diff --git a/Bosses.py b/Bosses.py index b2e0dcaa..4955b391 100644 --- a/Bosses.py +++ b/Bosses.py @@ -1,19 +1,22 @@ import logging +from typing import Optional from BaseClasses import Boss from Fill import FillError -def BossFactory(boss, player): + +def BossFactory(boss: str, player: int) -> Optional[Boss]: if boss is None: return None if boss in boss_table: enemizer_name, defeat_rule = boss_table[boss] return Boss(boss, enemizer_name, defeat_rule, player) - logging.getLogger('').error('Unknown Boss: %s', boss) + logging.error('Unknown Boss: %s', boss) return None -def ArmosKnightsDefeatRule(state, player): + +def ArmosKnightsDefeatRule(state, player: int): # Magic amounts are probably a bit overkill return ( state.has_melee_weapon(player) or @@ -25,7 +28,8 @@ def ArmosKnightsDefeatRule(state, player): state.has('Blue Boomerang', player) or state.has('Red Boomerang', player)) -def LanmolasDefeatRule(state, player): + +def LanmolasDefeatRule(state, player: int): return ( state.has_melee_weapon(player) or state.has('Fire Rod', player) or @@ -34,14 +38,17 @@ def LanmolasDefeatRule(state, player): state.has('Cane of Byrna', player) or state.can_shoot_arrows(player)) -def MoldormDefeatRule(state, player): + +def MoldormDefeatRule(state, player: int): return state.has_melee_weapon(player) -def HelmasaurKingDefeatRule(state, player): + +def HelmasaurKingDefeatRule(state, player: int): # TODO: technically possible with the hammer return state.has_sword(player) or state.can_shoot_arrows(player) -def ArrghusDefeatRule(state, player): + +def ArrghusDefeatRule(state, player: int): if not state.has('Hookshot', player): return False # TODO: ideally we would have a check for bow and silvers, which combined with the @@ -50,11 +57,12 @@ def ArrghusDefeatRule(state, player): if state.has_melee_weapon(player): return True - return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or #assuming mostly gitting two puff with one shot + return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, + 12))) or # assuming mostly gitting two puff with one shot (state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16)))) -def MothulaDefeatRule(state, player): +def MothulaDefeatRule(state, player: int): return ( state.has_melee_weapon(player) or (state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or @@ -65,19 +73,21 @@ def MothulaDefeatRule(state, player): state.can_get_good_bee(player) ) -def BlindDefeatRule(state, player): + +def BlindDefeatRule(state, player: int): return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player) -def KholdstareDefeatRule(state, player): + +def KholdstareDefeatRule(state, player: int): return ( ( - state.has('Fire Rod', player) or - ( - state.has('Bombos', player) and - # FIXME: the following only actually works for the vanilla location for swordless - (state.has_sword(player) or state.world.swords[player] == 'swordless') - ) - ) and + state.has('Fire Rod', player) or + ( + state.has('Bombos', player) and + # FIXME: the following only actually works for the vanilla location for swordless + (state.has_sword(player) or state.world.swords[player] == 'swordless') + ) + ) and ( state.has_melee_weapon(player) or (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or @@ -91,19 +101,23 @@ def KholdstareDefeatRule(state, player): ) ) -def VitreousDefeatRule(state, player): + +def VitreousDefeatRule(state, player: int): return state.can_shoot_arrows(player) or state.has_melee_weapon(player) -def TrinexxDefeatRule(state, player): + +def TrinexxDefeatRule(state, player: int): 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 \ - (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \ - (state.has_sword(player) and state.can_extend_magic(player, 32)) + (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \ + (state.has_sword(player) and state.can_extend_magic(player, 32)) -def AgahnimDefeatRule(state, player): + +def AgahnimDefeatRule(state, player: int): return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player) + boss_table = { 'Armos Knights': ('Armos', ArmosKnightsDefeatRule), 'Lanmolas': ('Lanmola', LanmolasDefeatRule), @@ -119,31 +133,36 @@ boss_table = { 'Agahnim2': ('Agahnim2', AgahnimDefeatRule) } -anywhere_bosses = ["Moldorm", "Helmasaur King", "Mothula", "Vitreous"] -def can_place_boss(world, player, boss, dungeon_name, level=None): +def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool: if world.swords[player] in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace': return False