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@ -22,6 +22,57 @@
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using namespace CustomMessages;
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using namespace Rando;
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//RANDOTODO merge into Logic once Logic is a class passed to logic funtions
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struct GetAccessableLocationsStruct {
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std::vector<RandomizerCheck> accessibleLocations;
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std::vector<RandomizerRegion> regionPool;
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//Variables for playthrough
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int gsCount;
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int maxGsCount;
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std::vector<LogicVal> buyIgnores;
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//Variables for search
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std::vector<Rando::ItemLocation*> newItemLocations;
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bool updatedEvents;
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bool ageTimePropogated;
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bool firstIteration;
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//Variables For Validating Entrences
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bool haveTimeAccess;
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bool foundTempleOfTime;
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bool validatedStartingRegion;
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bool sphereZeroComplete;
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std::vector<RandomizerCheck> itemSphere;
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std::list<Entrance*> entranceSphere;
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GetAccessableLocationsStruct(int _maxGsCount){
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regionPool = {RR_ROOT};
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gsCount = 0;
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maxGsCount = _maxGsCount;
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updatedEvents = false;
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ageTimePropogated = false;
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firstIteration = true;
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haveTimeAccess = false;
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foundTempleOfTime = false;
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validatedStartingRegion = false;
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sphereZeroComplete = false;
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}
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void InitLoop(){
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firstIteration = false;
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ageTimePropogated = false;
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updatedEvents = false;
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for (Rando::ItemLocation* location : newItemLocations) {
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location->ApplyPlacedItemEffect();
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}
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newItemLocations.clear();
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itemSphere.clear();
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entranceSphere.clear();
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}
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};
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static bool placementFailure = false;
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static void RemoveStartingItemsFromPool() {
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@ -47,12 +98,12 @@ static void RemoveStartingItemsFromPool() {
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}
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}
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//This function will propogate Time of Day access through the entrance
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static bool UpdateToDAccess(Entrance* entrance, SearchMode mode) {
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//This function will propagate Time of Day access through the entrance
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static bool UpdateToDAccess(Entrance* entrance, bool propagateTimeTravel) {
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bool ageTimePropogated = false;
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//propogate childDay, childNight, adultDay, and adultNight separately
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//propagate childDay, childNight, adultDay, and adultNight separately
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Area* parent = entrance->GetParentRegion();
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Area* connection = entrance->GetConnectedRegion();
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@ -74,11 +125,10 @@ static bool UpdateToDAccess(Entrance* entrance, SearchMode mode) {
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}
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//special check for temple of time
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bool propogateTimeTravel = mode != SearchMode::TimePassAccess && mode != SearchMode::TempleOfTimeAccess;
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if (!AreaTable(RR_ROOT)->Adult() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child() && propogateTimeTravel) {
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if (propagateTimeTravel && !AreaTable(RR_ROOT)->Adult() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child()) { //RANDOTODO: sphere weirdness, other age locations not propagated in this sphere
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AreaTable(RR_ROOT)->adultDay = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childDay;
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AreaTable(RR_ROOT)->adultNight = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childNight;
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} else if (!AreaTable(RR_ROOT)->Child() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult() && propogateTimeTravel){
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} else if (propagateTimeTravel && !AreaTable(RR_ROOT)->Child() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult()){
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AreaTable(RR_ROOT)->childDay = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultDay;
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AreaTable(RR_ROOT)->childNight = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultNight;
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}
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@ -86,55 +136,85 @@ static bool UpdateToDAccess(Entrance* entrance, SearchMode mode) {
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return ageTimePropogated;
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}
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// Various checks that need to pass for the world to be validated as completable
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static void ValidateWorldChecks(SearchMode& mode, bool checkPoeCollectorAccess, bool checkOtherEntranceAccess, std::vector<RandomizerRegion>& areaPool) {
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// Check if key locations in the overworld are accessable
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static void ValidateOtherEntrance(GetAccessableLocationsStruct& gals) {
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auto ctx = Rando::Context::GetInstance();
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// Condition for validating Temple of Time Access
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if (mode == SearchMode::TempleOfTimeAccess && ((ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD && AreaTable(RR_TEMPLE_OF_TIME)->Adult()) || (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_ADULT && AreaTable(RR_TEMPLE_OF_TIME)->Child()) || !checkOtherEntranceAccess)) {
