Kenix3 c7ccd6dbff LUS Cleanup: Strips out the logging system created for the console
Properly routes SPDLog to the console.
Creates an API to be able to send command responses back to the console.
Cleans up the console UI, hiding options when not needed.
Removes stdout console sink for Windows.
2022-08-09 22:34:16 -04:00

879 lines
35 KiB
C++

#include "hints.hpp"
#include "custom_messages.hpp"
#include "dungeon.hpp"
#include "item_location.hpp"
#include "item_pool.hpp"
#include "logic.hpp"
#include "random.hpp"
#include "spoiler_log.hpp"
#include "fill.hpp"
#include "hint_list.hpp"
#include "trial.hpp"
#include "entrance.hpp"
#include "z64item.h"
#include <Lib/spdlog/include/spdlog/spdlog.h>
using namespace CustomMessages;
using namespace Logic;
using namespace Settings;
using namespace Trial;
constexpr std::array<HintSetting, 4> hintSettingTable{{
// Useless hints
{
.dungeonsWothLimit = 2,
.dungeonsBarrenLimit = 1,
.namedItemsRequired = false,
.distTable = {{
{.type = HintType::Trial, .order = 1, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Always, .order = 2, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Woth, .order = 3, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Barren, .order = 4, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Entrance, .order = 5, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Sometimes, .order = 6, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Random, .order = 7, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Item, .order = 8, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Song, .order = 9, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Overworld, .order = 10, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Dungeon, .order = 11, .weight = 0, .fixed = 0, .copies = 0},
{.type = HintType::Junk, .order = 12, .weight = 99, .fixed = 0, .copies = 0},
{.type = HintType::NamedItem, .order = 13, .weight = 0, .fixed = 0, .copies = 0},
}},
},
// Balanced hints
{
.dungeonsWothLimit = 2,
.dungeonsBarrenLimit = 1,
.namedItemsRequired = true,
.distTable = {{
{.type = HintType::Trial, .order = 1, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Always, .order = 2, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Woth, .order = 3, .weight = 7, .fixed = 0, .copies = 1},
{.type = HintType::Barren, .order = 4, .weight = 4, .fixed = 0, .copies = 1},
{.type = HintType::Entrance, .order = 5, .weight = 6, .fixed = 0, .copies = 1},
{.type = HintType::Sometimes, .order = 6, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Random, .order = 7, .weight = 12, .fixed = 0, .copies = 1},
{.type = HintType::Item, .order = 8, .weight = 10, .fixed = 0, .copies = 1},
{.type = HintType::Song, .order = 9, .weight = 2, .fixed = 0, .copies = 1},
{.type = HintType::Overworld, .order = 10, .weight = 4, .fixed = 0, .copies = 1},
{.type = HintType::Dungeon, .order = 11, .weight = 3, .fixed = 0, .copies = 1},
{.type = HintType::Junk, .order = 12, .weight = 6, .fixed = 0, .copies = 1},
{.type = HintType::NamedItem, .order = 13, .weight = 0, .fixed = 0, .copies = 1},
}},
},
// Strong hints
{
.dungeonsWothLimit = 2,
.dungeonsBarrenLimit = 1,
.namedItemsRequired = true,
.distTable = {{
{.type = HintType::Trial, .order = 1, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Always, .order = 2, .weight = 0, .fixed = 0, .copies = 2},
{.type = HintType::Woth, .order = 3, .weight = 12, .fixed = 0, .copies = 2},
