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https://github.com/ArchipelagoMW/Archipelago.git
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111 lines
4.2 KiB
Python
111 lines
4.2 KiB
Python
from typing import Dict, List, NamedTuple, TYPE_CHECKING
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from BaseClasses import CollectionState
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from .rules import has_sword, has_stick
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if TYPE_CHECKING:
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from . import TunicWorld
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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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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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enemy_encounters: Dict[str, EncounterData] = {
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"Rudelings": EncounterData(4),
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"Shield Rudelings": EncounterData(6),
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# can deal with single big crabs and any amount of small crabs with just stick
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"Crabs": EncounterData(0),
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"Slorms": EncounterData(8, [[sword], [fire_wand], [gun], [stick, shield]], False),
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# includes shield fleemers
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"Fleemers": EncounterData(8),
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"Big Fleemer": EncounterData(12),
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"Garden Knight": EncounterData(12, [[sword]]),
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"Siege Engine": EncounterData(16),
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"Librarian": EncounterData(16, [[fire_wand], [gun]]),
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"Boss Scavenger": EncounterData(20),
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# the other heir requirements are included in the entrance rule for the heir fight
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"The Heir": EncounterData(24),
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}
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def has_combat_logic(level: int, required_items: List[str], state: CollectionState, player: int) -> bool:
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# no stick, no power
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if not has_stick(state, player):
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return False
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# if level required is 0, just return true, you already have stick
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if level == 0:
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return True
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# use the helper for sword
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if "Sword" in required_items and not has_sword(state, player):
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return False
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else:
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required_items.remove("Sword")
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if required_items and not state.has_all(required_items, player):
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return False
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power = (get_att_power(state, player) + get_def_power(state, player) + get_potion_power(state, player)
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+ get_hp_power(state, player) + get_mp_power(state, player) + get_other_power(state, player))
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return True if power >= level else False
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def get_att_power(state: CollectionState, player: int) -> int:
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# not relevant if you don't have a weapon that benefits from attack
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if not has_stick(state, player):
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return 0
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power = state.count_from_list({"ATT Offering", "Hero Relic - ATT"}, player)
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sword_upgrades = state.count("Sword Upgrade", player)
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# +4 power from sword, +2 power for the next two sword (includes the attack buff from getting it)
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if sword_upgrades >= 2:
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power += sword_upgrades * 2
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return power
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# defense helps a lot when you're trying not to die, as it turns out
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def get_def_power(state: CollectionState, player: int) -> int:
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return min(4, state.count_from_list({"DEF Offering", "Hero Relic - DEF", "Secret Legend", "Phonomath"}, player))
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# healing is kinda power, right?
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def get_potion_power(state: CollectionState, player: int) -> int:
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potion_count = state.count("Potion Flask", player) + state.count("Flask Shard", player) // 3
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if potion_count == 0:
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return 0
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power = min(3, potion_count // 2)
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# get potion upgrades
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power += min(3, 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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return power
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def get_hp_power(state: CollectionState, player: int) -> int:
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return min(3, state.count_from_list({"HP Offering", "Hero Relic - HP"}, player) // 2)
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def get_mp_power(state: CollectionState, player: int) -> int:
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if not state.has_any({"Gun", "Magic Wand"}, player):
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return 0
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# default 2 power for having a wand or gun. Having both doesn't increase it since they do basically the same thing
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power = 2
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# max of 3 power from mp gains
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power += min(3, state.count_from_list({"MP Offering", "Hero Relic - MP",
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"Sacred Geometry", "Vintage", "Dusty"}, player))
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return power
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def get_other_power(state: CollectionState, player: int) -> int:
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power = 0
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if state.has("Shield", player):
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power += 2
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if state.has("Hero's Laurels", player):
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power += 4
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return power
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