SM update (#147)

* fixed generations failing when only bosses are unreachable

* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish

* fixed failling generations when using 'fun' settings

Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings

* fixed debug logger

* removed unsupported "suits_restriction" option

* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)

* - fixed deathlink emptying reserves

- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves

* - merged death_link and death_link_survive options
This commit is contained in:
lordlou
2021-12-02 00:11:42 -05:00
committed by GitHub
parent f673dfb7cf
commit 83cfd6ec05
8 changed files with 64 additions and 27 deletions

View File

@@ -566,6 +566,8 @@ class Helpers(object):
# print('RIDLEY', ammoMargin, secs)
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
Settings.bossesDifficulty['Ridley'])
if (sm.onlyBossLeft):
diff = 1
if diff < 0:
return smboolFalse
else:
@@ -580,6 +582,8 @@ class Helpers(object):
#print('KRAID True ', ammoMargin, secs)
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs,
Settings.bossesDifficulty['Kraid'])
if (sm.onlyBossLeft):
diff = 1
if diff < 0:
return smboolFalse
@@ -621,6 +625,8 @@ class Helpers(object):
if sm.haveItem('Gravity') and sm.haveItem('ScrewAttack'):
fight.difficulty /= Settings.algoSettings['draygonScrewBonus']
fight.difficulty = self.adjustHealthDropDiff(fight.difficulty)
if (sm.onlyBossLeft):
fight.difficulty = 1
else:
fight = smboolFalse
# for grapple kill considers energy drained by wall socket + 2 spankings by Dray
@@ -661,6 +667,8 @@ class Helpers(object):
elif not hasCharge and sm.itemCount('Missile') <= 2: # few missiles is harder
difficulty *= Settings.algoSettings['phantoonLowMissileMalus']
difficulty = self.adjustHealthDropDiff(difficulty)
if (sm.onlyBossLeft):
difficulty = 1
fight = SMBool(True, difficulty, items=ammoItems+defenseItems)
return sm.wor(fight,
@@ -707,6 +715,8 @@ class Helpers(object):
# print('MB2', ammoMargin, secs)
#print("ammoMargin: {}, secs: {}, settings: {}, energyDiff: {}".format(ammoMargin, secs, Settings.bossesDifficulty['MotherBrain'], energyDiff))
(diff, defenseItems) = self.computeBossDifficulty(ammoMargin, secs, Settings.bossesDifficulty['MotherBrain'], energyDiff)
if (sm.onlyBossLeft):
diff = 1
if diff < 0:
return smboolFalse
return SMBool(True, diff, items=ammoItems+defenseItems)