core: new freetext and textchoice options (#728)

* add freetext and freetextchoice options

* fix textchoice. create plando_bosses bool so worlds can check if boss plando is enabled

* remove strange unneccessary \ escapes

* lttp: rip boss plando out of core

* fix broken text methods so they read the data correctly

* revert `None` key in boss_shuffle_options. fix failing tests

* lttp: rewrite boss plando

* lttp: rewrite boss shuffle

* add generic verification step and allow options to set a plando module

* add default typing to plando_options set

* use PlandoSettings intflag for lttp boss plando

* fix plandosettings boss flag check

* minor lttp init cleanup

* make suggested changes. account for "random" existing within plando boss options

* override eq operator

* Please document me!

* Forgot to mention it supports plando

* remove auto_display_name

* Throw warning alerting user to which shuffle is being used if plando is off. Set the remaining boss shuffle in init and boss placement cleanup

* move the convoluted string matching to `from_text`

* remove unneccessary text lowering and actually turn off plando option when it's disabled

* typing

* strong typing for verify method and reorder

* typing is your friend

* log warning correctly

* 3.8 support :(

* also list apparently

* rip out old boss shuffle spoiler code

* verification step for plando bosses and locations

* update plando guide to reference new supported behavior

* empty string is not `None`. remove unneccessary error throw

* Fix bad ordering

* validate boss_shuffle only contains a normal boss option at the end

* get random choice from a list dummy

* >:(

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* minor textchoice cleanup

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
This commit is contained in:
alwaysintreble
2022-09-16 19:55:33 -05:00
committed by GitHub
parent 8d51205e8f
commit 332dde154f
7 changed files with 323 additions and 131 deletions

