335 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			335 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import TYPE_CHECKING, Dict, Callable, Optional
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| 
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| from worlds.generic.Rules import set_rule, add_rule
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| from .Locations import location_table, LocationDict
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| from .Creatures import all_creatures, aggressive, suffix, hatchable, containment
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| from .Options import AggressiveScanLogic, SwimRule
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| import math
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| 
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| if TYPE_CHECKING:
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|     from . import SubnauticaWorld
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|     from BaseClasses import CollectionState, Location
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| 
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| 
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| def has_seaglide(state: "CollectionState", player: int) -> bool:
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|     return state.has("Seaglide Fragment", player, 2)
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| 
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| 
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| def has_modification_station(state: "CollectionState", player: int) -> bool:
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|     return state.has("Modification Station Fragment", player, 3)
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| 
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| 
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| def has_mobile_vehicle_bay(state: "CollectionState", player: int) -> bool:
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|     return state.has("Mobile Vehicle Bay Fragment", player, 3)
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| 
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| 
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| def has_moonpool(state: "CollectionState", player: int) -> bool:
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|     return state.has("Moonpool Fragment", player, 2)
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| 
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| 
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| def has_vehicle_upgrade_console(state: "CollectionState", player: int) -> bool:
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|     return state.has("Vehicle Upgrade Console", player) and \
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|            has_moonpool(state, player)
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| 
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| 
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| def has_seamoth(state: "CollectionState", player: int) -> bool:
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|     return state.has("Seamoth Fragment", player, 3) and \
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|            has_mobile_vehicle_bay(state, player)
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| 
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| 
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| def has_seamoth_depth_module_mk1(state: "CollectionState", player: int) -> bool:
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|     return has_vehicle_upgrade_console(state, player)
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| 
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| 
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| def has_seamoth_depth_module_mk2(state: "CollectionState", player: int) -> bool:
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|     return has_seamoth_depth_module_mk1(state, player) and \
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|            has_modification_station(state, player)
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| 
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| 
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| def has_seamoth_depth_module_mk3(state: "CollectionState", player: int) -> bool:
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|     return has_seamoth_depth_module_mk2(state, player) and \
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|            has_modification_station(state, player)
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| 
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| 
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| def has_cyclops_bridge(state: "CollectionState", player: int) -> bool:
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|     return state.has("Cyclops Bridge Fragment", player, 3)
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| 
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| 
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| def has_cyclops_engine(state: "CollectionState", player: int) -> bool:
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|     return state.has("Cyclops Engine Fragment", player, 3)
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| 
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| 
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| def has_cyclops_hull(state: "CollectionState", player: int) -> bool:
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|     return state.has("Cyclops Hull Fragment", player, 3)
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| 
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| 
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| def has_cyclops(state: "CollectionState", player: int) -> bool:
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|     return has_cyclops_bridge(state, player) and \
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|            has_cyclops_engine(state, player) and \
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|            has_cyclops_hull(state, player) and \
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|            has_mobile_vehicle_bay(state, player)
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| 
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| 
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| def has_cyclops_depth_module_mk1(state: "CollectionState", player: int) -> bool:
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|     # Crafted in the Cyclops, so we don't need to check for crafting station
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|     return state.has("Cyclops Depth Module MK1", player)
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| 
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| 
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| def has_cyclops_depth_module_mk2(state: "CollectionState", player: int) -> bool:
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|     return has_cyclops_depth_module_mk1(state, player) and \
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|            has_modification_station(state, player)
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| 
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| 
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| def has_cyclops_depth_module_mk3(state: "CollectionState", player: int) -> bool:
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|     return has_cyclops_depth_module_mk2(state, player) and \
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|            has_modification_station(state, player)
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| 
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| 
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| def has_prawn(state: "CollectionState", player: int) -> bool:
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|     return state.has("Prawn Suit Fragment", player, 4) and \
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|            has_mobile_vehicle_bay(state, player)
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| 
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| 
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| def has_prawn_propulsion_arm(state: "CollectionState", player: int) -> bool:
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|     return state.has("Prawn Suit Propulsion Cannon Fragment", player, 2) and \
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|            has_vehicle_upgrade_console(state, player)
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| 
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| 
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| def has_prawn_depth_module_mk1(state: "CollectionState", player: int) -> bool:
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|     return has_vehicle_upgrade_console(state, player)
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| 
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| 
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| def has_prawn_depth_module_mk2(state: "CollectionState", player: int) -> bool:
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|     return has_prawn_depth_module_mk1(state, player) and \
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|            has_modification_station(state, player)
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| 
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| 
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| def has_laser_cutter(state: "CollectionState", player: int) -> bool:
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|     return state.has("Laser Cutter Fragment", player, 3)
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| 
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| 
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| def has_stasis_rifle(state: "CollectionState", player: int) -> bool:
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|     return state.has("Stasis Rifle Fragment", player, 2)
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| 
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| 
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| def has_containment(state: "CollectionState", player: int) -> bool:
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|     return state.has("Alien Containment", player) and has_utility_room(state, player)
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| 
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| 
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| def has_utility_room(state: "CollectionState", player: int) -> bool:
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|     return state.has("Large Room", player) or state.has("Multipurpose Room", player)
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| 
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| 
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| # Either we have propulsion cannon, or prawn + propulsion cannon arm