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mode = SearchMode::ValidStartingRegion;
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if (!gals.foundTempleOfTime && ((ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD && AreaTable(RR_TEMPLE_OF_TIME)->Adult()) ||
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(ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_ADULT && AreaTable(RR_TEMPLE_OF_TIME)->Child()))) {
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gals.foundTempleOfTime = true;
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}
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// Condition for validating a valid starting region
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if (mode == SearchMode::ValidStartingRegion) {
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if (!gals.validatedStartingRegion) {
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bool childAccess = ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD || AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child();
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bool adultAccess = ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_ADULT || AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult();
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Area* kokiri = AreaTable(RR_KOKIRI_FOREST);
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Area* kakariko = AreaTable(RR_KAKARIKO_VILLAGE);
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if ((childAccess && (kokiri->Child() || kakariko->Child())) ||
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(adultAccess && (kokiri->Adult() || kakariko->Adult())) ||
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!checkOtherEntranceAccess) {
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mode = SearchMode::PoeCollectorAccess;
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ApplyStartingInventory();
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logic->NoBottles = true;
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if ((childAccess && (kokiri->Child() || kakariko->Child())) ||// RANDOTODO when proper ammo logic is done, this could probably be made optional
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(adultAccess && (kokiri->Adult() || kakariko->Adult()))) {
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gals.validatedStartingRegion = true;
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ApplyStartingInventory(); // RANDOTODO when proper ammo logic is done, this could be moved to the start
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}
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}
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// Condition for validating Poe Collector Access
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if (mode == SearchMode::PoeCollectorAccess && (AreaTable(RR_MARKET_GUARD_HOUSE)->Adult() || !checkPoeCollectorAccess)) {
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// Apply all items that are necessary for checking all location access
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}
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// Apply all items that are necessary for checking all location access
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static void ApplyAllAdvancmentItems(){
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std::vector<RandomizerGet> itemsToPlace =
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FilterFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
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for (RandomizerGet unplacedItem : itemsToPlace) {
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Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
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}
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}
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// Check if everything in an entrence rando seed that needs to be avalible without items, is,
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// and if so allow obtaining items in logic
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static void ValidateSphereZero(GetAccessableLocationsStruct& gals){
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auto ctx = Rando::Context::GetInstance();
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// Condition for verifying everything required for sphere 0, expanding search to all locations
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if (logic->CanEmptyBigPoes && gals.validatedStartingRegion && gals.foundTempleOfTime && gals.haveTimeAccess) {
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// Apply all items that are necessary for checking all location access
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ApplyAllAdvancmentItems();
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// Reset access as the non-starting age
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if (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD) {
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for (RandomizerRegion areaKey : areaPool) {
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AreaTable(areaKey)->adultDay = false;
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AreaTable(areaKey)->adultNight = false;
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for (RandomizerRegion regionKey : gals.regionPool) {
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AreaTable(regionKey)->adultDay = false;
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AreaTable(regionKey)->adultNight = false;
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}
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} else {
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for (RandomizerRegion areaKey : areaPool) {
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AreaTable(areaKey)->childDay = false;
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AreaTable(areaKey)->childNight = false;
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for (RandomizerRegion regionKey : gals.regionPool) {
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AreaTable(regionKey)->childDay = false;
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AreaTable(regionKey)->childNight = false;
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}
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}
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mode = SearchMode::AllLocationsReachable;
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} else {
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logic->NoBottles = false;
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gals.sphereZeroComplete = true;
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}
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}
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//This function handles each possible exit
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void ProcessExit(Entrance& exit, GetAccessableLocationsStruct& gals, bool propagateTimeTravel = true, bool checkPoeCollectorAccess = false, bool checkOtherEntranceAccess = false){
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//Update Time of Day Access for the exit
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if (UpdateToDAccess(&exit, propagateTimeTravel)) {
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gals.ageTimePropogated = true;
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if (checkOtherEntranceAccess){
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ValidateOtherEntrance(gals);
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}
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if (!gals.sphereZeroComplete){
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ValidateSphereZero(gals);
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}
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}
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//If the exit is accessible and hasn't been added yet, add it to the pool
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Area* exitArea = exit.GetConnectedRegion();
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if (!exitArea->addedToPool && exit.ConditionsMet()) {
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exitArea->addedToPool = true;
