mirror of
https://github.com/MarioSpore/Grinch-AP.git
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- Fixed King Boom Boo being able to appear in multiple boss gates - `Final Rush - 16 Animals (Expert)` no longer requires `Sonic - Bounce Bracelet` - `Dry Lagoon - 5 (Standard)` now requires `Rouge - Pick Nails` - `Sand Ocean - Extra Life Box 2 (Standard/Hard/Expert)` no longer requires `Eggman - Jet Engine` - `Security Hall - 8 Animals (Expert)` no longer requires `Rouge - Pick Nails` - `Sky Rail - Item Box 8 (Standard)` now requires `Shadow - Air Shoes` and `Shadow - Mystic Melody` - `Cosmic Wall - Chao Key 1 (Standard/Hard/Expert)` no longer requires `Eggman - Mystic Melody` - `Cannon's Core - Pipe 2 (Expert)` no longer requires `Tails - Booster` - `Cannon's Core - Gold Beetle` no longer requires `Tails - Booster` nor `Knuckles - Hammer Gloves`
161 lines
5.0 KiB
Python
161 lines
5.0 KiB
Python
import typing
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from BaseClasses import MultiWorld
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from Options import OptionError
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from worlds.AutoWorld import World
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from .Names import LocationName
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from .Options import GateBossPlando
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speed_characters_1 = "sonic vs shadow 1"
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speed_characters_2 = "sonic vs shadow 2"
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mech_characters_1 = "tails vs eggman 1"
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mech_characters_2 = "tails vs eggman 2"
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hunt_characters_1 = "knuckles vs rouge 1"
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big_foot = "big foot"
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hot_shot = "hot shot"
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flying_dog = "flying dog"
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egg_golem_sonic = "egg golem (sonic)"
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egg_golem_eggman = "egg golem (eggman)"
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king_boom_boo = "king boom boo"
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gate_bosses_no_requirements_table = {
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speed_characters_1: 0,
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speed_characters_2: 1,
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mech_characters_1: 2,
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mech_characters_2: 3,
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hunt_characters_1: 4,
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big_foot: 5,
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hot_shot: 6,
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flying_dog: 7,
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egg_golem_sonic: 8,
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egg_golem_eggman: 9,
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}
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gate_bosses_with_requirements_table = {
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king_boom_boo: 10,
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}
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extra_boss_rush_bosses_table = {
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speed_characters_1: 11,
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speed_characters_2: 12,
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mech_characters_1: 13,
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mech_characters_2: 14,
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hunt_characters_1: 15,
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}
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all_gate_bosses_table = {
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**gate_bosses_no_requirements_table,
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**gate_bosses_with_requirements_table,
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}
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boss_id_to_name = {
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0: "Sonic vs Shadow 1",
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1: "Sonic vs Shadow 2",
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2: "Tails vs Eggman 1",
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3: "Tails vs Eggman 2",
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4: "Knuckles vs Rouge 1",
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5: "F-6t BIG FOOT",
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6: "B-3x HOT SHOT",
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7: "R-1/A FLYING DOG",
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8: "Egg Golem (Sonic)",
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9: "Egg Golem (Eggman)",
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10: "King Boom Boo",
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11: "Sonic vs Shadow 1",
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12: "Sonic vs Shadow 2",
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13: "Tails vs Eggman 1",
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14: "Tails vs Eggman 2",
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15: "Knuckles vs Rouge 1",
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}
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def get_boss_name(boss: int):
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return boss_id_to_name[boss]
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def boss_has_requirement(boss: int):
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return boss >= len(gate_bosses_no_requirements_table)
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def get_gate_bosses(world: World):
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selected_bosses: typing.List[int] = []
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boss_gates: typing.List[int] = []
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available_bosses: typing.List[str] = list(gate_bosses_no_requirements_table.keys())
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world.random.shuffle(available_bosses)
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gate_boss_plando: typing.Union[int, str] = world.options.gate_boss_plando.value
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plando_bosses = ["None", "None", "None", "None", "None"]
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if isinstance(gate_boss_plando, str):
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# boss plando
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options = gate_boss_plando.split(";")
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gate_boss_plando = GateBossPlando.options[options.pop()]
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for option in options:
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if "-" in option:
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loc, boss = option.split("-")
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boss_num = LocationName.boss_gate_names[loc]
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if boss_num >= world.options.number_of_level_gates.value:
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# Don't reject bosses plando'd into gate bosses that won't exist
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pass
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if boss in plando_bosses:
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raise OptionError(f"Invalid input for option `plando_bosses`: "
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f"No Duplicate Bosses permitted ({boss}) - for "
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f"{world.player_name}")
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plando_bosses[boss_num] = boss
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if boss in available_bosses:
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available_bosses.remove(boss)
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for x in range(world.options.number_of_level_gates):
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if (10 not in selected_bosses) and (king_boom_boo not in available_bosses) and ((x + 1) / world.options.number_of_level_gates) > 0.5:
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available_bosses.extend(gate_bosses_with_requirements_table.keys())
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world.random.shuffle(available_bosses)
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chosen_boss = available_bosses[0]
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if plando_bosses[x] != "None":
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if plando_bosses[x] not in available_bosses:
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available_bosses.append(plando_bosses[x])
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chosen_boss = plando_bosses[x]
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selected_bosses.append(all_gate_bosses_table[chosen_boss])
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boss_gates.append(x + 1)
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available_bosses.remove(chosen_boss)
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bosses: typing.Dict[int, int] = dict(zip(boss_gates, selected_bosses))
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return bosses
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def get_boss_rush_bosses(world: World):
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if world.options.boss_rush_shuffle == 0:
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boss_list_o = list(range(0, 16))
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boss_list_s = [5, 2, 0, 10, 8, 4, 3, 1, 6, 13, 7, 11, 9, 15, 14, 12]
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return dict(zip(boss_list_o, boss_list_s))
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elif world.options.boss_rush_shuffle == 1:
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boss_list_o = list(range(0, 16))
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boss_list_s = boss_list_o.copy()
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world.random.shuffle(boss_list_s)
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return dict(zip(boss_list_o, boss_list_s))
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elif world.options.boss_rush_shuffle == 2:
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boss_list_o = list(range(0, 16))
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boss_list_s = [world.random.choice(boss_list_o) for i in range(0, 16)]
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if 10 not in boss_list_s:
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boss_list_s[world.random.randint(0, 15)] = 10
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return dict(zip(boss_list_o, boss_list_s))
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elif world.options.boss_rush_shuffle == 3:
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boss_list_o = list(range(0, 16))
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boss_list_s = [world.random.choice(boss_list_o)] * len(boss_list_o)
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if 10 not in boss_list_s:
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boss_list_s[world.random.randint(0, 15)] = 10
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return dict(zip(boss_list_o, boss_list_s))
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else:
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return dict()
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