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146 lines
6.7 KiB
Python
146 lines
6.7 KiB
Python
from typing import Dict, List, NamedTuple
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from BaseClasses import CollectionState
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from .rules import has_sword, has_melee
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stick = "Stick"
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sword = "Sword"
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shield = "Shield"
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laurels = "Hero's Laurels"
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fire_wand = "Magic Wand"
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gun = "Gun"
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grapple = "Magic Orb"
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class EncounterData(NamedTuple):
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power_required: int # how strong you need to be to do the encounter
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items_required: List[List[str]] = [] # any(all(requirements))
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stick_required: bool = True # by default, you need a stick. but for some, you may not need one if you have alts
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# the vanilla stats you are expected to have to get through an area, based on where they are in vanilla
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class AreaStats(NamedTuple):
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att_level: int
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def_level: int
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potion_level: int # all 3 are before your first bonfire after getting the upgrade page, third costs 1k
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hp_level: int
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sp_level: int
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mp_level: int
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potion_count: int
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equipment: List[str] = []
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area_data: Dict[str, AreaStats] = {
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# The upgrade page is right by the Well entrance. Upper Overworld by the chest in the top right might need something
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"Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]),
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"East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]),
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# learn how to upgrade
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"Beneath the Well": AreaStats(2, 1, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
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"Dark Tomb": AreaStats(2, 2, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
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"West Garden": AreaStats(2, 3, 3, 3, 1, 1, 4, ["Sword", "Shield"]),
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"Garden Knight": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield"]),
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# get the wand here
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"Beneath the Vault": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield", "Magic Wand"]),
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"Eastern Vault Fortress": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic Wand"]),
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"Siege Engine": AreaStats(3, 3, 3, 4, 3, 2, 4, ["Sword", "Shield", "Magic Wand"]),
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"Frog's Domain": AreaStats(3, 4, 3, 5, 3, 3, 4, ["Sword", "Shield", "Magic Wand"]),
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# the second half of Atoll is the part you need the stats for, so putting it after frogs
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"Ruined Atoll": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
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"The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
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"Quarry": AreaStats(5, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic Wand"]),
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"Rooted Ziggurat": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
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"Boss Scavenger": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
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"Swamp": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
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"Cathedral": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
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"Gauntlet": AreaStats(1, 1, 1, 1, 1, 1, 6, ["Sword", "Shield", "Magic Wand"]),
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"The Heir": AreaStats(5, 5, 3, 5, 3, 3, 6, ["Sword", "Shield", "Magic Wand"]),
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}
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def has_combat_reqs(area_name: str, state: CollectionState, player: int) -> bool:
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data = area_data[area_name]
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for item in data.equipment:
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if item == "Stick":
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if not has_melee(state, player):
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return False
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elif item == "Sword":
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if not has_sword(state, player):
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return False
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else:
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if not state.has(item, player):
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return False
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if not has_required_stats(data, state, player):
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return False
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return True
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def has_required_stats(data: AreaStats, state: CollectionState, player: int) -> bool:
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# for now, just check if you have the vanilla stat requirements, can get more advanced later
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if data.att_level > 1 and get_att_level(state, player) < data.att_level:
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return False
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if data.def_level > 1 and get_def_level(state, player) < data.def_level:
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return False
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if data.potion_level > 1 and get_potion_level(state, player) < data.potion_level:
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return False
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if data.hp_level > 1 and get_hp_level(state, player) < data.hp_level:
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return False
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if data.sp_level > 1 and get_sp_level(state, player) < data.sp_level:
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return False
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if data.mp_level > 1 and get_mp_level(state, player) < data.mp_level:
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return False
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if data.potion_count > 0 and get_potion_count(state, player) < data.potion_count:
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return False
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return True
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def get_effective_hp(state: CollectionState, player: int) -> int:
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# starting hp is 80, you get 20 per upgrade
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player_hp = 60 + get_hp_level(state, player) * 20
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potion_count = state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
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potion_upgrade_level = 1 + state.count_from_list({"Potion Offering", "Hero Relic - POTION",
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"Just Some Pals", "Spring Falls", "Back To Work"}, player)
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# total health you get from potions
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total_healing = potion_count * (min(20 + 10 * potion_upgrade_level, player_hp))
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effective_hp = player_hp + total_healing * .75 # since you don't tend to use potions efficiently all the time
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# scale your extra mitigation based on your max stamina over your starting stamina
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return int(effective_hp)
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def get_att_level(state: CollectionState, player: int) -> int:
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att_upgrades = state.count_from_list({"ATT Offering", "Hero Relic - ATT"}, player)
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sword_level = state.count("Sword Upgrade", player)
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if sword_level >= 3:
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att_upgrades += min(2, sword_level - 2)
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# attack falls off, can just cap it at 8 for simplicity
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return min(8, 1 + att_upgrades)
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def get_def_level(state: CollectionState, player: int) -> int:
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# defense falls off, can just cap it at 8 for simplicity
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return min(8, 1 + state.count_from_list({"DEF Offering", "Hero Relic - DEF", "Secret Legend", "Phonomath"}, player))
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def get_potion_level(state: CollectionState, player: int) -> int:
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potion_offering_count = state.count("Potion Offering", player)
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# getting from 3 to 4 potion costs 1,000 money, can assume most players will not do that
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return (1 + state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player)
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+ min(2, potion_offering_count))
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def get_hp_level(state: CollectionState, player: int) -> int:
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return 1 + state.count_from_list({"HP Offering", "Hero Relic - HP"}, player)
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def get_sp_level(state: CollectionState, player: int) -> int:
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return 1 + state.count_from_list({"SP Offering", "Hero Relic - SP",
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"Mr Mayor", "Power Up", "Regal Weasel", "Forever Friend"}, player)
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def get_mp_level(state: CollectionState, player: int) -> int:
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return 1 + state.count_from_list({"MP Offering", "Hero Relic - MP",
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"Sacred Geometry", "Vintage", "Dusty"}, player)
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def get_potion_count(state: CollectionState, player: int) -> int:
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return state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
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