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gals.regionPool.push_back(exit.GetConnectedRegionKey());
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}
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}
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//Get the max number of tokens that can possibly be useful
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static int GetMaxGSCount() {
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auto ctx = Rando::Context::GetInstance();
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@ -186,9 +266,9 @@ std::string GetShopItemBaseName(std::string itemName) {
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return baseName;
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}
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std::vector<RandomizerCheck> GetEmptyLocations(std::vector<RandomizerCheck> allowedLocations) {
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std::vector<RandomizerCheck> GetEmptyLocations(std::vector<RandomizerCheck> targetLocations) {
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auto ctx = Rando::Context::GetInstance();
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return FilterFromPool(allowedLocations, [ctx](const auto loc) {
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return FilterFromPool(targetLocations, [ctx](const auto loc) {
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return ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() == RG_NONE;
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});
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}
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@ -211,175 +291,28 @@ bool IsBeatableWithout(RandomizerCheck excludedCheck, bool replaceItem, Randomiz
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ctx->GetItemLocation(excludedCheck)->SetPlacedItem(RG_NONE); //Write in empty item
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ctx->playthroughBeatable = false;
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logic->Reset();
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GetAccessibleLocations(ctx->allLocations, SearchMode::CheckBeatable, ignore); //Check if game is still beatable
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CheckBeatable(ignore);
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if (replaceItem){
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ctx->GetItemLocation(excludedCheck)->SetPlacedItem(copy); //Immediately put item back
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}
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return ctx->playthroughBeatable;
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}
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//This function will return a vector of ItemLocations that are accessible with
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//where items have been placed so far within the world. The allowedLocations argument
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//specifies the pool of locations that we're trying to search for an accessible location in
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std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<RandomizerCheck>& allowedLocations, SearchMode mode /* = SearchMode::ReachabilitySearch*/, RandomizerGet ignore /* = RG_NONE*/, bool checkPoeCollectorAccess /*= false*/, bool checkOtherEntranceAccess /*= false*/) {
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auto ctx = Rando::Context::GetInstance();
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std::vector<RandomizerCheck> accessibleLocations;
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// Reset all access to begin a new search
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if (mode < SearchMode::ValidateWorld) {
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// Reset non-Logic-class logic, and optionally apply the initial inventory
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void ResetLogic(std::shared_ptr<Context>& ctx, bool applyInventory = false){
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if (applyInventory){
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ApplyStartingInventory();
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}
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Areas::AccessReset();
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ctx->LocationReset();
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std::vector<RandomizerRegion> areaPool = {RR_ROOT};
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}
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if (mode == SearchMode::ValidateWorld) {
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mode = SearchMode::TimePassAccess;
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AreaTable(RR_ROOT)->childNight = true;
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AreaTable(RR_ROOT)->adultNight = true;
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AreaTable(RR_ROOT)->childDay = true;
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AreaTable(RR_ROOT)->adultDay = true;
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ctx->allLocationsReachable = false;
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}
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//Variables for playthrough
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int gsCount = 0;
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const int maxGsCount = mode == SearchMode::GeneratePlaythrough ? GetMaxGSCount() : 0; //If generating playthrough want the max that's possibly useful, else doesn't matter
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std::vector<LogicVal> buyIgnores;
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//Variables for search
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std::vector<Rando::ItemLocation*> newItemLocations;
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bool updatedEvents = false;
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bool ageTimePropogated = false;
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bool firstIteration = true;
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//Variables for Time Pass access
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bool timePassChildDay = false;
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bool timePassChildNight = false;
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bool timePassAdultDay = false;
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bool timePassAdultNight = false;
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// Main access checking loop
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while (newItemLocations.size() > 0 || updatedEvents || ageTimePropogated || firstIteration) {
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firstIteration = false;
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ageTimePropogated = false;
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updatedEvents = false;
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for (Rando::ItemLocation* location : newItemLocations) {
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location->ApplyPlacedItemEffect();
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}
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newItemLocations.clear();
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std::vector<RandomizerCheck> itemSphere;
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std::list<Entrance*> entranceSphere;
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for (size_t i = 0; i < areaPool.size(); i++) {
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Area* area = AreaTable(areaPool[i]);
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if (area->UpdateEvents(mode)){
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updatedEvents = true;
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}
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// If we're checking for TimePass access do that for each area as it's being updated.
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// TimePass Access is satisfied when every AgeTime can reach an area with TimePass
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// without the aid of TimePass. During this mode, TimePass won't update ToD access
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// in any area.
