improve Bosses.py
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								Bosses.py
									
									
									
									
									
								
							| @@ -123,7 +123,7 @@ def GanonDefeatRule(state, player: int): | ||||
|                state.has('Silver Bow', player) and \ | ||||
|                state.can_shoot_arrows(player) | ||||
|     easy_hammer = state.world.difficulty_adjustments[player] == "easy" and state.has("Hammer", player) and \ | ||||
|         state.has('Silver Bow', player) and state.can_shoot_arrows(player) | ||||
|                   state.has('Silver Bow', player) and state.can_shoot_arrows(player) | ||||
|     can_hurt = state.has_beam_sword(player) or easy_hammer | ||||
|     common = can_hurt and state.has_fire_source(player) | ||||
|     # silverless ganon may be needed in minor glitches | ||||
| @@ -131,7 +131,7 @@ def GanonDefeatRule(state, player: int): | ||||
|         # need to light torch a sufficient amount of times | ||||
|         return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or ( | ||||
|                 state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or | ||||
|                state.has('Lamp', player) or state.can_extend_magic(player, 12)) | ||||
|                            state.has('Lamp', player) or state.can_extend_magic(player, 12)) | ||||
|  | ||||
|     else: | ||||
|         return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player) | ||||
| @@ -153,27 +153,33 @@ boss_table = { | ||||
| } | ||||
|  | ||||
|  | ||||
| def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool: | ||||
|     if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top': | ||||
|         if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]: | ||||
| def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool: | ||||
|     #blacklist approach | ||||
|     if boss in {"Agahnim", "Agahnim2", "Ganon"}: | ||||
|         return False | ||||
|  | ||||
|     if dungeon_name == 'Ganons Tower': | ||||
|         if level == 'top': | ||||
|             if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}: | ||||
|                 return False | ||||
|         elif level == 'middle': | ||||
|             if boss == "Blind": | ||||
|                 return False | ||||
|  | ||||
|     elif dungeon_name == 'Tower of Hera': | ||||
|         if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}: | ||||
|             return False | ||||
|  | ||||
|     if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle': | ||||
|         if boss in ["Blind"]: | ||||
|     elif dungeon_name == 'Skull Woods' : | ||||
|         if boss  == "Trinexx": | ||||
|             return False | ||||
|  | ||||
|     if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]: | ||||
|         return False | ||||
|  | ||||
|     if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]: | ||||
|         return False | ||||
|  | ||||
|     if boss in ["Agahnim", "Agahnim2", "Ganon"]: | ||||
|         return False | ||||
|     return True | ||||
|  | ||||
|  | ||||
| def place_boss(world, player: int, boss: str, location: str, level: Optional[str]): | ||||
|     if location == 'Ganons Tower' and world.mode[player] == 'inverted': | ||||
|         location = 'Inverted Ganons Tower' | ||||
|     logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else '')) | ||||
|     world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player) | ||||
|  | ||||
| @@ -182,43 +188,25 @@ def place_bosses(world, player: int): | ||||
|     if world.boss_shuffle[player] == 'none': | ||||
|         return | ||||
|     # Most to least restrictive order | ||||
|     if world.mode[player] != 'inverted': | ||||
|         boss_locations = [ | ||||
|             ['Ganons Tower', 'top'], | ||||
|             ['Tower of Hera', None], | ||||
|             ['Skull Woods', None], | ||||
|             ['Ganons Tower', 'middle'], | ||||
|             ['Eastern Palace', None], | ||||
|             ['Desert Palace', None], | ||||
|             ['Palace of Darkness', None], | ||||
|             ['Swamp Palace', None], | ||||
|             ['Thieves Town', None], | ||||
|             ['Ice Palace', None], | ||||
|             ['Misery Mire', None], | ||||
|             ['Turtle Rock', None], | ||||
|             ['Ganons Tower', 'bottom'], | ||||
|         ] | ||||
|     else: | ||||
|         boss_locations = [ | ||||
