from math import sqrt from BaseClasses import CollectionState from . import PaintWorld def paint_percent_available(state: CollectionState, world: PaintWorld, player: int) -> bool: if state.paint_percent_stale[player]: state.paint_percent_available[player] = calculate_paint_percent_available(state, world, player) state.paint_percent_stale[player] = False return state.paint_percent_available[player] def calculate_paint_percent_available(state: CollectionState, world: PaintWorld, player: int) -> float: p = state.has("Pick Color", player) r = min(state.count("Progressive Color Depth (Red)", player), 7) g = min(state.count("Progressive Color Depth (Green)", player), 7) b = min(state.count("Progressive Color Depth (Blue)", player), 7) if not p: r = min(r, 2) g = min(g, 2) b = min(b, 2) w = state.count("Progressive Canvas Width", player) h = state.count("Progressive Canvas Height", player) # This code looks a little messy but it's a mathematical formula derived from the similarity calculations in the # client. The first line calculates the maximum score achievable for a single pixel with the current items in the # worst possible case. This per-pixel score is then multiplied by the number of pixels currently available (the # starting canvas is 400x300) over the total number of pixels with everything unlocked (800x600) to get the # total score achievable assuming the worst possible target image. Finally, this is multiplied by the logic percent # option which restricts the logic so as to not require pixel perfection. return ((1 - ((sqrt(((2 ** (7 - r) - 1) ** 2 + (2 ** (7 - g) - 1) ** 2 + (2 ** (7 - b) - 1) ** 2) * 12)) / 765)) * min(400 + w * world.options.canvas_size_increment, 800) * min(300 + h * world.options.canvas_size_increment, 600) * world.options.logic_percent / 480000) def set_completion_rules(world: PaintWorld, player: int) -> None: world.multiworld.completion_condition[player] = \ lambda state: (paint_percent_available(state, world, player) >= min(world.options.logic_percent, world.options.goal_percent))