Writing combat logic helpers

This commit is contained in:
Scipio Wright
2024-07-03 21:15:17 -04:00
parent f9e1d9d1a4
commit 3e9b21f88f

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from typing import List, TYPE_CHECKING
from BaseClasses import CollectionState
from .rules import has_sword, has_stick
if TYPE_CHECKING:
from . import TunicWorld
def has_combat_logic(level: int, required_items: List[str], state: CollectionState, player: int) -> bool:
# no stick, no power
if not has_stick(state, player):
return False
if "Sword" in required_items and not has_sword(state, player):
return False
else:
required_items.remove("Sword")
if required_items and not state.has_all(required_items, player):
return False
power = (get_att_power(state, player) + get_def_power(state, player) + get_potion_power(state, player)
+ get_hp_power(state, player) + get_mp_power(state, player) + get_other_power(state, player))
return True if power >= level else False
def get_att_power(state: CollectionState, player: int) -> int:
# not relevant if you don't have a weapon that benefits from attack
if not has_stick(state, player):
return 0
power = state.count_from_list({"ATT Offering", "Hero Relic - ATT"}, player)
sword_upgrades = state.count("Sword Upgrade", player)
# +4 power from sword, +2 power for the next two sword (includes the attack buff from getting it)
if sword_upgrades >= 2:
power += sword_upgrades * 2
return power
# defense helps a lot when you're trying not to die, as it turns out
def get_def_power(state: CollectionState, player: int) -> int:
return min(4, state.count_from_list({"DEF Offering", "Hero Relic - DEF", "Secret Legend", "Phonomath"}, player))
# healing is kinda power, right?
def get_potion_power(state: CollectionState, player: int) -> int:
potion_count = state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
if potion_count == 0:
return 0
power = min(3, potion_count // 2)
# get potion upgrades
power += min(3, state.count_from_list({"Potion Offering", "Hero Relic - POTION",
"Just Some Pals", "Spring Falls", "Back To Work"}, player))
return power
def get_hp_power(state: CollectionState, player: int) -> int:
return min(3, state.count_from_list({"HP Offering", "Hero Relic - HP"}, player) // 2)
def get_mp_power(state: CollectionState, player: int) -> int:
if not state.has_any({"Gun", "Magic Wand"}, player):
return 0
# default 2 power for having a wand or gun. Having both doesn't increase it since they do basically the same thing
power = 2
# max of 3 power from mp gains
power += min(3, state.count_from_list({"MP Offering", "Hero Relic - MP",
"Sacred Geometry", "Vintage", "Dusty"}, player))
return power
def get_other_power(state: CollectionState, player: int) -> int:
power = 0
if state.has("Shield", player):
power += 2
if state.has("Hero's Laurels", player):
power += 4
return power