From 744fcd52551c4f71ad424d668501bda3a0ece21a Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 4 Jan 2024 12:56:34 -0700 Subject: [PATCH] feat: More strict requirment for some bosses on ice --- Bosses.py | 109 +++++++++++++++++++++++++++++++++++++++--------- RELEASENOTES.md | 16 ++++++- 2 files changed, 105 insertions(+), 20 deletions(-) diff --git a/Bosses.py b/Bosses.py index 6373fb5c..d42579c8 100644 --- a/Bosses.py +++ b/Bosses.py @@ -5,11 +5,12 @@ from BaseClasses import Boss, FillError from source.enemizer.Bossmizer import boss_adjust -def BossFactory(boss, player): +def BossFactory(boss, player, on_ice=False): if boss is None: return None if boss in boss_table: - enemizer_name, defeat_rule = boss_table[boss] + enemizer_name, normal_defeat_rule, ice_defeat_rule = boss_table[boss] + defeat_rule = ice_defeat_rule if on_ice else normal_defeat_rule return Boss(boss, enemizer_name, defeat_rule, player) logging.getLogger('').error('Unknown Boss: %s', boss) @@ -42,16 +43,21 @@ def MoldormDefeatRule(state, player): def HelmasaurKingDefeatRule(state, player): return (state.has('Hammer', player) or state.can_use_bombs(player)) and (state.has_sword(player) or state.can_shoot_arrows(player)) + +def IceHelmasaurKingDefeatRule(state, player): + return state.can_use_bombs(player) and (state.has_sword(player) or state.can_shoot_arrows(player)) + + def ArrghusDefeatRule(state, player): if not state.has('Hookshot', player): return False - # TODO: ideally we would have a check for bow and silvers, which combined with the - # hookshot is enough. This is not coded yet because the silvers that only work in pyramid feature - # makes this complicated if state.has_blunt_weapon(player): return True - return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or #assuming mostly gitting two puff with one shot + if state.can_shoot_arrows(player) and state.has('Silver Arrows', player) and state.world.difficulty_adjustments[player] not in ['hard', 'expert']: + return True + + return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or # assuming mostly getting two puffs with one shot (state.has('Ice Rod', player) and state.can_use_bombs(player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16)))) @@ -65,9 +71,27 @@ def MothulaDefeatRule(state, player): (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) ) + def BlindDefeatRule(state, player): return state.has_blunt_weapon(player) or state.has('Cane of Somaria', player) or state.has('Cane of Byrna', player) + +def IceBlindDefeatRule(state, player): + return ( + ( + # weapon + state.has_beam_sword(player) or + state.has('Cane of Somaria', player) or + (state.has('Cane of Byrna', player) and state.can_extend_magic(player, 16)) + ) and + ( + # protection + state.has('Red Shield', player) or + (state.has('Cane of Byrna', player) and state.world.difficulty_adjustments[player] not in ['hard', 'expert']) + ) + ) + + def KholdstareDefeatRule(state, player): return ( ( @@ -91,9 +115,39 @@ def KholdstareDefeatRule(state, player): ) ) + +def IceKholdstareDefeatRule(state, player): + return ( + ( + state.has('Fire Rod', player) or + ( + state.has('Bombos', player) and + # FIXME: the following only actually works for the vanilla location for swordless + (state.has_sword(player) or state.world.swords[player] == 'swordless') + ) + ) and + ( + state.has_beam_sword(player) or + (state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or + # FIXME: this actually only works for the vanilla location for swordless + ( + state.has('Fire Rod', player) and + state.has('Bombos', player) and + (state.has_sword(player) or state.world.swords[player] == 'swordless') and + state.can_extend_magic(player, 16) + ) + ) + ) + + def VitreousDefeatRule(state, player): return (state.can_shoot_arrows(player) and state.can_use_bombs(player)) or state.has_blunt_weapon(player) + +def IceVitreousDefeatRule(state, player): + return (state.can_shoot_arrows(player) and state.can_use_bombs(player)) or state.has_beam_sword(player) + + def TrinexxDefeatRule(state, player): if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)): return False @@ -103,24 +157,36 @@ def TrinexxDefeatRule(state, player): (state.has('Master Sword', player) and state.can_extend_magic(player, 16)) or (state.has_sword(player) and state.can_extend_magic(player, 32))) + +def IceTrinexxDefeatRule(state, player): + if