package Games::SMTNocturne::Demons; use strict; use warnings; # ABSTRACT: look up information about demon fusion in Shin Megami Tensei: Nocturne use Exporter 5.58 'import'; our @EXPORT_OK = qw(demon demons_of_type all_demons fuse fusions_for); use Games::SMTNocturne::Demons::Demon; use Games::SMTNocturne::Demons::Fusion; use Games::SMTNocturne::Demons::FusionChart; =head1 SYNOPSIS use Games::SMTNocturne::Demons qw(fuse fusions_for); say fuse('Rangda', 'Barong'); # say for fusions_for('Shiva'); # Fuse with resulting in # Fuse with resulting in # Fuse with resulting in # Fuse with resulting in # Fuse with resulting in =head1 DESCRIPTION This module implements various routines for modeling demon fusion in the PlayStation 2 game Shin Megami Tensei: Nocturne. Note that it also comes with a command line script called C which implements some more useful commands on top of the basic functionality given here; see its documentation for more information. All of the functions listed below are exported on request. =cut =func demon($name) Returns an instance of L for the named demon. Throws an exception if no such demon exists. =cut sub demon { my ($demon) = @_; return Games::SMTNocturne::Demons::Demon->from_name($demon); } =func demons_of_type($name) Returns a list of all demons of a given type. Throws an exception if no such type exists. =cut sub demons_of_type { my ($type) = @_; return Games::SMTNocturne::Demons::Demon->from_type($type); } =func all_demons Returns a list of all demons in the game. =cut sub all_demons { return Games::SMTNocturne::Demons::Demon->all_demons; } =func fuse($demon1, $demon2, $options) Returns the demon that will be created when fusing C<$demon1> with C<$demon2>. Possible options (all optional) are: =over 4 =item sacrifice A third demon to be sacrificed (at full Kagutsuchi). =item max_level The level of your main character (so fusions that would result in a demon of a higher level than this will be ignored). =item bosses An arrayref of boss demons which have been defeated. Any boss demon not listed here will be unavailable for fusion. =item deathstone Whether or not you own any deathstones. =item kagutsuchi The current Kagutsuchi phase. =back =cut sub fuse { my ($demon1, $demon2, $options) = @_; $options = { %{ $options || {} } }; $demon1 = demon($demon1) unless ref($demon1); $demon2 = demon($demon2) unless ref($demon2); if ($options->{sacrifice}) { $options->{sacrifice} = demon($options->{sacrifice}) unless ref($options->{sacrifice}); } if (!$options->{basic}) { if (my $demon = _try_special_fusion($demon1, $demon2, $options)) { # XXX this is the wrong place for this, but not sure how to do # it better return if $demon->type eq 'Fiend' && ($demon1->type eq 'Fiend' || $demon2->type eq 'Fiend'); return $demon; } else { $options->{fusion_type} = 'normal'; } } if ($demon1->type eq 'Element' && $demon2->type eq 'Element') { return _fuse_mitama($demon1, $demon2, $options); } elsif ($demon1->type eq 'Element' || $demon2->type eq 'Element') { return _element_fusion( ($demon1->type eq 'Element' ? ($demon1, $demon2) : ($demon2, $demon1)), $options ); } elsif ($demon1->type eq 'Mitama' && $demon2->type eq 'Mitama') { return; } elsif ($demon1->type eq 'Mitama' || $demon2->type eq 'Mitama') { return _mitama_fusion( ($demon1->type eq 'Mitama' ? ($demon1, $demon2) : ($demon2, $demon1)), $options ); } elsif ($demon1->type eq $demon2->type) { return _fuse_element($demon1, $demon2, $options); } else { return _normal_fusion($demon1, $demon2, $options); } } =func fusions_for($demon, $options) Returns a list of all possible demons fusions which can result in the given demon. Possible options (all optional) are: =over 4 =item max_level The level of your main character (so fusions that would result in a demon of a higher level than this will be ignored). =item bosses An arrayref of boss demons which have been defeated. Any boss demon not listed here will be unavailable for fusion. =back =cut sub fusions_for { my ($demon, $options) = @_; $demon = demon($demon) unless ref($demon); my @fusions; my %seen; for my $types (Games::SMTNocturne::Demons::FusionChart::unfuse($demon->type)) { my ($type1, $type2) = @$types; for my $demon1 (Games::SMTNocturne::Demons::Demon->from_type($type1)) { next if defined $options->{max_level} && $options->{max_level} < $demon1->level; for my $demon2 (Games::SMTNocturne::Demons::Demon->from_type($type2)) { next if defined $options->{max_level} && $options->{max_level} < $demon2->level; push @fusions, [ $options, $demon1, $demon2 ] if (fuse($demon1, $demon2, $options) || '') eq $demon; } } } my $special = Games::SMTNocturne::Demons::FusionChart::special_fusion_for( $demon->name ); my @special_fusions; if ($special) { for my $key (qw(demon1 demon2 demon3 target sacrifice)) { next unless $special->{$key}; if (my $name = $special->{$key}{name}) { $special->{$key} = [ demon($name) ]; } elsif (my $type = $special->{$key}{type}) { my @types = ref($type) ? (@$type) : ($type); $special->{$key} = [ map { Games::SMTNocturne::Demons::Demon->from_type($_) } @types ]; } $special->{$key} = [ grep { $_->level <= $options->{max_level} } @{ $special->{$key} } ] if $key ne 'target' && defined $options->{max_level}; } if ($special->{demon3}) { for my $demon1 (@{ $special->{demon1} }) { for my $demon2 (@{ $special->{demon2} }) { for my $demon3 (@{ $special->{demon3} }) { push @special_fusions, [ $options, $demon1, $demon2, $demon3 ]; push @special_fusions, [ $options, $demon1, $demon3, $demon2 ]; push @special_fusions, [ $options, $demon2, $demon3, $demon1 ]; } } } } elsif ($special->{demon2}) { for my $demon1 (@{ $special->{demon1} }) { for my $demon2 (@{ $special->{demon2} }) { push @special_fusions, [ $options, $demon1, $demon2 ]; } } } elsif ($special->{demon1}) { if ($special->{target}) { my @target_fusions = map { $_->raw } map { fusions_for($_, $options) } @{ $special->{target} }; push @special_fusions, grep { my $fusion = $_; grep { $_ eq $fusion->[0] || $_ eq $fusion->[1] } @{ $special->{demon1} } } @target_fusions; } else { die "???"; } } else { if ($special->{target}) { my @new_special = map { $_->raw } map { fusions_for($_, $options) } @{ $special->{target} }; if ($demon->type eq 'Fiend') { @new_special = grep { $_->[1]->type ne 'Fiend' && $_->[2]->type ne 'Fiend' } @new_special; } push @special_fusions, @new_special; } else { die "???"; } } if ($special->{sacrifice}) { @special_fusions = map { my $sac = $_; map { [ @$_, $sac ] } @special_fusions } @{ $special->{sacrifice} }; } if ($special->{deathstone}) { push @$_, '' for @special_fusions; } if ($special->{kagutsuchi}) { push @$_, $special->{kagutsuchi} for @special_fusions; } } return map { Games::SMTNocturne::Demons::Fusion->new(@$_) } @fusions, @special_fusions; } sub _try_special_fusion { my ($demon1, $demon2, $options) = @_; my $fused = Games::SMTNocturne::Demons::FusionChart::special_fusion( $demon1, $demon2, $options ); return unless $fused; my $demon = demon($fused); my %bosses = map { $_ => 1 } @{ $options->{bosses} || [] }; return if $demon->boss && !$bosses{$demon->name}; return $demon; } sub _fuse_mitama { my ($element1, $element2) = @_; my $mitama = Games::SMTNocturne::Demons::FusionChart::fuse_mitama( $element1->name, $element2->name ); return unless $mitama; return demon($mitama); } sub _element_fusion { my ($element, $demon, $options) = @_; my $direction = Games::SMTNocturne::Demons::FusionChart::element_fusion( $demon->type, $element->name ); return unless $direction; return Games::SMTNocturne::Demons::Demon->from_fusion_stats({ type => $demon->type, level => $demon->level, offset => $direction, %{ $options || {} }, }); } sub _mitama_fusion { my ($mitama, $demon) = @_; return $demon; } sub _fuse_element { my ($demon1, $demon2) = @_; my $element = Games::SMTNocturne::Demons::FusionChart::fuse_element( $demon1->type ); return unless $element; return demon($element); } sub _normal_fusion { my ($demon1, $demon2, $options) = @_; my $new_type = Games::SMTNocturne::Demons::FusionChart::fuse( $demon1->type, $demon2->type ); return unless $new_type; my $new_level = ($demon1->level + $demon2->level) / 2 + 1; return Games::SMTNocturne::Demons::Demon->from_fusion_stats({ type => $new_type, level => $new_level, %{ $options || {} }, }); } =head1 BUGS Probably a lot, since I just wrote this on the fly as I was playing. It was reasonably accurate enough to get me through the game, but it probably needs a lot more cleaning around the edges. Failing tests welcome! One notable omission (that I would be interested in fixing) is that this module does not handle cursed fusions (mostly since taking advantage of cursed fusions is so difficult in the game to begin with). Please report any bugs to GitHub Issues at L. =head1 SEE ALSO L L =head1 SUPPORT You can find this documentation for this module with the perldoc command. perldoc Games::SMTNocturne::Demons You can also look for information at: =over 4 =item * MetaCPAN L =item * Github L =item * RT: CPAN's request tracker L =item * CPAN Ratings L =back =cut 1;