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Archipelago/worlds/tunic/combat_logic.py
2024-07-10 19:37:03 -04:00

164 lines
7.9 KiB
Python

from typing import Dict, List, NamedTuple
from BaseClasses import CollectionState
from .rules import has_sword, has_melee
# the vanilla stats you are expected to have to get through an area, based on where they are in vanilla
class AreaStats(NamedTuple):
att_level: int
def_level: int
potion_level: int # all 3 are before your first bonfire after getting the upgrade page, third costs 1k
hp_level: int
sp_level: int
mp_level: int
potion_count: int
equipment: List[str] = []
is_boss: bool = False
area_data: Dict[str, AreaStats] = {
# The upgrade page is right by the Well entrance. Upper Overworld by the chest in the top right might need something
"Overworld": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Stick"]),
"East Forest": AreaStats(1, 1, 1, 1, 1, 1, 0, ["Sword"]),
"Before Well": AreaStats(1, 1, 1, 1, 1, 1, 3, ["Sword", "Shield"]),
# learn how to upgrade
"Beneath the Well": AreaStats(2, 1, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
"Dark Tomb": AreaStats(2, 2, 3, 3, 1, 1, 3, ["Sword", "Shield"]),
"West Garden": AreaStats(2, 3, 3, 3, 1, 1, 4, ["Sword", "Shield"]),
"Garden Knight": AreaStats(3, 3, 3, 3, 2, 1, 4, ["Sword", "Shield"], is_boss=True),
# get the wand here
"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"], is_boss=True),
"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"]),
"The Librarian": AreaStats(4, 4, 3, 5, 3, 3, 5, ["Sword", "Shield", "Magic"], is_boss=True),
"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"], is_boss=True),
"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"], is_boss=True),
}
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):
extra_mp_needed += 4
extra_att_needed -= 16
elif item == "Sword":
if not has_sword(state, player):
# need sword for bosses
if data.is_boss:
return False
# +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
player_att = get_att_level(state, player)
if data.att_level > 1 and player_att < data.att_level:
return False
# 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 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
def get_effective_hp(state: CollectionState, player: int) -> int:
# starting hp is 80, you get 20 per upgrade
player_hp = 60 + get_hp_level(state, player) * 20
potion_count = state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
potion_upgrade_level = 1 + state.count_from_list({"Potion Offering", "Hero Relic - POTION",
"Just Some Pals", "Spring Falls", "Back To Work"}, player)
# total health you get from potions
total_healing = potion_count * (min(20 + 10 * potion_upgrade_level, player_hp))
effective_hp = player_hp + total_healing * .75 # since you don't tend to use potions efficiently all the time
# scale your extra mitigation based on your max stamina over your starting stamina
return int(effective_hp)
def get_att_level(state: CollectionState, player: int) -> int:
att_upgrades = state.count_from_list({"ATT Offering", "Hero Relic - ATT"}, player)
sword_level = state.count("Sword Upgrade", player)
if sword_level >= 3:
att_upgrades += min(2, sword_level - 2)
# attack falls off, can just cap it at 8 for simplicity
return min(8, 1 + att_upgrades)
def get_def_level(state: CollectionState, player: int) -> int:
# defense falls off, can just cap it at 8 for simplicity
return min(8, 1 + state.count_from_list({"DEF Offering", "Hero Relic - DEF", "Secret Legend", "Phonomath"}, player))
def get_potion_level(state: CollectionState, player: int) -> int:
potion_offering_count = state.count("Potion Offering", player)
# getting from 3 to 4 potion costs 1,000 money, can assume most players will not do that
return (1 + state.count_from_list({"Hero Relic - POTION", "Just Some Pals", "Spring Falls", "Back To Work"}, player)
+ min(2, potion_offering_count))
def get_hp_level(state: CollectionState, player: int) -> int:
return 1 + state.count_from_list({"HP Offering", "Hero Relic - HP"}, player)
def get_sp_level(state: CollectionState, player: int) -> int:
return 1 + state.count_from_list({"SP Offering", "Hero Relic - SP",
"Mr Mayor", "Power Up", "Regal Weasel", "Forever Friend"}, player)
def get_mp_level(state: CollectionState, player: int) -> int:
return 1 + state.count_from_list({"MP Offering", "Hero Relic - MP",
"Sacred Geometry", "Vintage", "Dusty"}, player)
def get_potion_count(state: CollectionState, player: int) -> int:
return state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3