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 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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											2024-09-17 07:42:19 -05:00
										 
									 
								 
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								    2: 2,  # 14 shots of Air Shooter
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												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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								    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)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            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
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        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]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        # handle special cases
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        for boss in range(14):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								            for weapon in (1, 2, 3, 6, 8):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                if (0 < world.weapon_damage[weapon][boss] < minimum_weakness_requirement[weapon] and
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        not any(world.weapon_damage[i][boss] >= minimum_weakness_requirement[weapon]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                                for i in range(9) if i != weapon)):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    # Weapon does not have enough possible ammo to kill the boss, raise the damage
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    if boss == 9:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                        if weapon in (1, 6):
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                            # 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]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												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 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}
							 | 
						
					
						
							
								
									
										
										
										
											2024-08-21 09:20:16 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								            if boss_damage[8]:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                    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
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                                       if weapon != 0 and (weapon != 8 or boss != 12))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    # Wily Machine cannot under any circumstances take damage from Time Stopper, prevent this
							 | 
						
					
						
							
								
									
										
											 
										 
										
											
												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
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    world.weapon_damage[wp][boss] = minimum_weakness_requirement[wp]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    used = min(int(weapon_energy[wp] // weapon_costs[wp]),
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                               ceil(boss_health[boss] / minimum_weakness_requirement[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
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    weapon_energy[wp] -= weapon_costs[wp] * used
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    boss_health[boss] -= int(used * minimum_weakness_requirement[wp])
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                    weapon_weight.pop(wp)
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                    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
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								                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)
							 | 
						
					
						
							
								
									
										
										
										
											2024-11-17 19:22:25 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								                    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
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        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))
							 |