if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top': - if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]: + 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"]: return False - if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]: + 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"]: + if boss in ["Agahnim", "Agahnim2", "Ganon"]: return False return True -def place_bosses(world, player): + +def place_boss(world, player: int, boss: str, location: str, level: Optional[str]): + logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else '')) + world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player) + + +def place_bosses(world, player: int): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order @@ -180,63 +199,64 @@ def place_bosses(world, player): ['Inverted Ganons Tower', 'bottom'], ] - all_bosses = sorted(boss_table.keys()) #sorted to be deterministic on older pythons + 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"]: # temporary hack for swordless kholdstare: if world.swords[player] == 'swordless': - world.get_dungeon('Ice Palace', player).boss = BossFactory('Kholdstare', player) - logging.getLogger('').debug('Placing boss Kholdstare at Ice Palace') + place_boss(world, player, 'Kholdstare', 'Ice Palace', None) boss_locations.remove(['Ice Palace', None]) placeable_bosses.remove('Kholdstare') - if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled + if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] - else: # all bosses present, the three duplicates chosen at random + else: # all bosses present, the three duplicates chosen at random bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)] logging.debug('Bosses chosen %s', bosses) world.random.shuffle(bosses) for [loc, level] in boss_locations: - loc_text = loc + (' ('+level+')' if level else '') boss = next((b for b in bosses if can_place_boss(world, player, 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) bosses.remove(boss) + place_boss(world, player, boss, loc, level) - logging.debug('Placing boss %s at %s', boss, loc_text) - world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player) - elif world.boss_shuffle[player] == "chaos": #all bosses chosen at random + elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random for [loc, level] in boss_locations: - loc_text = loc + (' ('+level+')' if level else '') try: boss = world.random.choice( [b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)]) except IndexError: + loc_text = loc + (' (' + level + ')' if level else '') raise FillError('Could not place boss for location %s' % loc_text) + else: + place_boss(world, player, boss, loc, level) - logging.debug('Placing boss %s at %s', boss, loc_text) - world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player) elif world.boss_shuffle[player] == "singularity": - if world.swords[player] == 'swordless': - boss = world.random.choice(anywhere_bosses) - else: - boss = world.random.choice(anywhere_bosses + ["Kholdstare"]) - for [loc, level] in boss_locations: - logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else '')) - world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player) + boss = world.random.choice(anywhere_bosses) + for loc, level in boss_locations: + place_boss(world, player, boss, loc, level) + elif world.boss_shuffle[player] == "duality": - if world.swords[player] == 'swordless': - used_anywhere_bosses = anywhere_bosses - else: - used_anywhere_bosses = anywhere_bosses + ["Kholdstare"] + # pick a boss that can only appear in some places + limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in anywhere_bosses]) - limited_boss = world.random.choice([boss for boss in placeable_bosses if boss not in used_anywhere_bosses]) - anywhere_boss = world.random.choice(used_anywhere_bosses) - - for [loc, level] in boss_locations: - boss = limited_boss if can_place_boss(world, player, limited_boss, loc, level) else anywhere_boss - logging.debug('Placing boss %s at %s', boss, loc + (' ('+level+')' if level else '')) - world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player) \ No newline at end of file + remaining_boss_locations = [] + for loc, level in boss_locations: + #place that boss where it can go + if can_place_boss(world, player, limited_boss, loc, level): + place_boss(world, player, limited_boss, loc, level) + else: + remaining_boss_locations.append((loc, level)) + #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)]) + logging.info([boss for boss in placeable_bosses if all( + can_place_boss(world, player, 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)