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Archipelago/worlds/tunic/combat_logic.py
Scipio Wright ec7bc78424 Voidlings
2024-07-07 21:31:27 -04:00

183 lines
8.0 KiB
Python

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
items_required: List[List[str]] = [] # any(all(requirements))
stick_required: bool = True # by default, you need a stick. but for some, you may not need one if you have alts
# general requirements for enemy encounters in the game, for use in determining whether you can access a chest
enemy_encounters: Dict[str, EncounterData] = {
# pink and blue slimes really only need a stick
"Slimes": EncounterData(0),
"Rudelings": EncounterData(4),
"Shield Rudelings": EncounterData(6),
# just gets stunlocked with a stick
"Spyrites": EncounterData(4),
"Sappharachs": EncounterData(12),
# 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),
# can't damage with stick
"Autobolts": EncounterData(8, [[sword], [fire_wand], [gun]], False),
"Chompignoms": EncounterData(8),
"Fairies": EncounterData(0, [[fire_wand], [gun], [grapple]]),
# just fortress in general
"Wizards": EncounterData(12),
# just frog's domain in general
"Frogues": EncounterData(12),
# includes shield fleemers
"Fleemers": EncounterData(8),
"Big Fleemer": EncounterData(12),
"Lost Echoes": EncounterData(8),
"Birds with Guns": EncounterData(12),
"Tentacles": EncounterData(12),
# 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]]),
"Voidlings": EncounterData(12),
# can't damage with stick
"Garden Knight": EncounterData(12, [[sword]], False),
"Siege Engine": EncounterData(16),
"Librarian": EncounterData(16, [[fire_wand], [gun]]),
"Boss Scavenger": EncounterData(24, [[sword]], False),
"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(28),
}
def has_combat_logic(encounters: List[str], state: CollectionState, player: int) -> bool:
encounter_data: List[EncounterData] = [enemy_encounters[name] for name in encounters]
# 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
# 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)
# the not level_req is to short circuit early for spots with combat level 0
if not level_req or sum_power(state, player) >= level_req:
return True
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
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:
print("att power is", get_att_power(state, player))
print("effective hp is", get_effective_hp(state, player))
print("mp power is", get_mp_power(state, player))
power = int(get_att_power(state, player) * get_effective_hp(state, player) / 80 + get_mp_power(state, player))
print("sum power is", power)
print()
return power
def get_att_power(state: CollectionState, player: int) -> int:
# no stick, no power
if not has_melee(state, player):
return 0
power = 0
sword_state = False
if has_sword(state, player):
sword_state = True
# sword has a base power of 5, which is an arbitrary number
power = 5
att_upgrades = state.count_from_list({"ATT Offering", "Hero Relic - ATT"}, player)
sword_upgrades = state.count("Sword Upgrade", player)
if sword_upgrades >= 3:
power += min(2, (sword_upgrades - 2))
att_upgrades += sword_upgrades - 2
# sword slash base damage is 10, max damage is 20, min damage is 5, and is modified by player attack - enemy defense
# you do min damage at (player attack - enemy defense) <= -3
# you do max damage at (player attack - enemy defense) >= 4
# scav boss has 5 defense, rudelings have 2 defense, hedgehogs have 1 defense
# maybe later we'll have a system to compare attack with enemy defense, but for now let's keep it simple
# at attack level 4, most regular enemies feel trivial (mostly since your poise damage gets so high)
power += min(3, att_upgrades)
# stick doesn't scale super well in terms of damage, cap it at 4 power
if not sword_state:
power = min(4, power)
return power
def get_effective_hp(state: CollectionState, player: int) -> int:
hp_upgrades = state.count_from_list({"HP Offering", "Hero Relic - HP"}, player)
# starting hp is 80, you get 20 per upgrade
player_hp = 80 + hp_upgrades * 20
def_level = min(8, 1 + state.count_from_list({"DEF Offering", "Hero Relic - DEF",
"Secret Legend", "Phonomath"}, player))
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))
total_hp = player_hp + total_healing * .75 # since you don't tend to use potions efficiently all the time
effective_hp = total_hp * (1 + def_level / 10) # not accurate, pending better calcs
# you get some extra mitigation in the form of being able to block and the greater dodge from laurels
total_sp = 80 + get_sp_count(state, player) * 20
extra_mitigation = 0
if state.has(shield, player):
extra_mitigation += .1
if state.has(laurels, player):
extra_mitigation += .1
# scale your extra mitigation based on your max stamina over your starting stamina
extra_mitigation *= total_sp / 80
effective_hp *= (1 + extra_mitigation)
return int(effective_hp)
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, get +.5 power per mp offering (since each is half a tick)
power += state.count_from_list({"MP Offering", "Hero Relic - MP",
"Sacred Geometry", "Vintage", "Dusty"}, player) // 2
return power
def get_sp_count(state: CollectionState, player: int) -> int:
return state.count_from_list({"SP Offering", "Hero Relic - SP",
"Mr Mayor", "Power Up", "Regal Weasel", "Forever Friend"}, player)