Wrote the rest of the helpers

This commit is contained in:
Scipio Wright
2024-07-04 12:59:39 -04:00
parent 68cb57a5ca
commit 4a5c6e27a7

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@@ -31,55 +31,79 @@ enemy_encounters: Dict[str, EncounterData] = {
# can deal with single big crabs and any amount of small crabs with just stick
"Crabs": EncounterData(0),
"Slorms": EncounterData(8, [[sword], [fire_wand], [gun], [stick, shield]], False),
# the birds that swoop down at you
"Hushers": EncounterData(12),
# includes shield fleemers
"Fleemers": EncounterData(8),
"Big Fleemer": EncounterData(12),
"Lost Echo": EncounterData(0, [[sword]]),
# can't damage with stick
"Autobolts": EncounterData(8, [[sword], [fire_wand], [gun]], False),
"Chompignoms": EncounterData(8),
"Fairies": EncounterData(0, [[fire_wand], [gun], [grapple]]),
# and custodians
# just fortress in general
"Wizards": EncounterData(12),
# just frog's domain in general, basically
# just frog's domain in general
"Frogues": EncounterData(12),
"Birds with Guns": EncounterData(12),
# you're meant to fight them with sword, wand, shield, no stats
"Foxes": EncounterData(8),
# you're meant to fight them with sword, wand, shield, and some flasks
"Foxes": EncounterData(10),
"Scavengers": EncounterData(16),
"Scav Snipers": EncounterData(16, [[fire_wand], [grapple]]),
# can't damage with stick
"Garden Knight": EncounterData(12, [[sword]], False),
"Siege Engine": EncounterData(16),
"Librarian": EncounterData(16, [[fire_wand], [gun]]),
"Boss Scavenger": EncounterData(20),
"Gauntlet": EncounterData(10, [[sword, fire_wand], [sword, gun]]),
# the other heir requirements are included in the entrance rule for the heir fight
"The Heir": EncounterData(24),
}
def has_combat_logic(level: int, required_items: List[str], state: CollectionState, player: int) -> bool:
# no stick, no power
if not has_melee(state, player):
return False
# if level required is 0, just return true, you already have stick
if level == 0:
return True
# use the helper for sword
if "Sword" in required_items:
if not has_sword(state, player):
def has_combat_logic(encounter_data: List[EncounterData], state: CollectionState, player: int) -> bool:
# if you do not meet the item requirements for any of the encounters, you cannot proceed
for data in encounter_data:
if not has_required_items(data.items_required, data.stick_required, state, player):
return False
else:
required_items.remove("Sword")
# if you met the item requirements and you have enough power, then you may proceed
level_req: int = max(data.power_required for data in encounter_data)
if sum_power(state, player) >= level_req:
return True
if required_items and not state.has_all(required_items, player):
def has_required_items(required_items: List[List[str]], stick_req: bool, state: CollectionState, player: int) -> bool:
# stick required for power unless excepted
if stick_req and not has_melee(state, 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 power >= level
if not required_items:
return True
for reqs in required_items:
# stick and sword have special handling because of the progressive sword option
if sword in reqs:
# state.has_all returns true for an empty list
if has_sword(state, player) and state.has_all([item for item in reqs if item != sword], player):
return True
elif stick in reqs:
if has_melee(state, player) and state.has_all([item for item in reqs if item != stick], player):
return True
else:
if state.has_all(reqs, player):
return True
return False
def sum_power(state: CollectionState, player: int) -> int:
return (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))
def get_att_power(state: CollectionState, player: int) -> int:
# not relevant if you don't have a weapon that benefits from attack
# no stick, no power
if not has_melee(state, player):
return 0
return False
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)