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if (mode == SearchMode::TimePassAccess) {
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if (area->timePass) {
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if (area->childDay) {
|
|
|
|
|
timePassChildDay = true;
|
|
|
|
|
}
|
|
|
|
|
if (area->childNight) {
|
|
|
|
|
timePassChildNight = true;
|
|
|
|
|
}
|
|
|
|
|
if (area->adultDay) {
|
|
|
|
|
timePassAdultDay = true;
|
|
|
|
|
}
|
|
|
|
|
if (area->adultNight) {
|
|
|
|
|
timePassAdultNight = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Condition for validating that all startring AgeTimes have timepass access
|
|
|
|
|
// Once satisifed, change the mode to begin checking for Temple of Time Access
|
|
|
|
|
if ((timePassChildDay && timePassChildNight && timePassAdultDay && timePassAdultNight) || !checkOtherEntranceAccess) {
|
|
|
|
|
mode = SearchMode::TempleOfTimeAccess;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//for each exit in this area
|
|
|
|
|
for (auto& exit : area->exits) {
|
|
|
|
|
|
|
|
|
|
//Update Time of Day Access for the exit
|
|
|
|
|
if (UpdateToDAccess(&exit, mode)) {
|
|
|
|
|
ageTimePropogated = true;
|
|
|
|
|
ValidateWorldChecks(mode, checkPoeCollectorAccess, checkOtherEntranceAccess, areaPool);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//If the exit is accessible and hasn't been added yet, add it to the pool
|
|
|
|
|
Area* exitArea = exit.GetConnectedRegion();
|
|
|
|
|
if (!exitArea->addedToPool && exit.ConditionsMet()) {
|
|
|
|
|
exitArea->addedToPool = true;
|
|
|
|
|
areaPool.push_back(exit.GetConnectedRegionKey());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add shuffled entrances to the entrance playthrough
|
|
|
|
|
// Include bluewarps when unshuffled but dungeon or boss shuffle is on
|
|
|
|
|
if (mode == SearchMode::GeneratePlaythrough &&
|
|
|
|
|
(exit.IsShuffled() ||
|
|
|
|
|
(exit.GetType() == Rando::EntranceType::BlueWarp &&
|
|
|
|
|
(ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES)))) &&
|
|
|
|
|
!exit.IsAddedToPool() && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
|
|
|
|
|
entranceSphere.push_back(&exit);
|
|
|
|
|
exit.AddToPool();
|
|
|
|
|
// Don't list a two-way coupled entrance from both directions
|
|
|
|
|
if (exit.GetReverse() != nullptr && exit.GetReplacement()->GetReverse() != nullptr && !exit.IsDecoupled()) {
|
|
|
|
|
exit.GetReplacement()->GetReverse()->AddToPool();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//for each ItemLocation in this area
|
|
|
|
|
if (mode < SearchMode::ValidateWorld) {
|
|
|
|
|
for (size_t k = 0; k < area->locations.size(); k++) {
|
|
|
|
|
LocationAccess& locPair = area->locations[k];
|
|
|
|
|
//Generate the playthrough, so we want to add advancement items, unless we know to ignore them
|
|
|
|
|
void AddToPlaythrough(LocationAccess& locPair, GetAccessableLocationsStruct& gals){
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
RandomizerCheck loc = locPair.GetLocation();
|
|
|
|
|
Rando::ItemLocation* location = ctx->GetItemLocation(loc);
|
|
|
|
|
RandomizerGet locItem = location->GetPlacedRandomizerGet();
|
|
|
|
|
|
|
|
|
|
if (!location->IsAddedToPool() && locPair.ConditionsMet()) {
|
|
|
|
|
|
|
|
|
|
location->AddToPool();
|
|
|
|
|
|
|
|
|
|
if (locItem == RG_NONE) {
|
|
|
|
|
accessibleLocations.push_back(loc); //Empty location, consider for placement
|
|
|
|
|
} else {
|
|
|
|
|
//If ignore has a value, we want to check if the item location should be considered or not
|
|
|
|
|
//This is necessary due to the below preprocessing for playthrough generation
|
|
|
|
|
if (ignore != RG_NONE) {
|
|
|
|
|
ItemType type = location->GetPlacedItem().GetItemType();
|
|
|
|
|
//If we want to ignore tokens, only add if not a token
|
|
|
|
|
if (ignore == RG_GOLD_SKULLTULA_TOKEN && type != ITEMTYPE_TOKEN) {
|
|
|
|
|
newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
//If we want to ignore bombchus, only add if bombchu is not in the name
|
|
|
|
|
else if (IsBombchus(ignore) && IsBombchus(locItem, true)) {
|
|
|
|
|
newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
//We want to ignore a specific Buy item. Buy items with different RandomizerGets are recognised by a shared GetLogicVal
|
|
|
|
|
else if (ignore != RG_GOLD_SKULLTULA_TOKEN && IsBombchus(ignore)) {
|
|
|
|
|
if ((type == ITEMTYPE_SHOP && Rando::StaticData::GetItemTable()[ignore].GetLogicVal() != location->GetPlacedItem().GetLogicVal()) || type != ITEMTYPE_SHOP) {
|
|
|
|
|
newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//If it doesn't, we can just add the location
|
|
|
|
|
else {
|
|
|
|
|
newItemLocations.push_back(location); //Add item to cache to be considered in logic next iteration
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Playthrough stuff
|
|
|
|
|
//Generate the playthrough, so we want to add advancement items, unless we know to ignore them
|
|
|
|
|
if (mode == SearchMode::GeneratePlaythrough) {
|
|
|
|
|
//Item is an advancement item, figure out if it should be added to this sphere