View File

@@ -1,8 +1,9 @@
import logging
from typing import Optional
from typing import Optional, Union, List, Tuple, Callable, Dict
from BaseClasses import Boss
from Fill import FillError
from .Options import Bosses
def BossFactory(boss: str, player: int) -> Optional[Boss]:
@@ -12,7 +13,7 @@ def BossFactory(boss: str, player: int) -> Optional[Boss]:
raise Exception('Unknown Boss: %s', boss)
def ArmosKnightsDefeatRule(state, player: int):
def ArmosKnightsDefeatRule(state, player: int) -> bool:
# Magic amounts are probably a bit overkill
return (
state.has_melee_weapon(player) or
@@ -25,7 +26,7 @@ def ArmosKnightsDefeatRule(state, player: int):
state.has('Red Boomerang', player))
def LanmolasDefeatRule(state, player: int):
def LanmolasDefeatRule(state, player: int) -> bool:
return (
state.has_melee_weapon(player) or
state.has('Fire Rod', player) or
@@ -35,16 +36,16 @@ def LanmolasDefeatRule(state, player: int):
state.can_shoot_arrows(player))
def MoldormDefeatRule(state, player: int):
def MoldormDefeatRule(state, player: int) -> bool:
return state.has_melee_weapon(player)
def HelmasaurKingDefeatRule(state, player: int):
def HelmasaurKingDefeatRule(state, player: int) -> bool:
# TODO: technically possible with the hammer
return state.has_sword(player) or state.can_shoot_arrows(player)
def ArrghusDefeatRule(state, player: int):
def ArrghusDefeatRule(state, player: int) -> bool:
if not state.has('Hookshot', player):
return False
# TODO: ideally we would have a check for bow and silvers, which combined with the
@@ -58,7 +59,7 @@ def ArrghusDefeatRule(state, player: int):
(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
def MothulaDefeatRule(state, player: int):
def MothulaDefeatRule(state, player: int) -> bool:
return (
state.has_melee_weapon(player) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
@@ -70,11 +71,11 @@ def MothulaDefeatRule(state, player: int):
)
def BlindDefeatRule(state, player: int):
def BlindDefeatRule(state, player: int) -> bool:
return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
def KholdstareDefeatRule(state, player: int):
def KholdstareDefeatRule(state, player: int) -> bool:
return (
(
state.has('Fire Rod', player) or
@@ -96,11 +97,11 @@ def KholdstareDefeatRule(state, player: int):
)
def VitreousDefeatRule(state, player: int):
def VitreousDefeatRule(state, player: int) -> bool:
return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
def TrinexxDefeatRule(state, player: int):
def TrinexxDefeatRule(state, player: int) -> bool:
if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
return False
return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
@@ -108,11 +109,11 @@ def TrinexxDefeatRule(state, player: int):
(state.has_sword(player) and state.can_extend_magic(player, 32))
def AgahnimDefeatRule(state, player: int):
def AgahnimDefeatRule(state, player: int) -> bool:
return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
def GanonDefeatRule(state, player: int):
def GanonDefeatRule(state, player: int) -> bool:
if state.world.swordless[player]:
return state.has('Hammer', player) and \
state.has_fire_source(player) and \
@@ -132,7 +133,7 @@ def GanonDefeatRule(state, player: int):
return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
boss_table = {
boss_table: Dict[str, Tuple[str, Optional[Callable]]] = {
'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
'Lanmolas': ('Lanmola', LanmolasDefeatRule),
'Moldorm': ('Moldorm', MoldormDefeatRule),
@@ -147,7 +148,7 @@ boss_table = {
'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
}
boss_location_table = [
boss_location_table: List[Tuple[str, str]] = [
('Ganons Tower', 'top'),
('Tower of Hera', None),
('Skull Woods', None),
@@ -164,6 +165,34 @@ boss_location_table = [
]
def place_plando_bosses(bosses: List[str], world, player: int) -> Tuple[List[str], List[Tuple[str, str]]]:
# Most to least restrictive order
boss_locations = boss_location_table.copy()
world.random.shuffle(boss_locations)
boss_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
already_placed_bosses: List[str] = []
for boss in bosses:
if "-" in boss: # handle plando locations
loc, boss = boss.split("-")
boss = boss.title()
level: str = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title().replace("Of", "of")
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove((loc, level))
else: # boss chosen with no specified locations
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
return already_placed_bosses, boss_locations
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
# blacklist approach
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
@@ -187,62 +216,50 @@ def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) ->
return True
restrictive_boss_locations = {}
restrictive_boss_locations: Dict[Tuple[str, str], bool] = {}
for location in boss_location_table:
restrictive_boss_locations[location] = not all(can_place_boss(boss, *location)
for boss in boss_table if not boss.startswith("Agahnim"))
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]) -> None:
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)
def format_boss_location(location, level):
def format_boss_location(location: str, level: str) -> str:
return location + (' (' + level + ')' if level else '')
def place_bosses(world, player: int):
if world.boss_shuffle[player] == 'none':
def place_bosses(world, player: int) -> None:
# will either be an int or a lower case string with ';' between options
boss_shuffle: Union[str, int] = world.boss_shuffle[player].value
already_placed_bosses: List[str] = []
remaining_locations: List[Tuple[str, str]] = []
# handle plando
if isinstance(boss_shuffle, str):
# figure out our remaining mode, convert it to an int and remove it from plando_args
options = boss_shuffle.split(";")
boss_shuffle = Bosses.options[options.pop()]
# place our plando bosses
already_placed_bosses, remaining_locations = place_plando_bosses(options, world, player)
if boss_shuffle == Bosses.option_none: # vanilla boss locations
return
# Most to least restrictive order
boss_locations = boss_location_table.copy()
world.random.shuffle(boss_locations)
boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location]))
if not remaining_locations and not already_placed_bosses:
remaining_locations = boss_location_table.copy()
world.random.shuffle(remaining_locations)
remaining_locations.sort(key=lambda location: -int(restrictive_boss_locations[location]))
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']]
shuffle_mode = world.boss_shuffle[player]
already_placed_bosses = []
if ";" in shuffle_mode:
bosses = shuffle_mode.split(";")
shuffle_mode = bosses.pop()
for boss in bosses:
if "-" in boss:
loc, boss = boss.split("-")
boss = boss.title()
level = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title().replace("Of", "of")
if can_place_boss(boss, loc, level) and (loc, level) in boss_locations:
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove((loc, level))
else:
raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.")
else:
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
if shuffle_mode == "none":
return # vanilla bosses come pre-placed
if shuffle_mode in ["basic", "full"]:
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
if boss_shuffle == Bosses.option_basic or boss_shuffle == Bosses.option_full:
if boss_shuffle == Bosses.option_basic: # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
else: # all bosses present, the three duplicates chosen at random
bosses = placeable_bosses + world.random.sample(placeable_bosses, 3)
@@ -258,7 +275,7 @@ def place_bosses(world, player: int):
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
for loc, level in boss_locations:
for loc, level in remaining_locations:
for _ in range(len(bosses)):
boss = bosses.pop()
if can_place_boss(boss, loc, level):
@@ -272,8 +289,8 @@ def place_bosses(world, player: int):
place_boss(world, player, boss, loc, level)
elif shuffle_mode == "chaos": # all bosses chosen at random
for loc, level in boss_locations:
elif boss_shuffle == Bosses.option_chaos: # all bosses chosen at random
for loc, level in remaining_locations:
try:
boss = world.random.choice(
[b for b in placeable_bosses if can_place_boss(b, loc, level)])
@@ -282,9 +299,9 @@ def place_bosses(world, player: int):
else:
place_boss(world, player, boss, loc, level)
elif shuffle_mode == "singularity":
elif boss_shuffle == Bosses.option_singularity:
primary_boss = world.random.choice(placeable_bosses)
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, remaining_locations)
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(
@@ -293,12 +310,12 @@ def place_bosses(world, player: int):
if remaining_boss_locations:
raise Exception("Unfilled boss locations!")
else:
raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
raise FillError(f"Could not find boss shuffle mode {boss_shuffle}")
def place_where_possible(world, player: int, boss: str, boss_locations):
remainder = []
placed_bosses = []
def place_where_possible(world, player: int, boss: str, boss_locations) -> Tuple[List[Tuple[str, str]], List[str]]:
remainder: List[Tuple[str, str]] = []
placed_bosses: List[str] = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(boss, loc, level):