257 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			257 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import logging
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| from typing import Optional
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| 
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| from BaseClasses import Boss
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| from Fill import FillError
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| 
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| 
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| def BossFactory(boss: str, player: int) -> Optional[Boss]:
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|     if boss is None:
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|         return None
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|     if boss in boss_table:
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|         enemizer_name, defeat_rule = boss_table[boss]
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|         return Boss(boss, enemizer_name, defeat_rule, player)
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| 
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|     logging.error('Unknown Boss: %s', boss)
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|     return None
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| 
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| 
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| def ArmosKnightsDefeatRule(state, player: int):
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|     # Magic amounts are probably a bit overkill
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|     return (
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|             state.has_melee_weapon(player) or
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|             state.can_shoot_arrows(player) or
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|             (state.has('Cane of Somaria', player) and state.can_extend_magic(player, 10)) or
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|             (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
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|             (state.has('Ice Rod', player) and state.can_extend_magic(player, 32)) or
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|             (state.has('Fire Rod', player) and state.can_extend_magic(player, 32)) or
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|             state.has('Blue Boomerang', player) or
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|             state.has('Red Boomerang', player))
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| 
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| 
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| def LanmolasDefeatRule(state, player: int):
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|     return (
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|             state.has_melee_weapon(player) or
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|             state.has('Fire Rod', player) or
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|             state.has('Ice Rod', player) or
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|             state.has('Cane of Somaria', player) or
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|             state.has('Cane of Byrna', player) or
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|             state.can_shoot_arrows(player))
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| 
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| 
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| def MoldormDefeatRule(state, player: int):
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|     return state.has_melee_weapon(player)
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| 
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| 
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| def HelmasaurKingDefeatRule(state, player: int):
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|     # TODO: technically possible with the hammer
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|     return state.has_sword(player) or state.can_shoot_arrows(player)
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| 
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| 
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| def ArrghusDefeatRule(state, player: int):
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|     if not state.has('Hookshot', player):
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|         return False
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|     # TODO: ideally we would have a check for bow and silvers, which combined with the
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|     # hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature
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|     # makes this complicated
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|     if state.has_melee_weapon(player):
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|         return True
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| 
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|     return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player,
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|                                                                                                          12))) or  # assuming mostly gitting two puff with one shot
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|             (state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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| 
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| 
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| def MothulaDefeatRule(state, player: int):
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|     return (
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|             state.has_melee_weapon(player) or
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|             (state.has('Fire Rod', player) and state.can_extend_magic(player, 10)) or
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|             # TODO: Not sure how much (if any) extend magic is needed for these two, since they only apply
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|             # to non-vanilla locations, so are harder to test, so sticking with what VT has for now:
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|             (state.has('Cane of Somaria', player) and state.can_extend_magic(player, 16)) or
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|             (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) or
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|             state.can_get_good_bee(player)
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|     )
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| 
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| 
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| def BlindDefeatRule(state, player: int):
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|     return state.has_melee_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player)
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| 
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| 
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| def KholdstareDefeatRule(state, player: int):
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|     return (
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|             (
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|                     state.has('Fire Rod', player) or
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|                     (
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|                             state.has('Bombos', player) and
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|                             # FIXME: the following only actually works for the vanilla location for swordless
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|                             (state.has_sword(player) or state.world.swords[player] == 'swordless')
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|                     )
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|             ) and
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|             (
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|                     state.has_melee_weapon(player) or
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|                     (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or
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|                     # FIXME: this actually only works for the vanilla location for swordless
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|                     (
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|                             state.has('Fire Rod', player) and
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|                             state.has('Bombos', player) and
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|                             state.world.swords[player] == 'swordless' and
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|                             state.can_extend_magic(player, 16)
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|                     )
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|             )
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|     )
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| 
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| 
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| def VitreousDefeatRule(state, player: int):
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|     return state.can_shoot_arrows(player) or state.has_melee_weapon(player)
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| 
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| 
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| def TrinexxDefeatRule(state, player: int):
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|     if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
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|         return False
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|     return state.has('Hammer', player) or state.has('Tempered Sword', player) or state.has('Golden Sword', player) or \
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|            (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or \
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|            (state.has_sword(player) and state.can_extend_magic(player, 32))
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| 
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| 
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| def AgahnimDefeatRule(state, player: int):
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|     return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player)
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| 
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| 
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| boss_table = {
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|     'Armos Knights': ('Armos', ArmosKnightsDefeatRule),
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|     'Lanmolas': ('Lanmola', LanmolasDefeatRule),
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|     'Moldorm': ('Moldorm', MoldormDefeatRule),
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|     'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule),
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|     'Arrghus': ('Arrghus', ArrghusDefeatRule),
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|     'Mothula': ('Mothula', MothulaDefeatRule),
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|     'Blind': ('Blind', BlindDefeatRule),