|
|
|
|
|
if (!ctx->playthroughBeatable && location->GetPlacedItem().IsAdvancement()) {
|
|
|
|
|
ItemType type = location->GetPlacedItem().GetItemType();
|
|
|
|
@ -391,11 +324,10 @@ std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<Randomizer
|
|
|
|
|
//2) Buy items of the same type, after the first (So only see Buy Deku Nut of any amount once)
|
|
|
|
|
bool exclude = true;
|
|
|
|
|
//Exclude tokens after the last possibly useful one
|
|
|
|
|
if (type == ITEMTYPE_TOKEN && gsCount < maxGsCount) {
|
|
|
|
|
gsCount++;
|
|
|
|
|
if (type == ITEMTYPE_TOKEN && gals.gsCount < gals.maxGsCount) {
|
|
|
|
|
gals.gsCount++;
|
|
|
|
|
exclude = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Handle buy items
|
|
|
|
|
//If ammo drops are off, don't do this step, since buyable ammo becomes logically important
|
|
|
|
|
// TODO: Reimplement Ammo Drops setting
|
|
|
|
@ -403,9 +335,9 @@ std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<Randomizer
|
|
|
|
|
//Only check each buy item once
|
|
|
|
|
auto buyItem = location->GetPlacedItem().GetLogicVal();
|
|
|
|
|
//Buy item not in list to ignore, add it to list and write to playthrough
|
|
|
|
|
if (std::find(buyIgnores.begin(), buyIgnores.end(), buyItem) == buyIgnores.end()) {
|
|
|
|
|
if (std::find(gals.buyIgnores.begin(), gals.buyIgnores.end(), buyItem) == gals.buyIgnores.end()) {
|
|
|
|
|
exclude = false;
|
|
|
|
|
buyIgnores.push_back(buyItem);
|
|
|
|
|
gals.buyIgnores.push_back(buyItem);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//Add all other advancement items
|
|
|
|
@ -414,36 +346,258 @@ std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<Randomizer
|
|
|
|
|
}
|
|
|
|
|
//Has not been excluded, add to playthrough
|
|
|
|
|
if (!exclude) {
|
|
|
|
|
itemSphere.push_back(loc);
|
|
|
|
|
gals.itemSphere.push_back(loc);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//Triforce has been found, seed is beatable, nothing else in this or future spheres matters
|
|
|
|
|
else if (location->GetPlacedRandomizerGet() == RG_TRIFORCE) {
|
|
|
|
|
itemSphere.clear();
|
|
|
|
|
itemSphere.push_back(loc);
|
|
|
|
|
gals.itemSphere.clear();
|
|
|
|
|
gals.itemSphere.push_back(loc);
|
|
|
|
|
ctx->playthroughBeatable = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Adds the contents of a location to the current progression and optionally playthrough
|
|
|
|
|
bool AddCheckToLogic(LocationAccess& locPair, GetAccessableLocationsStruct& gals, RandomizerGet ignore, bool stopOnBeatable, bool addToPlaythrough=false){
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
RandomizerCheck loc = locPair.GetLocation();
|
|
|
|
|
Rando::ItemLocation* location = ctx->GetItemLocation(loc);
|
|
|
|
|
RandomizerGet locItem = location->GetPlacedRandomizerGet();
|
|
|
|
|
|
|
|
|
|
if (!location->IsAddedToPool() && locPair.ConditionsMet()) {
|
|
|
|
|
location->AddToPool();
|
|
|
|
|
|
|
|
|
|
if (locItem == RG_NONE) {
|
|
|
|
|
gals.accessibleLocations.push_back(loc); //Empty location, consider for placement
|
|
|
|
|
} else {
|
|
|
|
|
//If ignore has a value, we want to check if the item location should be considered or not
|
|
|
|
|
//This is necessary due to the below preprocessing for playthrough generation
|
|
|
|
|
if (ignore != RG_NONE) {
|
|
|
|
|
ItemType type = location->GetPlacedItem().GetItemType();
|
|
|
|
|
//If we want to ignore tokens, only add if not a token
|
|
|
|
|
if (ignore == RG_GOLD_SKULLTULA_TOKEN && type != ITEMTYPE_TOKEN) {
|
|
|
|
|
gals.newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
//If we want to ignore bombchus, only add if bombchu is not in the name
|
|
|
|
|
else if (IsBombchus(ignore) && IsBombchus(locItem, true)) {
|
|
|
|
|
gals.newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
//We want to ignore a specific Buy item. Buy items with different RandomizerGets are recognised by a shared GetLogicVal
|
|
|
|
|
else if (ignore != RG_GOLD_SKULLTULA_TOKEN && IsBombchus(ignore)) {
|
|
|
|
|
if ((type == ITEMTYPE_SHOP && Rando::StaticData::GetItemTable()[ignore].GetLogicVal() != location->GetPlacedItem().GetLogicVal()) || type != ITEMTYPE_SHOP) {
|
|
|
|
|
gals.newItemLocations.push_back(location);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//If it doesn't, we can just add the location
|
|
|
|
|
else {
|
|
|
|
|
gals.newItemLocations.push_back(location); //Add item to cache to be considered in logic next iteration
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (addToPlaythrough){
|
|
|
|
|
AddToPlaythrough(locPair, gals);
|
|
|
|
|
}
|
|
|
|
|
//All we care about is if the game is beatable, used to pare down playthrough
|
|
|
|
|
else if (location->GetPlacedRandomizerGet() == RG_TRIFORCE && mode == SearchMode::CheckBeatable) {
|
|
|
|
|
if (location->GetPlacedRandomizerGet() == RG_TRIFORCE && stopOnBeatable) {
|
|
|
|
|
return true; //Return early for efficiency
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Return any of the targetLocations that are accessible in logic
|
|
|
|
|