{.type = HintType::Barren, .order = 4, .weight = 12, .fixed = 0, .copies = 1},
{.type = HintType::Entrance, .order = 5, .weight = 4, .fixed = 0, .copies = 1},
{.type = HintType::Sometimes, .order = 6, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Random, .order = 7, .weight = 8, .fixed = 0, .copies = 1},
{.type = HintType::Item, .order = 8, .weight = 8, .fixed = 0, .copies = 1},
{.type = HintType::Song, .order = 9, .weight = 4, .fixed = 0, .copies = 1},
{.type = HintType::Overworld, .order = 10, .weight = 6, .fixed = 0, .copies = 1},
{.type = HintType::Dungeon, .order = 11, .weight = 6, .fixed = 0, .copies = 1},
{.type = HintType::Junk, .order = 12, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::NamedItem, .order = 13, .weight = 0, .fixed = 0, .copies = 1},
}},
},
// Very strong hints
{
.dungeonsWothLimit = 40,
.dungeonsBarrenLimit = 40,
.namedItemsRequired = true,
.distTable = {{
{.type = HintType::Trial, .order = 1, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Always, .order = 2, .weight = 0, .fixed = 0, .copies = 2},
{.type = HintType::Woth, .order = 3, .weight = 15, .fixed = 0, .copies = 2},
{.type = HintType::Barren, .order = 4, .weight = 15, .fixed = 0, .copies = 1},
{.type = HintType::Entrance, .order = 5, .weight = 10, .fixed = 0, .copies = 1},
{.type = HintType::Sometimes, .order = 6, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Random, .order = 7, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::Item, .order = 8, .weight = 5, .fixed = 0, .copies = 1},
{.type = HintType::Song, .order = 9, .weight = 2, .fixed = 0, .copies = 1},
{.type = HintType::Overworld, .order = 10, .weight = 7, .fixed = 0, .copies = 1},
{.type = HintType::Dungeon, .order = 11, .weight = 7, .fixed = 0, .copies = 1},
{.type = HintType::Junk, .order = 12, .weight = 0, .fixed = 0, .copies = 1},
{.type = HintType::NamedItem, .order = 13, .weight = 0, .fixed = 0, .copies = 1},
}},
},
}};
std::array<DungeonInfo, 10> dungeonInfoData;
Text childAltarText;
Text adultAltarText;
Text ganonText;
Text ganonHintText;
Text& GetChildAltarText() {
return childAltarText;
}
Text& GetAdultAltarText() {
return adultAltarText;
}
Text& GetGanonText() {
return ganonText;
}
Text& GetGanonHintText() {
return ganonHintText;
}
static Area* GetHintRegion(const uint32_t area) {
std::vector<uint32_t> alreadyChecked = {};
std::vector<uint32_t> spotQueue = {area};
while (!spotQueue.empty()) {
uint32_t region = spotQueue.back();
alreadyChecked.push_back(region);
spotQueue.pop_back();
if (AreaTable(region)->hintKey != NONE) {
return AreaTable(region);
}
//add unchecked entrances to spot queue
bool checked = false;
for (auto& entrance : AreaTable(region)->entrances) {
for (uint32_t checkedEntrance : alreadyChecked) {
if (entrance->GetParentRegionKey() == checkedEntrance) {
checked = true;
break;
}
}
if (!checked) {
spotQueue.insert(spotQueue.begin(), entrance->GetParentRegionKey());
}
}
}
return AreaTable(NONE);
}
uint32_t GetHintRegionHintKey(const uint32_t area) {
return GetHintRegion(area)->hintKey;
}
uint32_t GetHintRegionuint32_t(const uint32_t area) {
return GetHintRegion(area)->hintKey;
}
uint32_t GetLocationRegionuint32_t(const uint32_t location) {
return GetHintRegion(Location(location)->GetParentRegionKey())->hintKey;
}
static std::vector<uint32_t> GetAccessibleGossipStones(const uint32_t hintedLocation = GANON) {
//temporarily remove the hinted location's item, and then perform a
//reachability search for gossip stone locations.
