feat: enemizer damage rework
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@@ -152,12 +152,14 @@ These are now independent of retro mode and have three options: None, Random, an
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* Vitreous on Ice: Arrows and Bombs or a Beam Sword
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* Trinexx on Ice: Boots always required for dodging. Damage options:
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* Gold sword
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* Tempered with magic extension
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* Hammer or Master Sword with 3 magic extensions (Rod spam for elemental heads, non ideal for last phase)
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* Tempered sword with magic extension
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* Hammer or Master sword with 3 magic extensions (Rod spam for elemental heads, non-ideal weapon for last phase)
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* Trinexx on Ice forbidden in doors seeds until we can model some health requirements. Low health Trinexx still isn't realistically feasible (bascially playing OHKO)
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* Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert
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* Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert
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* Enemzier Damage: Thief damage to player is not randomized
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* Enemizer Damage Rework:
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* Shuffled: Actually shuffles the damage groups in the table instead of picking random numbers and reducing for mails from there. Enemies will still be assigned to a damage group randomly.
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* There will always be at least one group which does no damage. The thief will always be in that group. Ganon always has his own group.
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* Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes
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* Generation: Trinexx and Lanmolas room allowed as lobbies in intensity 3 (works with enemizer now)
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* Enemy AI: Terrorpin AI code removed. May help with unusual enemy behavior?
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@@ -422,7 +422,7 @@ skip_sprites = {
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EnemySprite.HelmasaurKing, EnemySprite.Vitreous, EnemySprite.TrinexxRockHead, EnemySprite.TrinexxFireHead,
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EnemySprite.TrinexxIceHead, EnemySprite.Blind, EnemySprite.Kholdstare, EnemySprite.KholdstareShell,
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EnemySprite.FallingIce, EnemySprite.Arrghi, EnemySprite.Agahnim, EnemySprite.Ganon,
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EnemySprite.PositionTarget, EnemySprite.Boulders, EnemySprite.Thief
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EnemySprite.PositionTarget, EnemySprite.Boulders
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}
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@@ -474,21 +474,39 @@ def randomize_enemies(world, player):
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stat.damage = stats[EnemySprite.GreenEyegoreMimic].damage # these share data
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elif sprite == EnemySprite.RedMimic:
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stat.damage = stats[EnemySprite.RedEyegoreMimic].damage # these share data
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elif sprite == EnemySprite.Thief: # always group 0 for 0 damage
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stat.damage = 0
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elif sprite not in skip_sprites:
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if isinstance(stat.damage, tuple):
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stat.damage = random.randint(0, 8), random.randint(0, 8)
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else:
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stat.damage = random.randint(0, 8)
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# randomize bump table
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original_table = [
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(0x02, 0x01, 0x01),
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(0x04, 0x04, 0x04),
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(0x00, 0x00, 0x00),
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(0x08, 0x04, 0x02),
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(0x08, 0x08, 0x08),
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(0x10, 0x08, 0x04),
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(0x20, 0x10, 0x08),
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(0x20, 0x18, 0x10),
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(0x18, 0x10, 0x08),
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(0x40, 0x30, 0x18)]
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for i in range(0, 10):
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max_damage = 64 if i == 9 or world.enemy_damage[player] == 'random' else 32
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green_mail = random.randint(0, max_damage)
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if world.enemy_damage[player] == 'random':
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blue_mail = random.randint(0, max_damage)
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red_mail = random.randint(0, max_damage)
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if i == 0: # group 0 will always be 0 for thieves
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green_mail, blue_mail, red_mail = 0, 0, 0
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del original_table[2]
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else:
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blue_mail = (green_mail * 3) // 4
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red_mail = (green_mail * 3) // 8
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if world.enemy_damage[player] == 'random':
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green_mail = random.randint(0, 64)
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if world.enemy_damage[player] == 'random':
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blue_mail = random.randint(0, 64)
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red_mail = random.randint(0, 64)
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else:
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idx = random.randint(0, len(original_table)-1)
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green_mail, blue_mail, red_mail = original_table[idx]
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del original_table[idx]
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world.data_tables[player].enemy_damage[i] = [green_mail, blue_mail, red_mail]
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