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|     'Kholdstare': ('Kholdstare', KholdstareDefeatRule),
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|     'Vitreous': ('Vitreous', VitreousDefeatRule),
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|     'Trinexx': ('Trinexx', TrinexxDefeatRule),
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|     'Agahnim': ('Agahnim', AgahnimDefeatRule),
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|     'Agahnim2': ('Agahnim2', AgahnimDefeatRule)
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| }
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| 
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| 
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| def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
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|     if world.swords[player] in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
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|         return False
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| 
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|     if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top':
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|         if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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|             return False
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| 
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|     if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
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|         if boss in ["Blind"]:
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|             return False
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| 
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|     if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
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|         return False
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| 
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|     if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
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|         return False
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| 
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|     if boss in ["Agahnim", "Agahnim2", "Ganon"]:
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|         return False
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|     return True
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| 
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| 
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| def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
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|     logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
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|     world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
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| 
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| 
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| def place_bosses(world, player: int):
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|     if world.boss_shuffle[player] == 'none':
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|         return
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|     # Most to least restrictive order
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|     if world.mode[player] != 'inverted':
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|         boss_locations = [
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|             ['Ganons Tower', 'top'],
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|             ['Tower of Hera', None],
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|             ['Skull Woods', None],
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|             ['Ganons Tower', 'middle'],
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|             ['Eastern Palace', None],
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|             ['Desert Palace', None],
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|             ['Palace of Darkness', None],
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|             ['Swamp Palace', None],
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|             ['Thieves Town', None],
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|             ['Ice Palace', None],
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|             ['Misery Mire', None],
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|             ['Turtle Rock', None],
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|             ['Ganons Tower', 'bottom'],
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|         ]
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|     else:
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|         boss_locations = [
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|             ['Inverted Ganons Tower', 'top'],
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|             ['Tower of Hera', None],
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|             ['Skull Woods', None],
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|             ['Inverted Ganons Tower', 'middle'],
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|             ['Eastern Palace', None],
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|             ['Desert Palace', None],
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|             ['Palace of Darkness', None],
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|             ['Swamp Palace', None],
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|             ['Thieves Town', None],
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|             ['Ice Palace', None],
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|             ['Misery Mire', None],
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|             ['Turtle Rock', None],
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|             ['Inverted Ganons Tower', 'bottom'],
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|         ]
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| 
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|     all_bosses = sorted(boss_table.keys())  # sorted to be deterministic on older pythons
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|     placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
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|     anywhere_bosses = [boss for boss in placeable_bosses if all(
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|         can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
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|     if world.boss_shuffle[player] in ["basic", "normal"]:
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|         # temporary hack for swordless kholdstare:
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|         if world.swords[player] == 'swordless':
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|             place_boss(world, player, 'Kholdstare', 'Ice Palace', None)
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|             boss_locations.remove(['Ice Palace', None])
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|             placeable_bosses.remove('Kholdstare')
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| 
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|         if world.boss_shuffle[player] == "basic":  # vanilla bosses shuffled
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|             bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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|         else:  # all bosses present, the three duplicates chosen at random
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|             bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
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| 
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|         logging.debug('Bosses chosen %s', bosses)
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| 
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|         world.random.shuffle(bosses)
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|         for [loc, level] in boss_locations:
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|             boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
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|             if not boss:
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|                 loc_text = loc + (' (' + level + ')' if level else '')
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|                 raise FillError('Could not place boss for location %s' % loc_text)
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|             bosses.remove(boss)
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|             place_boss(world, player, boss, loc, level)
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| 
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|     elif world.boss_shuffle[player] == "chaos":  # all bosses chosen at random
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|         for [loc, level] in boss_locations:
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|             try:
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|                 boss = world.random.choice(
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|                     [b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
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|             except IndexError:
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|                 loc_text = loc + (' (' + level + ')' if level else '')
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|                 raise FillError('Could not place boss for location %s' % loc_text)
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|             else:
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|                 place_boss(world, player, boss, loc, level)
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| 
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|     elif world.boss_shuffle[player] == "singularity":
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|         primary_boss = world.random.choice(placeable_bosses)
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|         remaining_boss_locations = []
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|         for loc, level in boss_locations:
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|             # place that boss where it can go
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|             if can_place_boss(world, player, primary_boss, loc, level):
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|                 place_boss(world, player, primary_boss, loc, level)
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|             else:
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|                 remaining_boss_locations.append((loc, level))
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|         if remaining_boss_locations:
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|             # pick a boss to go into the remaining locations
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|             remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
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|                 can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
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|             for loc, level in remaining_boss_locations:
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|                 place_boss(world, player, remaining_boss, loc, level)
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|     else:
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|         raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
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