uint32_t originalItem = Location(hintedLocation)->GetPlaceduint32_t();
Location(hintedLocation)->SetPlacedItem(NONE);
LogicReset();
auto accessibleGossipStones = GetAccessibleLocations(gossipStoneLocations);
//Give the item back to the location
Location(hintedLocation)->SetPlacedItem(originalItem);
return accessibleGossipStones;
}
static void AddHint(Text hint, const uint32_t gossipStone, const std::vector<uint8_t>& colors = {}) {
//save hints as dummy items for writing to the spoiler log
NewItem(gossipStone, Item{hint, ITEMTYPE_EVENT, GI_RUPEE_BLUE_LOSE, false, &noVariable, NONE});
Location(gossipStone)->SetPlacedItem(gossipStone);
//create the in game message
// uint32_t messageId = 0x400 + Location(gossipStone)->GetFlag();
// uint32_t sariaMessageId = 0xA00 + Location(gossipStone)->GetFlag();
// CreateMessageFromTextObject(messageId, 0, 2, 3, AddColorsAndFormat(hint, colors));
// CreateMessageFromTextObject(sariaMessageId, 0, 2, 3, AddColorsAndFormat(hint + EVENT_TRIGGER(), colors));
}
static void CreateLocationHint(const std::vector<uint32_t>& possibleHintLocations) {
//return if there aren't any hintable locations or gossip stones available
if (possibleHintLocations.empty()) {
SPDLOG_DEBUG("\tNO LOCATIONS TO HINT\n\n");
return;
}
uint32_t hintedLocation = RandomElement(possibleHintLocations);
const std::vector<uint32_t> accessibleGossipStones = GetAccessibleGossipStones(hintedLocation);
SPDLOG_DEBUG("\tLocation: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetName());
SPDLOG_DEBUG("\n");
SPDLOG_DEBUG("\tItem: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetPlacedItemName().GetEnglish());
SPDLOG_DEBUG("\n");
if (accessibleGossipStones.empty()) {
SPDLOG_DEBUG("\tNO GOSSIP STONES TO PLACE HINT\n\n");
return;
}
uint32_t gossipStone = RandomElement(accessibleGossipStones);
Location(hintedLocation)->SetAsHinted();
//make hint text
Text locationHintText = Location(hintedLocation)->GetHint().GetText();
Text itemHintText = Location(hintedLocation)->GetPlacedItem().GetHint().GetText();
Text prefix = Hint(PREFIX).GetText();
Text finalHint = prefix + locationHintText + " #"+itemHintText+"#.";
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(finalHint.english);
SPDLOG_DEBUG("\n\n");
AddHint(finalHint, gossipStone, {QM_GREEN, QM_RED});
}
static void CreateWothHint(uint8_t* remainingDungeonWothHints) {
// get locations that are in the current playthrough
std::vector<uint32_t> possibleHintLocations = {};
// iterate through playthrough locations by sphere
std::vector<uint32_t> wothHintLocations =
FilterFromPool(wothLocations, [remainingDungeonWothHints](uint32_t loc) {
return Location(loc)->IsHintable() && // only filter hintable locations
!(Location(loc)->IsHintedAt()) && // only filter locations that haven't been hinted at
(Location(loc)->IsOverworld() ||
(Location(loc)->IsDungeon() &&
(*remainingDungeonWothHints) > 0)); // make sure we haven't surpassed the woth dungeon limit
});
AddElementsToPool(possibleHintLocations, wothHintLocations);
// If no more locations can be hinted at for woth, then just try to get another hint
if (possibleHintLocations.empty()) {
SPDLOG_DEBUG("\tNO LOCATIONS TO HINT\n\n");
return;
}
uint32_t hintedLocation = RandomElement(possibleHintLocations);
SPDLOG_DEBUG("\tLocation: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetName());
SPDLOG_DEBUG("\n");
SPDLOG_DEBUG("\tItem: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetPlacedItemName().GetEnglish());
SPDLOG_DEBUG("\n");
// get an accessible gossip stone
