More flexible choices for combat items

This commit is contained in:
Scipio Wright
2024-07-09 20:05:55 -04:00
parent b11ec7c00e
commit d960d8aa36

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@@ -2,14 +2,6 @@ from typing import Dict, List, NamedTuple
from BaseClasses import CollectionState
from .rules import has_sword, has_melee
stick = "Stick"
sword = "Sword"
shield = "Shield"
laurels = "Hero's Laurels"
fire_wand = "Magic Wand"
gun = "Gun"
grapple = "Magic Orb"
class EncounterData(NamedTuple):
power_required: int # how strong you need to be to do the encounter
@@ -39,56 +31,83 @@ area_data: Dict[str, AreaStats] = {
"West Garden": AreaStats(2, 3, 3, 3, 1, 1, 4, ["Sword", "Shield"]),
"Garden Knight": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield"]),
# get the wand here
"Beneath the Vault": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield", "Magic Wand"]),
"Eastern Vault Fortress": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic Wand"]),
"Siege Engine": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic Wand"]),
"Frog's Domain": AreaStats(3, 4, 3, 5, 3, 3, 4, ["Sword", "Shield", "Magic Wand"]),
"Beneath the Vault": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield", "Magic"]),
"Eastern Vault Fortress": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"]),
"Siege Engine": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic"]),
"Frog's Domain": AreaStats(3, 4, 3, 5, 3, 3, 4, ["Sword", "Shield", "Magic"]),
# the second half of Atoll is the part you need the stats for, so putting it after frogs
"Ruined Atoll": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
"The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
"Quarry": AreaStats(5, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
"Rooted Ziggurat": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
"Boss Scavenger": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
"Swamp": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
"Cathedral": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
"Gauntlet": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
"The Heir": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
"Ruined Atoll": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]),
"The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]),
"Quarry": AreaStats(5, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"]),
"Rooted Ziggurat": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"]),
"Boss Scavenger": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic"]),
"Swamp": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]),
"Cathedral": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]),
"Gauntlet": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic"]),
"The Heir": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic", "Laurels"]),
}
def has_combat_reqs(area_name: str, state: CollectionState, player: int) -> bool:
data = area_data[area_name]
extra_att_needed = 0
extra_def_needed = 0
extra_mp_needed = 0
extra_magic_needed = False
for item in data.equipment:
if item == "Stick":
if not has_melee(state, player):
return False
extra_mp_needed += 4
extra_att_needed -= 16
elif item == "Sword":
if not has_sword(state, player):
return False
else:
if not state.has(item, player):
return False
if not has_required_stats(data, state, player):
# +4 mp pretty much makes up for the lack of sword, at least in Quarry
extra_mp_needed += 4
extra_magic_needed = True
extra_att_needed -= 2
elif item == "Shield":
if not state.has("Shield", player):
extra_def_needed += 2
elif item == "Laurels":
if not state.has("Hero's Laurels", player):
# these are entirely based on vibes
extra_att_needed += 2
extra_def_needed += 3
elif item == "Magic" or extra_magic_needed:
if not state.has_any({"Magic Wand", "Gun"}, player):
# if you needed magic from a lack of sword, and you don't even have a magic weapon, then false
if extra_magic_needed:
return False
extra_att_needed += 2
extra_def_needed += 2
extra_mp_needed -= 16
modified_stats = AreaStats(data.att_level + extra_att_needed, data.def_level + extra_def_needed, data.potion_level,
data.hp_level, data.sp_level, data.mp_level + extra_mp_needed, data.potion_count)
if not has_required_stats(modified_stats, state, player):
return False
return True
def has_required_stats(data: AreaStats, state: CollectionState, player: int) -> bool:
# for now, just check if you have the vanilla stat requirements, can get more advanced later
if data.att_level > 1 and get_att_level(state, player) < data.att_level:
player_att = get_att_level(state, player)
if data.att_level > 1 and player_att < data.att_level:
return False
if data.def_level > 1 and get_def_level(state, player) < data.def_level:
# adding defense and sp together since they accomplish similar things: making you take less damage
if (data.def_level + data.sp_level > 2
and get_def_level(state, player) + get_sp_level(state, player) < data.def_level + data.sp_level):
return False
if data.potion_level > 1 and get_potion_level(state, player) < data.potion_level:
return False
if data.hp_level > 1 and get_hp_level(state, player) < data.hp_level:
return False
if data.sp_level > 1 and get_sp_level(state, player) < data.sp_level:
return False
if data.mp_level > 1 and get_mp_level(state, player) < data.mp_level:
return False
if data.potion_count > 0 and get_potion_count(state, player) < data.potion_count:
# if you have 2 more attack than needed, we can forego needing mp
if not player_att > data.att_level + 2:
if data.mp_level > 1 and get_mp_level(state, player) < data.mp_level:
return False
req_hp = 60 + data.hp_level * 20
# required hp if you include your potions at 75% healing effectiveness
req_effective_hp = req_hp + .75 * min(20 + data.potion_level * 10, req_hp) * data.potion_count
if get_effective_hp(state, player) < req_effective_hp:
return False
return True