std::vector<RandomizerCheck> ReachabilitySearch(const std::vector<RandomizerCheck>& targetLocations, RandomizerGet ignore /* = RG_NONE*/) {
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
GetAccessableLocationsStruct gals(0);
|
|
|
|
|
ResetLogic(ctx, true);
|
|
|
|
|
while (gals.newItemLocations.size() > 0 || gals.updatedEvents || gals.ageTimePropogated || gals.firstIteration) {
|
|
|
|
|
gals.InitLoop();
|
|
|
|
|
for (size_t i = 0; i < gals.regionPool.size(); i++) {
|
|
|
|
|
Area* region = AreaTable(gals.regionPool[i]);
|
|
|
|
|
|
|
|
|
|
if (region->UpdateEvents()){
|
|
|
|
|
gals.updatedEvents = true;
|
|
|
|
|
}
|
|
|
|
|
for (auto& exit : region->exits) {
|
|
|
|
|
ProcessExit(exit, gals);
|
|
|
|
|
}
|
|
|
|
|
for (size_t k = 0; k < region->locations.size(); k++) {
|
|
|
|
|
LocationAccess& locPair = region->locations[k];
|
|
|
|
|
AddCheckToLogic(locPair, gals, ignore, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
erase_if(gals.accessibleLocations, [&targetLocations, ctx](RandomizerCheck loc){
|
|
|
|
|
for (RandomizerCheck allowedLocation : targetLocations) {
|
|
|
|
|
if (loc == allowedLocation || ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() != RG_NONE) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
return gals.accessibleLocations;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create the playthrough for the seed
|
|
|
|
|
void GeneratePlaythrough() {
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
ctx->playthroughBeatable = false;
|
|
|
|
|
logic->Reset();
|
|
|
|
|
GetAccessableLocationsStruct gals(GetMaxGSCount());
|
|
|
|
|
ResetLogic(ctx, true);
|
|
|
|
|
while (gals.newItemLocations.size() > 0 || gals.updatedEvents || gals.ageTimePropogated || gals.firstIteration) {
|
|
|
|
|
gals.InitLoop();
|
|
|
|
|
for (size_t i = 0; i < gals.regionPool.size(); i++) {
|
|
|
|
|
Area* region = AreaTable(gals.regionPool[i]);
|
|
|
|
|
|
|
|
|
|
if (region->UpdateEvents()){
|
|
|
|
|
gals.updatedEvents = true;
|
|
|
|
|
}
|
|
|
|
|
for (auto& exit : region->exits) {
|
|
|
|
|
ProcessExit(exit, gals);
|
|
|
|
|
// Add shuffled entrances to the entrance playthrough
|
|
|
|
|
// Include bluewarps when unshuffled but dungeon or boss shuffle is on
|
|
|
|
|
if((exit.IsShuffled() || (exit.GetType() == Rando::EntranceType::BlueWarp &&
|
|
|
|
|
(ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES)))) &&
|
|
|
|
|
!exit.IsAddedToPool() && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
|
|
|
|
|
gals.entranceSphere.push_back(&exit);
|
|
|
|
|
exit.AddToPool();
|
|
|
|
|
// Don't list a two-way coupled entrance from both directions
|
|
|
|
|
if (exit.GetReverse() != nullptr && exit.GetReplacement()->GetReverse() != nullptr && !exit.IsDecoupled()) {
|
|
|
|
|
exit.GetReplacement()->GetReverse()->AddToPool();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (size_t k = 0; k < region->locations.size(); k++) {
|
|
|
|
|
LocationAccess& locPair = region->locations[k];
|
|
|
|
|
AddCheckToLogic(locPair, gals, RG_NONE, false, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (gals.itemSphere.size() > 0) {
|
|
|
|
|
ctx->playthroughLocations.push_back(gals.itemSphere);
|
|
|
|
|
}
|
|
|
|
|
if (gals.entranceSphere.size() > 0 && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
|
|
|
|
|
ctx->GetEntranceShuffler()->playthroughEntrances.push_back(gals.entranceSphere);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// return if the seed is currently beatable or not
|
|
|
|
|
bool CheckBeatable(RandomizerGet ignore /* = RG_NONE*/) {
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
GetAccessableLocationsStruct gals(0);
|
|
|
|
|
ResetLogic(ctx, true);
|
|
|
|
|
while (gals.newItemLocations.size() > 0 || gals.updatedEvents || gals.ageTimePropogated || gals.firstIteration) {
|
|
|
|
|
gals.InitLoop();
|
|
|
|
|
for (size_t i = 0; i < gals.regionPool.size(); i++) {
|
|
|
|
|
Area* region = AreaTable(gals.regionPool[i]);
|
|
|
|
|
|
|
|
|
|
if (region->UpdateEvents()){
|
|
|
|
|
gals.updatedEvents = true;
|
|
|
|
|
}
|
|
|
|
|
for (auto& exit : region->exits) {
|
|
|
|
|
ProcessExit(exit, gals);
|
|
|
|
|
}
|
|
|
|
|
for (size_t k = 0; k < region->locations.size(); k++) {
|
|
|
|
|
LocationAccess& locPair = region->locations[k];
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if(AddCheckToLogic(locPair, gals, ignore, true)){
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|
ctx->playthroughBeatable = true;
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return {}; //Return early for efficiency
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|
return true;
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|
}
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}
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}
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}
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return false;
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|
}
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// Check if the currently randomised set of entrences is a valid game map.
