* fix missing fields in custom prog balancing option * fix typos and pep8 * update and implement pyevermizer 0.41.3 * allow randomizing energy core * add energy core fragments (turn in at Prof. Ruffleberg) * rename some items to avoid confusion * differentiate between progression and useful * remove obsolete 'Bazooka' group * don't add items to the pool that get removed
		
			
				
	
	
		
			57 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from BaseClasses import MultiWorld
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from ..AutoWorld import LogicMixin
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from .Options import EnergyCore
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from typing import Set
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# TODO: Options may preset certain progress steps (i.e. P_ROCK_SKIP), set in generate_early?
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from . import pyevermizer
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# TODO: resolve/flatten/expand rules to get rid of recursion below where possible
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# Logic.rules are all rules including locations, excluding those with no progress (i.e. locations that only drop items)
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rules = [rule for rule in pyevermizer.get_logic() if len(rule.provides) > 0]
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# Logic.items are all items and extra items excluding non-progression items and duplicates
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item_names: Set[str] = set()
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items = [item for item in filter(lambda item: item.progression, pyevermizer.get_items() + pyevermizer.get_extra_items())
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         if item.name not in item_names and not item_names.add(item.name)]
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# when this module is loaded, this mixin will extend BaseClasses.CollectionState
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class SecretOfEvermoreLogic(LogicMixin):
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    def _soe_count(self, progress: int, world: MultiWorld, player: int, max_count: int = 0) -> int:
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        """
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        Returns reached count of one of evermizer's progress steps based on collected items.
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        i.e. returns 0-3 for P_DE based on items providing CHECK_BOSS,DIAMOND_EYE_DROP
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        """
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        n = 0
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        for item in items:
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            for pvd in item.provides:
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                if pvd[1] == progress:
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                    if self.has(item.name, player):
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                        n += self.item_count(item.name, player) * pvd[0]
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                        if n >= max_count > 0:
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                            return n
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        for rule in rules:
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            for pvd in rule.provides:
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                if pvd[1] == progress and pvd[0] > 0:
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                    has = True
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                    for req in rule.requires:
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                        if not self._soe_has(req[1], world, player, req[0]):
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                            has = False
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                            break
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                    if has:
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                        n += pvd[0]
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                        if n >= max_count > 0:
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                            return n
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        return n
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    def _soe_has(self, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
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        """
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        Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
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        """
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        if progress == pyevermizer.P_ENERGY_CORE:  # logic is shared between worlds, so we override in the call
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            w = world.worlds[player]
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            if w.energy_core == EnergyCore.option_fragments:
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                progress = pyevermizer.P_CORE_FRAGMENT
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                count = w.required_fragments
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        return self._soe_count(progress, world, player, count) >= count
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