|             ['Inverted Ganons Tower', 'top'], | ||||
|             ['Tower of Hera', None], | ||||
|             ['Skull Woods', None], | ||||
|             ['Inverted Ganons Tower', 'middle'], | ||||
|             ['Eastern Palace', None], | ||||
|             ['Desert Palace', None], | ||||
|             ['Palace of Darkness', None], | ||||
|             ['Swamp Palace', None], | ||||
|             ['Thieves Town', None], | ||||
|             ['Ice Palace', None], | ||||
|             ['Misery Mire', None], | ||||
|             ['Turtle Rock', None], | ||||
|             ['Inverted Ganons Tower', 'bottom'], | ||||
|         ] | ||||
|     boss_locations = [ | ||||
|         ['Ganons Tower', 'top'], | ||||
|         ['Tower of Hera', None], | ||||
|         ['Skull Woods', None], | ||||
|         ['Ganons Tower', 'middle'], | ||||
|         ['Eastern Palace', None], | ||||
|         ['Desert Palace', None], | ||||
|         ['Palace of Darkness', None], | ||||
|         ['Swamp Palace', None], | ||||
|         ['Thieves Town', None], | ||||
|         ['Ice Palace', None], | ||||
|         ['Misery Mire', None], | ||||
|         ['Turtle Rock', None], | ||||
|         ['Ganons Tower', 'bottom'], | ||||
|     ] | ||||
|  | ||||
|     all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons | ||||
|     placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']] | ||||
|     anywhere_bosses = [boss for boss in placeable_bosses if all( | ||||
|         can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)] | ||||
|  | ||||
|     if world.boss_shuffle[player] in ["basic", "normal"]: | ||||
|         if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled | ||||
|             bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] | ||||
| @@ -228,8 +216,8 @@ def place_bosses(world, player: int): | ||||
|         logging.debug('Bosses chosen %s', bosses) | ||||
|  | ||||
|         world.random.shuffle(bosses) | ||||
|         for [loc, level] in boss_locations: | ||||
|             boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None) | ||||
|         for loc, level in boss_locations: | ||||
|             boss = next((b for b in bosses if can_place_boss(b, loc, level)), None) | ||||
|             if not boss: | ||||
|                 loc_text = loc + (' (' + level + ')' if level else '') | ||||
|                 raise FillError('Could not place boss for location %s' % loc_text) | ||||
| @@ -237,10 +225,10 @@ def place_bosses(world, player: int): | ||||
|             place_boss(world, player, boss, loc, level) | ||||
|  | ||||
|     elif world.boss_shuffle[player] == "chaos":  # all bosses chosen at random | ||||
|         for [loc, level] in boss_locations: | ||||
|         for loc, level in boss_locations: | ||||
|             try: | ||||
|                 boss = world.random.choice( | ||||
|                     [b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)]) | ||||
|                     [b for b in placeable_bosses if can_place_boss(b, loc, level)]) | ||||
|             except IndexError: | ||||
|                 loc_text = loc + (' (' + level + ')' if level else '') | ||||
|                 raise FillError('Could not place boss for location %s' % loc_text) | ||||
| @@ -252,14 +240,14 @@ def place_bosses(world, player: int): | ||||
|         remaining_boss_locations = [] | ||||
|         for loc, level in boss_locations: | ||||
|             # place that boss where it can go | ||||
|             if can_place_boss(world, player, primary_boss, loc, level): | ||||
|             if can_place_boss(primary_boss, loc, level): | ||||
|                 place_boss(world, player, primary_boss, loc, level) | ||||
|             else: | ||||
|                 remaining_boss_locations.append((loc, level)) | ||||
|         if remaining_boss_locations: | ||||
|             # pick a boss to go into the remaining locations | ||||
|             remaining_boss = world.random.choice([boss for boss in placeable_bosses if all( | ||||
|                 can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)]) | ||||
|                 can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)]) | ||||
|             for loc, level in remaining_boss_locations: | ||||
|                 place_boss(world, player, remaining_boss, loc, level) | ||||
|     else: | ||||
|   | ||||
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	 Fabian Dill
					Fabian Dill