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void ValidateEntrances(bool checkPoeCollectorAccess, bool checkOtherEntranceAccess) {
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auto ctx = Rando::Context::GetInstance();
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GetAccessableLocationsStruct gals(0);
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ResetLogic(ctx, !checkOtherEntranceAccess);
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//Variables for Time Pass access
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bool timePassChildDay = false;
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bool timePassChildNight = false;
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bool timePassAdultDay = false;
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bool timePassAdultNight = false;
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ctx->allLocationsReachable = false;
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if (checkPoeCollectorAccess){
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logic->CanEmptyBigPoes = false;
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}
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if (!checkOtherEntranceAccess){
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gals.foundTempleOfTime = true;
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gals.validatedStartingRegion = true;
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gals.haveTimeAccess = true;
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gals.sphereZeroComplete = true;
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ApplyAllAdvancmentItems();
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//if we assume valid sphere zero, we only want starting age access
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if (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD) {
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for (RandomizerRegion regionKey : gals.regionPool) {
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AreaTable(RR_ROOT)->childNight = true;
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AreaTable(RR_ROOT)->childDay = true;
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}
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} else {
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for (RandomizerRegion regionKey : gals.regionPool) {
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AreaTable(RR_ROOT)->adultNight = true;
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AreaTable(RR_ROOT)->adultDay = true;
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|
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}
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|
}
|
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|
|
} else {
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|
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|
AreaTable(RR_ROOT)->childNight = true;
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|
|
AreaTable(RR_ROOT)->adultNight = true;
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|
|
|
AreaTable(RR_ROOT)->childDay = true;
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|
|
|
AreaTable(RR_ROOT)->adultDay = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (gals.newItemLocations.size() > 0 || gals.updatedEvents || gals.ageTimePropogated || gals.firstIteration) {
|
|
|
|
|
gals.InitLoop();
|
|
|
|
|
for (size_t i = 0; i < gals.regionPool.size(); i++) {
|
|
|
|
|
Area* region = AreaTable(gals.regionPool[i]);
|
|
|
|
|
|
|
|
|
|
if (region->UpdateEvents(gals.haveTimeAccess)){
|
|
|
|
|
gals.updatedEvents = true;
|
|
|
|
|
}
|
|
|
|
|
// If we're checking for TimePass access do that for each region as it's being updated.
|
|
|
|
|
// TimePass Access is satisfied when every AgeTime can reach a region with TimePass
|
|
|
|
|
// without the aid of TimePass. During this mode, TimePass won't update ToD access
|
|
|
|
|
// in any region.