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| def has_propulsion_cannon(state: "CollectionState", player: int) -> bool:
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|     return state.has("Propulsion Cannon Fragment", player, 2)
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| 
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| 
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| def has_cyclops_shield(state: "CollectionState", player: int) -> bool:
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|     return has_cyclops(state, player) and \
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|            state.has("Cyclops Shield Generator", player)
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| 
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| 
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| def has_ultra_high_capacity_tank(state: "CollectionState", player: int) -> bool:
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|     return has_modification_station(state, player) and state.has("Ultra High Capacity Tank", player)
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| 
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| 
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| def has_lightweight_high_capacity_tank(state: "CollectionState", player: int) -> bool:
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|     return has_modification_station(state, player) and state.has("Lightweight High Capacity Tank", player)
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| 
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| 
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| def has_ultra_glide_fins(state: "CollectionState", player: int) -> bool:
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|     return has_modification_station(state, player) and state.has("Ultra Glide Fins", player)
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| 
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| # Swim depth rules:
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| # Rebreather, high capacity tank and fins are available from the start.
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| # All tests for those were done without inventory for light weight.
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| # Fins and ultra Fins are better than charge fins, so we ignore charge fins.
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| 
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| # swim speeds: https://subnautica.fandom.com/wiki/Swimming_Speed
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| 
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| 
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| def get_max_swim_depth(state: "CollectionState", player: int) -> int:
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|     swim_rule: SwimRule = state.multiworld.swim_rule[player]
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|     depth: int = swim_rule.base_depth
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|     if swim_rule.consider_items:
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|         if has_seaglide(state, player):
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|             if has_ultra_high_capacity_tank(state, player):
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|                 depth += 350  # It's about 800m. Give some room
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|             else:
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|                 depth += 200  # It's about 650m. Give some room
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|         # seaglide and fins cannot be used together
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|         elif has_ultra_glide_fins(state, player):
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|             if has_ultra_high_capacity_tank(state, player):
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|                 depth += 150
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|             elif has_lightweight_high_capacity_tank(state, player):
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|                 depth += 75
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|             else:
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|                 depth += 50
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|         elif has_ultra_high_capacity_tank(state, player):
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|             depth += 100
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|         elif has_lightweight_high_capacity_tank(state, player):
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|             depth += 25
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|     return depth
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| 
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| 
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| def get_seamoth_max_depth(state: "CollectionState", player: int):
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|     if has_seamoth(state, player):
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|         if has_seamoth_depth_module_mk3(state, player):
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|             return 900
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|         elif has_seamoth_depth_module_mk2(state, player):  # Will never be the case, 3 is craftable
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|             return 500
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|         elif has_seamoth_depth_module_mk1(state, player):
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|             return 300
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|         else:
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|             return 200
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|     else:
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|         return 0
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| 
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| 
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| def get_cyclops_max_depth(state: "CollectionState", player):
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|     if has_cyclops(state, player):
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|         if has_cyclops_depth_module_mk3(state, player):
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|             return 1700
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|         elif has_cyclops_depth_module_mk2(state, player):  # Will never be the case, 3 is craftable
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|             return 1300
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|         elif has_cyclops_depth_module_mk1(state, player):
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|             return 900
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|         else:
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|             return 500
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|     else:
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|         return 0
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| 
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| 
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| def get_prawn_max_depth(state: "CollectionState", player):
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|     if has_prawn(state, player):
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|         if has_prawn_depth_module_mk2(state, player):
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|             return 1700
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|         elif has_prawn_depth_module_mk1(state, player):
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|             return 1300
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|         else:
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|             return 900
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|     else:
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|         return 0
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| 
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| 
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| def get_max_depth(state: "CollectionState", player: int):
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|     return get_max_swim_depth(state, player) + max(
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|         get_seamoth_max_depth(state, player),
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|         get_cyclops_max_depth(state, player),
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|         get_prawn_max_depth(state, player)
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|     )
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| 
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| 
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| def is_radiated(x: float, y: float, z: float) -> bool:
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|     aurora_dist = math.sqrt((x - 1038.0) ** 2 + y ** 2 + (z - -163.1) ** 2)
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|     return aurora_dist < 950
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| 
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| 
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| def can_access_location(state: "CollectionState", player: int, loc: LocationDict) -> bool:
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|     need_laser_cutter = loc.get("need_laser_cutter", False)
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|     if need_laser_cutter and not has_laser_cutter(state, player):
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|         return False
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| 
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|     need_propulsion_cannon = loc.get("need_propulsion_cannon", False)
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|     if need_propulsion_cannon and not has_propulsion_cannon(state, player):
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|         return False
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| 
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|     pos = loc["position"]
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|     pos_x = pos["x"]
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|     pos_y = pos["y"]
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|     pos_z = pos["z"]
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| 
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|     need_radiation_suit = is_radiated(pos_x, pos_y, pos_z)
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|     if need_radiation_suit and not state.has("Radiation Suit", player):
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|         return False
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| 
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|     # Seaglide doesn't unlock anything specific, but just allows for faster movement. 
