From 19bbfab769f9d4101589ebf5c2fd8ca4de8372de Mon Sep 17 00:00:00 2001 From: Fabian Dill Date: Sun, 22 Nov 2020 11:39:20 +0100 Subject: [PATCH] improve Bosses.py --- Bosses.py | 98 ++++++++++++++++++++++++------------------------------- 1 file changed, 43 insertions(+), 55 deletions(-) diff --git a/Bosses.py b/Bosses.py index f4e7156a..7d018c98 100644 --- a/Bosses.py +++ b/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: