiworld.worlds[self.player]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        weapon_damage = world.weapon_damage
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for boss in range(14):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            if not any(weapon_damage[weapon][boss] for weapon in range(9)):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                self.fail(f"Boss {boss} generated without weakness! Seed: {self.multiworld.seed}")
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    def test_wily_5(self) -> None:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        validate_wily_5(self)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								class RandomStrictWeaknessTests(MM2TestBase):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    options = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "strict_weakness": True,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "random_weakness": "randomized",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "yoku_jumps": True,
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        "enable_lasers": True
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    def test_that_every_boss_has_a_weakness(self) -> None:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        world = self.multiworld.worlds[self.player]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        weapon_damage = world.weapon_damage
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for boss in range(14):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            if not any(weapon_damage[weapon][boss] for weapon in range(9)):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                self.fail(f"Boss {boss} generated without weakness! Seed: {self.multiworld.seed}")
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    def test_wily_5(self) -> None:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        validate_wily_5(self)
							 |