|
|
|
|
|
if (!gals.haveTimeAccess) {
|
|
|
|
|
if (region->timePass) {
|
|
|
|
|
if (region->childDay) {
|
|
|
|
|
timePassChildDay = true;
|
|
|
|
|
}
|
|
|
|
|
if (region->childNight) {
|
|
|
|
|
timePassChildNight = true;
|
|
|
|
|
}
|
|
|
|
|
if (region->adultDay) {
|
|
|
|
|
timePassAdultDay = true;
|
|
|
|
|
}
|
|
|
|
|
if (region->adultNight) {
|
|
|
|
|
timePassAdultNight = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Condition for validating that all startring AgeTimes have timepass access
|
|
|
|
|
// Once satisifed, change the mode to begin checking for Temple of Time Access
|
|
|
|
|
if (timePassChildDay && timePassChildNight && timePassAdultDay && timePassAdultNight) {
|
|
|
|
|
gals.haveTimeAccess = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mode == SearchMode::GeneratePlaythrough && itemSphere.size() > 0) {
|
|
|
|
|
ctx->playthroughLocations.push_back(itemSphere);
|
|
|
|
|
//for each exit in this region
|
|
|
|
|
for (auto& exit : region->exits) {
|
|
|
|
|
ProcessExit(exit, gals, gals.haveTimeAccess && gals.foundTempleOfTime, checkPoeCollectorAccess, checkOtherEntranceAccess);
|
|
|
|
|
}
|
|
|
|
|
if (mode == SearchMode::GeneratePlaythrough && entranceSphere.size() > 0 && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
|
|
|
|
|
ctx->GetEntranceShuffler()->playthroughEntrances.push_back(entranceSphere);
|
|
|
|
|
if (gals.sphereZeroComplete) {
|
|
|
|
|
for (size_t k = 0; k < region->locations.size(); k++) {
|
|
|
|
|
LocationAccess& locPair = region->locations[k];
|
|
|
|
|
AddCheckToLogic(locPair, gals, RG_NONE, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Check to see if all locations were reached
|
|
|
|
|
if (mode == SearchMode::AllLocationsReachable) {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (gals.sphereZeroComplete) {
|
|
|
|
|
ctx->allLocationsReachable = true;
|
|
|
|
|
for (const RandomizerCheck loc : ctx->allLocations) {
|
|
|
|
|
if (!ctx->GetItemLocation(loc)->IsAddedToPool()) {
|
|
|
|
@ -457,25 +611,7 @@ std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<Randomizer
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return {};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
erase_if(accessibleLocations, [&allowedLocations, ctx](RandomizerCheck loc){
|
|
|
|
|
for (RandomizerCheck allowedLocation : allowedLocations) {
|
|
|
|
|
if (loc == allowedLocation || ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() != RG_NONE) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
return accessibleLocations;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void GeneratePlaythrough() {
|
|
|
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
|
ctx->playthroughBeatable = false;
|
|
|
|
|
logic->Reset();
|
|
|
|
|
GetAccessibleLocations(ctx->allLocations, SearchMode::GeneratePlaythrough);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
RandomizerArea LookForExternalArea(const Area* const currentRegion, std::vector<RandomizerRegion> &alreadyChecked){
|
|
|
|
@ -489,7 +625,7 @@ RandomizerArea LookForExternalArea(const Area* const currentRegion, std::vector<
|
|
|
|
|
if(passdown != RA_NONE){
|
|
|
|
|
return passdown;
|
|
|
|
|
}
|
|
|
|
|
} else if (otherArea != RA_LINKS_POCKET){ //if it's links pocket, do not propogate this, Link's Pocket is not a real Area
|
|
|
|
|
} else if (otherArea != RA_LINKS_POCKET){ //if it's links pocket, do not propagate this, Link's Pocket is not a real Area
|
|
|
|
|
return otherArea;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -576,7 +712,7 @@ static void CalculateWotH() {
|
|
|
|
|
}
|
|
|
|
|
ctx->playthroughBeatable = true;
|
|
|
|
|
logic->Reset();
|
|
|
|
|
GetAccessibleLocations(ctx->allLocations);
|
|
|
|
|
ReachabilitySearch(ctx->allLocations);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//Calculate barren locations and assign Barren Candidacy to all locations inside those areas
|
|
|
|
@ -687,7 +823,7 @@ static void AssumedFill(const std::vector<RandomizerGet>& items, const std::vect
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// get all accessible locations that are allowed
|
|
|
|
|
const std::vector<RandomizerCheck> accessibleLocations = GetAccessibleLocations(allowedLocations);
|
|
|
|
|
const std::vector<RandomizerCheck> accessibleLocations = ReachabilitySearch(allowedLocations);
|
|
|
|
|
|
|
|
|
|
// retry if there are no more locations to place items
|
|
|
|
|
if (accessibleLocations.empty()) {
|
|
|
|
@ -729,7 +865,7 @@ static void AssumedFill(const std::vector<RandomizerGet>& items, const std::vect
|
|
|
|
|
if (!ctx->GetOption(RSK_ALL_LOCATIONS_REACHABLE)) {
|
|
|
|
|
ctx->playthroughBeatable = false;
|
|
|
|
|
logic->Reset();
|
|
|
|
|
GetAccessibleLocations(ctx->allLocations, SearchMode::CheckBeatable);
|
|
|
|
|
CheckBeatable();
|
|
|
|
|
if (ctx->playthroughBeatable) {
|
|
|
|
|
SPDLOG_DEBUG("Game beatable, now placing items randomly. " + std::to_string(itemsToPlace.size()) +
|
|
|
|
|
" major items remaining.\n\n");
|
|
|
|
|