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|     # Otherwise the game is painfully slow.
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|     map_center_dist = math.sqrt(pos_x ** 2 + pos_z ** 2)
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|     if (map_center_dist > 800 or pos_y < -200) and not has_seaglide(state, player):
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|         return False
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| 
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|     depth = -pos_y  # y-up
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|     return get_max_depth(state, player) >= depth
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| 
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| 
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| def set_location_rule(world, player: int, loc: LocationDict):
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|     set_rule(world.get_location(loc["name"], player), lambda state: can_access_location(state, player, loc))
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| 
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| 
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| def can_scan_creature(state: "CollectionState", player: int, creature: str) -> bool:
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|     if not has_seaglide(state, player):
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|         return False
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|     return get_max_depth(state, player) >= all_creatures[creature]
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| 
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| 
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| def set_creature_rule(world, player: int, creature_name: str) -> "Location":
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|     location = world.get_location(creature_name + suffix, player)
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|     set_rule(location,
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|              lambda state: can_scan_creature(state, player, creature_name))
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|     return location
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| 
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| 
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| def get_aggression_rule(option: AggressiveScanLogic, creature_name: str) -> \
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|         Optional[Callable[["CollectionState", int], bool]]:
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|     """Get logic rule for a creature scan location."""
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|     if creature_name not in hatchable and option != option.option_none:  # can only be done via stasis
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|         return has_stasis_rifle
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|     # otherwise allow option preference
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|     return aggression_rules.get(option.value, None)
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| 
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| 
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| aggression_rules: Dict[int, Callable[["CollectionState", int], bool]] = {
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|     AggressiveScanLogic.option_stasis: has_stasis_rifle,
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|     AggressiveScanLogic.option_containment: has_containment,
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|     AggressiveScanLogic.option_either: lambda state, player:
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|     has_stasis_rifle(state, player) or has_containment(state, player)
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| }
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| 
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| 
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| def set_rules(subnautica_world: "SubnauticaWorld"):
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|     player = subnautica_world.player
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|     world = subnautica_world.multiworld
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| 
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|     for loc in location_table.values():
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|         set_location_rule(world, player, loc)
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| 
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|     if subnautica_world.creatures_to_scan:
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|         option = world.creature_scan_logic[player]
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| 
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|         for creature_name in subnautica_world.creatures_to_scan:
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|             location = set_creature_rule(world, player, creature_name)
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|             if creature_name in containment:  # there is no other way, hard-required containment
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|                 add_rule(location, lambda state: has_containment(state, player))
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|             elif creature_name in aggressive:
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|                 rule = get_aggression_rule(option, creature_name)
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|                 if rule:
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|                     add_rule(location,
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|                              lambda state, loc_rule=get_aggression_rule(option, creature_name): loc_rule(state, player))
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| 
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|     # Victory locations
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|     set_rule(world.get_location("Neptune Launch", player),
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|              lambda state:
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|              get_max_depth(state, player) >= 1444 and
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|              has_mobile_vehicle_bay(state, player) and
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|              state.has("Neptune Launch Platform", player) and
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|              state.has("Neptune Gantry", player) and
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|              state.has("Neptune Boosters", player) and
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|              state.has("Neptune Fuel Reserve", player) and
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|              state.has("Neptune Cockpit", player) and
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|              state.has("Ion Power Cell", player) and
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|              state.has("Ion Battery", player) and
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|              has_cyclops_shield(state, player))
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| 
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|     set_rule(world.get_location("Disable Quarantine", player), lambda state:
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|     get_max_depth(state, player) >= 1444)
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| 
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|     set_rule(world.get_location("Full Infection", player), lambda state:
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|     get_max_depth(state, player) >= 900)
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| 
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|     room = world.get_location("Aurora Drive Room - Upgrade Console", player)
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|     set_rule(world.get_location("Repair Aurora Drive", player), lambda state: room.can_reach(state))
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| 
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|     world.completion_condition[player] = lambda state: state.has("Victory", player)
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