const std::vector<uint32_t> gossipStoneLocations = GetAccessibleGossipStones(hintedLocation);
if (gossipStoneLocations.empty()) {
SPDLOG_DEBUG("\tNO GOSSIP STONES TO PLACE HINT\n\n");
return;
}
Location(hintedLocation)->SetAsHinted();
uint32_t gossipStone = RandomElement(gossipStoneLocations);
// form hint text
Text locationText;
if (Location(hintedLocation)->IsDungeon()) {
*remainingDungeonWothHints -= 1;
uint32_t parentRegion = Location(hintedLocation)->GetParentRegionKey();
locationText = AreaTable(parentRegion)->GetHint().GetText();
} else {
uint32_t parentRegion = Location(hintedLocation)->GetParentRegionKey();
locationText = GetHintRegion(parentRegion)->GetHint().GetText();
}
Text finalWothHint = Hint(PREFIX).GetText() + "#" + locationText + "#" + Hint(WAY_OF_THE_HERO).GetText();
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(finalWothHint.english);
SPDLOG_DEBUG("\n\n");
AddHint(finalWothHint, gossipStone, { QM_LBLUE });
}
static void CreateBarrenHint(uint8_t* remainingDungeonBarrenHints, std::vector<uint32_t>& barrenLocations) {
// remove dungeon locations if necessary
if (*remainingDungeonBarrenHints < 1) {
barrenLocations =
FilterFromPool(barrenLocations, [](const uint32_t loc) { return !(Location(loc)->IsDungeon()); });
}
if (barrenLocations.empty()) {
return;
}
uint32_t hintedLocation = RandomElement(barrenLocations, true);
SPDLOG_DEBUG("\tLocation: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetName());
SPDLOG_DEBUG("\n");
SPDLOG_DEBUG("\tItem: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetPlacedItemName().GetEnglish());
SPDLOG_DEBUG("\n");
// get an accessible gossip stone
const std::vector<uint32_t> gossipStoneLocations = GetAccessibleGossipStones(hintedLocation);
if (gossipStoneLocations.empty()) {
SPDLOG_DEBUG("\tNO GOSSIP STONES TO PLACE HINT\n\n");
return;
}
Location(hintedLocation)->SetAsHinted();
uint32_t gossipStone = RandomElement(gossipStoneLocations);
// form hint text
Text locationText;
if (Location(hintedLocation)->IsDungeon()) {
*remainingDungeonBarrenHints -= 1;
uint32_t parentRegion = Location(hintedLocation)->GetParentRegionKey();
locationText = Hint(AreaTable(parentRegion)->hintKey).GetText();
} else {
uint32_t parentRegion = Location(hintedLocation)->GetParentRegionKey();
locationText = Hint(GetHintRegion(parentRegion)->hintKey).GetText();
}
Text finalBarrenHint =
Hint(PREFIX).GetText() + Hint(PLUNDERING).GetText() + "#" + locationText + "#" + Hint(FOOLISH).GetText();
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(finalBarrenHint.english);
SPDLOG_DEBUG("\n\n");
AddHint(finalBarrenHint, gossipStone, { QM_PINK });
// get rid of all other locations in this same barren region
barrenLocations = FilterFromPool(barrenLocations, [hintedLocation](uint32_t loc) {
return GetHintRegion(Location(loc)->GetParentRegionKey())->hintKey !=
GetHintRegion(Location(hintedLocation)->GetParentRegionKey())->hintKey;
});
}
static void CreateRandomLocationHint(const bool goodItem = false) {
const std::vector<uint32_t> possibleHintLocations = FilterFromPool(allLocations, [goodItem](const uint32_t loc) {
return Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt()) && (!goodItem || Location(loc)->GetPlacedItem().IsMajorItem());
});
//If no more locations can be hinted at, then just try to get another hint
if (possibleHintLocations.empty()) {
SPDLOG_DEBUG("\tNO LOCATIONS TO HINT\n\n");
return;
}
uint32_t hintedLocation = RandomElement(possibleHintLocations);