not (state.has('Fire Rod', player) and state.has('Ice Rod', player) and state.has_Boots(player)): + return False + return (state.has('Golden Sword', player) or + (state.has('Tempered Sword', player) and state.can_extend_magic(player, 16)) or + ((state.has('Hammer', player) or + state.has('Master Sword', player)) and state.can_extend_magic(player, 32))) # rod spam rule + + def AgahnimDefeatRule(state, player): return state.has_sword(player) or state.has('Hammer', player) or state.has('Bug Catching Net', player) + boss_table = { - 'Armos Knights': ('Armos', ArmosKnightsDefeatRule), - 'Lanmolas': ('Lanmola', LanmolasDefeatRule), - 'Moldorm': ('Moldorm', MoldormDefeatRule), - 'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule), - 'Arrghus': ('Arrghus', ArrghusDefeatRule), - 'Mothula': ('Mothula', MothulaDefeatRule), - 'Blind': ('Blind', BlindDefeatRule), - 'Kholdstare': ('Kholdstare', KholdstareDefeatRule), - 'Vitreous': ('Vitreous', VitreousDefeatRule), - 'Trinexx': ('Trinexx', TrinexxDefeatRule), - 'Agahnim': ('Agahnim', AgahnimDefeatRule), - 'Agahnim2': ('Agahnim2', AgahnimDefeatRule) + 'Armos Knights': ('Armos', ArmosKnightsDefeatRule, ArmosKnightsDefeatRule), + 'Lanmolas': ('Lanmola', LanmolasDefeatRule, LanmolasDefeatRule), + 'Moldorm': ('Moldorm', MoldormDefeatRule, MoldormDefeatRule), + 'Helmasaur King': ('Helmasaur', HelmasaurKingDefeatRule, IceHelmasaurKingDefeatRule), + 'Arrghus': ('Arrghus', ArrghusDefeatRule, ArrghusDefeatRule), + 'Mothula': ('Mothula', MothulaDefeatRule, MothulaDefeatRule), + 'Blind': ('Blind', BlindDefeatRule, IceBlindDefeatRule), + 'Kholdstare': ('Kholdstare', KholdstareDefeatRule, IceKholdstareDefeatRule), + 'Vitreous': ('Vitreous', VitreousDefeatRule, IceVitreousDefeatRule), + 'Trinexx': ('Trinexx', TrinexxDefeatRule, IceTrinexxDefeatRule), + 'Agahnim': ('Agahnim', AgahnimDefeatRule, AgahnimDefeatRule), + 'Agahnim2': ('Agahnim2', AgahnimDefeatRule, AgahnimDefeatRule) } + def can_place_boss(world, player, boss, dungeon_name, level=None): if world.swords[player] in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace': return False @@ -133,6 +199,11 @@ def can_place_boss(world, player, boss, dungeon_name, level=None): if boss in ["Blind"]: return False + # no Trinexx on Ice in doors without doing some health modelling + if world.doorShuffle[player] != 'vanilla' and boss == 'Trinexx': + if dungeon_name == 'Ganons Tower' and level == 'bottom': + return False + if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]: return False @@ -248,4 +319,4 @@ def place_boss(boss, level, loc, loc_text, world, player): loc = [x.name for x in world.dungeons if x.player == player and level in x.bosses.keys()][0] loc_text = loc + ' (' + level + ')' logging.getLogger('').debug('Placing boss %s at %s', boss, loc_text) - world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player) + world.get_dungeon(loc, player).bosses[level] = BossFactory(boss, player, level == 'bottom') diff --git a/RELEASENOTES.md b/RELEASENOTES.md index a127018c..9e79ae6d 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -142,8 +142,22 @@ These are now independent of retro mode and have three options: None, Random, an # Bug Fixes and Notes * 1.4.1.0v - * Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes + * Logic: New logic for some bosses on ice + * Helmasaur on Ice: Bombs for mask, sword or arrows for 2nd phase + * Blind on Ice: Beam sword, Somaria, or Byrna plus magic extension for damage. Red shield or Byrna for protection. + * Kholdstare on Ice: Three options (after cracking the shell) + * Beam sword + * Fire Rod with 1.5 magic extensions + * Fire Rod & Bombos & any Sword & 1 Magic Extension + * Vitreous on Ice: Arrows and Bombs or a Beam Sword + * Trinexx on Ice: Boots always required for dodging. Damage options: + * Gold sword + * Tempered with magic extension + * Hammer or Master Sword with 3 magic extensions (Rod spam for elemental heads, non ideal for last phase) + * 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) + * Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert * Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert + * Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes * Enemy AI: Terrorpin AI code removed. May help with unusual enemy behavior? * 1.4.0.1v * Key logic: Vanilla key logic fixes. Statically set some HC logic and PoD front door