SPDLOG_DEBUG("\tLocation: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetName());
SPDLOG_DEBUG("\n");
SPDLOG_DEBUG("\tItem: ");
SPDLOG_DEBUG(Location(hintedLocation)->GetPlacedItemName().GetEnglish());
SPDLOG_DEBUG("\n");
//get an acessible gossip stone
const std::vector<uint32_t> gossipStoneLocations = GetAccessibleGossipStones(hintedLocation);
if (gossipStoneLocations.empty()) {
SPDLOG_DEBUG("\tNO GOSSIP STONES TO PLACE HINT\n\n");
return;
}
Location(hintedLocation)->SetAsHinted();
uint32_t gossipStone = RandomElement(gossipStoneLocations);
//form hint text
Text itemText = Location(hintedLocation)->GetPlacedItem().GetHint().GetText();
if (Location(hintedLocation)->IsDungeon()) {
uint32_t parentRegion = Location(hintedLocation)->GetParentRegionKey();
Text locationText = AreaTable(parentRegion)->GetHint().GetText();
Text finalHint = Hint(PREFIX).GetText()+"#"+locationText+"# "+Hint(HOARDS).GetText()+" #"+itemText+"#.";
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(finalHint.english);
SPDLOG_DEBUG("\n\n");
AddHint(finalHint, gossipStone, {QM_GREEN, QM_RED});
} else {
Text locationText = GetHintRegion(Location(hintedLocation)->GetParentRegionKey())->GetHint().GetText();
Text finalHint = Hint(PREFIX).GetText()+"#"+itemText+"# "+Hint(CAN_BE_FOUND_AT).GetText()+" #"+locationText+"#.";
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(finalHint.english);
SPDLOG_DEBUG("\n\n");
AddHint(finalHint, gossipStone, {QM_RED, QM_GREEN});
}
}
static void CreateGoodItemHint() {
CreateRandomLocationHint(true);
}
static void CreateJunkHint() {
//duplicate junk hints are possible for now
const HintText junkHint = RandomElement(GetHintCategory(HintCategory::Junk));
LogicReset();
const std::vector<uint32_t> gossipStones = GetAccessibleLocations(gossipStoneLocations);
if (gossipStones.empty()) {
SPDLOG_DEBUG("\tNO GOSSIP STONES TO PLACE HINT\n\n");
return;
}
uint32_t gossipStone = RandomElement(gossipStones);
Text hint = junkHint.GetText();
SPDLOG_DEBUG("\tMessage: ");
SPDLOG_DEBUG(hint.english);
SPDLOG_DEBUG("\n\n");
AddHint(hint, gossipStone, {QM_PINK});
}
static std::vector<uint32_t> CalculateBarrenRegions() {
std::vector<uint32_t> barrenLocations = {};
std::vector<uint32_t> potentiallyUsefulLocations = {};
for (uint32_t loc : allLocations) {
// If a location has a major item or is a way of the hero location, it is not barren
if (Location(loc)->GetPlacedItem().IsMajorItem() || ElementInContainer(loc, wothLocations)) {
AddElementsToPool(potentiallyUsefulLocations, std::vector{loc});
} else {
if (loc != LINKS_POCKET) { //Nobody cares to know if Link's Pocket is barren
AddElementsToPool(barrenLocations, std::vector{loc});
}
}
}
// Leave only locations at barren regions in the list
auto finalBarrenLocations = FilterFromPool(barrenLocations, [&potentiallyUsefulLocations](uint32_t loc){
for (uint32_t usefulLoc : potentiallyUsefulLocations) {
uint32_t barrenKey = GetLocationRegionuint32_t(loc);
uint32_t usefulKey = GetLocationRegionuint32_t(usefulLoc);
if (barrenKey == usefulKey) {
return false;
}
}
return true;
});
return finalBarrenLocations;
}
static void CreateTrialHints() {
//six trials
if (RandomGanonsTrials && GanonsTrialsCount.Is(6)) {
//get a random gossip stone
auto gossipStones = GetAccessibleGossipStones();
auto gossipStone = RandomElement(gossipStones, false);
//make hint
auto hint = Hint(PREFIX).GetText() + Hint(SIX_TRIALS).GetText();
AddHint(hint, gossipStone, {QM_PINK});
//zero trials
} else if (RandomGanonsTrials && GanonsTrialsCount.Is(0)) {
//get a random gossip stone
auto gossipStones = GetAccessibleGossipStones();
auto gossipStone = RandomElement(gossipStones, false);
//make hint
auto hint = Hint(PREFIX).GetText() + Hint(ZERO_TRIALS).GetText();
AddHint(hint, gossipStone, {QM_YELLOW});
//4 or 5 required trials
} else if (GanonsTrialsCount.Is(5) || GanonsTrialsCount.Is(4)) {
//get skipped trials
std::vector<TrialInfo*> trials = {};
trials.assign(trialList.begin(), trialList.end());
auto skippedTrials = FilterFromPool(trials, [](TrialInfo* trial){return trial->IsSkipped();});
//create a hint for each skipped trial
for (auto& trial : skippedTrials) {
//get a random gossip stone
auto gossipStones = GetAccessibleGossipStones();
auto gossipStone = RandomElement(gossipStones, false);
//make hint
auto hint = Hint(PREFIX).GetText()+"#"+trial->GetName()+"#"+Hint(FOUR_TO_FIVE_TRIALS).GetText();
AddHint(hint, gossipStone, {QM_YELLOW});
}
//1 to 3 trials
} else if (GanonsTrialsCount.Value<uint8_t>() >= 1 && GanonsTrialsCount.Value<uint8_t>() <= 3) {
//get requried trials
std::vector<TrialInfo*> trials = {};
trials.assign(trialList.begin(), trialList.end());
auto requiredTrials = FilterFromPool(trials, [](TrialInfo* trial){return trial->IsRequired();});
//create a hint for each required trial
for (auto& trial : requiredTrials) {
//get a random gossip stone
auto gossipStones = GetAccessibleGossipStones();
auto gossipStone = RandomElement(gossipStones, false);
//make hint
auto hint = Hint(PREFIX).GetText()+"#"+trial->GetName()+"#"+Hint(ONE_TO_THREE_TRIALS).GetText();
AddHint(hint, gossipStone, {QM_PINK});
}
}
}
static void CreateGanonText() {
//funny ganon line
ganonText = RandomElement(GetHintCategory(HintCategory::GanonLine)).GetText();
CreateMessageFromTextObject(0x70CB, 0, 2, 3, AddColorsAndFormat(ganonText));
//Get the location of the light arrows
auto lightArrowLocation = FilterFromPool(allLocations, [](const uint32_t loc){return Location(loc)->GetPlaceduint32_t() == LIGHT_ARROWS;});
//If there is no light arrow location, it was in the player's inventory at the start
if (lightArrowLocation.empty()) {
ganonHintText = Hint(LIGHT_ARROW_LOCATION_HINT).GetText()+Hint(YOUR_POCKET).GetText();
} else {
ganonHintText = Hint(LIGHT_ARROW_LOCATION_HINT).GetText()+GetHintRegion(Location(lightArrowLocation[0])->GetParentRegionKey())->GetHint().GetText();
}
ganonHintText = ganonHintText + "!";
CreateMessageFromTextObject(0x70CC, 0, 2, 3, AddColorsAndFormat(ganonHintText));
}
//Find the location which has the given itemKey and create the generic altar text for the reward
static Text BuildDungeonRewardText(const uint32_t itemKey) {
uint32_t location = FilterFromPool(allLocations, [itemKey](const uint32_t loc){return Location(loc)->GetPlaceduint32_t() == itemKey;})[0];
Location(location)->SetAsHinted();
std::string rewardString = "$" + std::to_string(itemKey - KOKIRI_EMERALD);
// RANDOTODO implement colors for locations
return Text()+rewardString+GetHintRegion(Location(location)->GetParentRegionKey())->GetHint().GetText()+"...^";
}
static Text BuildDoorOfTimeText() {
std::string itemObtained;
Text doorOfTimeText;
if (OpenDoorOfTime.Is(OPENDOOROFTIME_OPEN)) {
itemObtained = "$o";
doorOfTimeText = Hint(CHILD_ALTAR_TEXT_END_DOTOPEN).GetText();
} else if (OpenDoorOfTime.Is(OPENDOOROFTIME_CLOSED)) {
itemObtained = "$c";
doorOfTimeText = Hint(CHILD_ALTAR_TEXT_END_DOTCLOSED).GetText();
} else if (OpenDoorOfTime.Is(OPENDOOROFTIME_INTENDED)) {
itemObtained = "$i";
doorOfTimeText = Hint(CHILD_ALTAR_TEXT_END_DOTINTENDED).GetText();
}
return Text()+itemObtained+doorOfTimeText;
}
//insert the required number into the hint and set the singular/plural form
static Text BuildCountReq(const uint32_t req, const Option& count) {
Text requirement = Hint(req).GetTextCopy();
if (count.Value<uint8_t>() == 1) {
requirement.SetForm(SINGULAR);
} else {
requirement.SetForm(PLURAL);
}
requirement.Replace("%d", std::to_string(count.Value<uint8_t>()));
return requirement;
}
static Text BuildBridgeReqsText() {
Text bridgeText;
if (Bridge.Is(RAINBOWBRIDGE_OPEN)) {
bridgeText = Hint(BRIDGE_OPEN_HINT).GetText();
} else if (Bridge.Is(RAINBOWBRIDGE_VANILLA)) {
bridgeText = Hint(BRIDGE_VANILLA_HINT).GetText();
} else if (Bridge.Is(RAINBOWBRIDGE_STONES)) {
bridgeText = BuildCountReq(BRIDGE_STONES_HINT, BridgeStoneCount);
} else if (Bridge.Is(RAINBOWBRIDGE_MEDALLIONS)) {
bridgeText = BuildCountReq(BRIDGE_MEDALLIONS_HINT, BridgeMedallionCount);
} else if (Bridge.Is(RAINBOWBRIDGE_REWARDS)) {
bridgeText = BuildCountReq(BRIDGE_REWARDS_HINT, BridgeRewardCount);
} else if (Bridge.Is(RAINBOWBRIDGE_DUNGEONS)) {
bridgeText = BuildCountReq(BRIDGE_DUNGEONS_HINT, BridgeDungeonCount);
} else if (Bridge.Is(RAINBOWBRIDGE_TOKENS)) {
bridgeText = BuildCountReq(BRIDGE_TOKENS_HINT, BridgeTokenCount);
}
return Text()+"$l"+bridgeText+"^";
}
static Text BuildGanonBossKeyText() {
Text ganonBossKeyText;
if (GanonsBossKey.Is(GANONSBOSSKEY_START_WITH)) {
ganonBossKeyText = Hint(GANON_BK_START_WITH_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_VANILLA)) {
ganonBossKeyText = Hint(GANON_BK_VANILLA_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_OWN_DUNGEON)) {
ganonBossKeyText = Hint(GANON_BK_OWN_DUNGEON_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_ANY_DUNGEON)) {
ganonBossKeyText = Hint(GANON_BK_ANY_DUNGEON_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_OVERWORLD)) {
ganonBossKeyText = Hint(GANON_BK_OVERWORLD_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_ANYWHERE)) {
ganonBossKeyText = Hint(GANON_BK_ANYWHERE_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_VANILLA)) {
ganonBossKeyText = Hint(LACS_VANILLA_HINT).GetText();
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_STONES)) {
ganonBossKeyText = BuildCountReq(LACS_STONES_HINT, LACSStoneCount);
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_MEDALLIONS)) {
ganonBossKeyText = BuildCountReq(LACS_MEDALLIONS_HINT, LACSMedallionCount);
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_REWARDS)) {
ganonBossKeyText = BuildCountReq(LACS_REWARDS_HINT, LACSRewardCount);
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_DUNGEONS)) {
ganonBossKeyText = BuildCountReq(LACS_DUNGEONS_HINT, LACSDungeonCount);
} else if (GanonsBossKey.Is(GANONSBOSSKEY_LACS_TOKENS)) {
ganonBossKeyText = BuildCountReq(LACS_TOKENS_HINT, LACSTokenCount);
}
return Text()+"$b"+ganonBossKeyText+"^";
}
static void CreateAltarText() {
//Child Altar Text
childAltarText = Hint(SPIRITUAL_STONE_TEXT_START).GetText()+"^"+
//Spiritual Stones
(StartingKokiriEmerald.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(KOKIRI_EMERALD)) +
(StartingGoronRuby.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(GORON_RUBY)) +
(StartingZoraSapphire.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(ZORA_SAPPHIRE)) +
//How to open Door of Time, the event trigger is necessary to read the altar multiple times
BuildDoorOfTimeText();
CreateMessageFromTextObject(0x7040, 0, 2, 3, AddColorsAndFormat(childAltarText, {QM_GREEN, QM_RED, QM_BLUE}));
//Adult Altar Text
adultAltarText = Hint(ADULT_ALTAR_TEXT_START).GetText()+"^"+
//Medallion Areas
(StartingLightMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(LIGHT_MEDALLION)) +
(StartingForestMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(FOREST_MEDALLION)) +
(StartingFireMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(FIRE_MEDALLION)) +
(StartingWaterMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(WATER_MEDALLION)) +
(StartingSpiritMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(SPIRIT_MEDALLION)) +
(StartingShadowMedallion.Value<uint8_t>() ? Text{ "##", "##", "##" }
: BuildDungeonRewardText(SHADOW_MEDALLION)) +
//Bridge requirement
BuildBridgeReqsText()+
//Ganons Boss Key requirement
BuildGanonBossKeyText()+
//End
Hint(ADULT_ALTAR_TEXT_END).GetText();
CreateMessageFromTextObject(0x7088, 0, 2, 3, AddColorsAndFormat(adultAltarText, {QM_RED, QM_YELLOW, QM_GREEN, QM_RED, QM_BLUE, QM_YELLOW, QM_PINK, QM_RED, QM_RED, QM_RED, QM_RED}));
}
void CreateMerchantsHints() {
Text medigoronItemText = Location(GC_MEDIGORON)->GetPlacedItem().GetHint().GetText();
Text carpetSalesmanItemText = Location(WASTELAND_BOMBCHU_SALESMAN)->GetPlacedItem().GetHint().GetText();
Text carpetSalesmanItemClearText = Location(WASTELAND_BOMBCHU_SALESMAN)->GetPlacedItem().GetHint().GetClear();
Text medigoronText = Hint(MEDIGORON_DIALOG_FIRST).GetText()+medigoronItemText+Hint(MEDIGORON_DIALOG_SECOND).GetText();
Text carpetSalesmanTextOne = Hint(CARPET_SALESMAN_DIALOG_FIRST).GetText()+carpetSalesmanItemText+Hint(CARPET_SALESMAN_DIALOG_SECOND).GetText();
Text carpetSalesmanTextTwo = Hint(CARPET_SALESMAN_DIALOG_THIRD).GetText()+carpetSalesmanItemClearText+Hint(CARPET_SALESMAN_DIALOG_FOURTH).GetText();
CreateMessageFromTextObject(0x9120, 0, 2, 3, AddColorsAndFormat(medigoronText, {QM_RED, QM_GREEN}));
CreateMessageFromTextObject(0x6077, 0, 2, 3, AddColorsAndFormat(carpetSalesmanTextOne, {QM_RED, QM_GREEN}));
CreateMessageFromTextObject(0x6078, 0, 2, 3, AddColorsAndFormat(carpetSalesmanTextTwo, {QM_RED, QM_YELLOW, QM_RED}));
}
void CreateAllHints() {
CreateGanonText();
CreateAltarText();
SPDLOG_DEBUG("\nNOW CREATING HINTS\n");
const HintSetting& hintSetting = hintSettingTable[Settings::HintDistribution.Value<uint8_t>()];
uint8_t remainingDungeonWothHints = hintSetting.dungeonsWothLimit;
uint8_t remainingDungeonBarrenHints = hintSetting.dungeonsBarrenLimit;
// Add 'always' location hints
if (hintSetting.distTable[static_cast<int>(HintType::Always)].copies > 0) {
// Only filter locations that had a random item placed at them (e.g. don't get cow locations if shuffle cows is off)
auto alwaysHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){
return Location(loc)->GetHint().GetType() == HintCategory::Always &&
Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());
});
for (auto& hint : conditionalAlwaysHints) {
uint32_t loc = hint.first;
if (hint.second() && Location(loc)->IsHintable() && !Location(loc)->IsHintedAt()) {
alwaysHintLocations.push_back(loc);
}
}
for (uint32_t location : alwaysHintLocations) {
CreateLocationHint({location});
}
}
//Add 'trial' location hints
if (hintSetting.distTable[static_cast<int>(HintType::Trial)].copies > 0) {
CreateTrialHints();
}
//create a vector with each hint type proportional to it's weight in the distribution setting.
//ootr uses a weighted probability function to decide hint types, but selecting randomly from
//this vector will do for now
std::vector<HintType> remainingHintTypes = {};
for (HintDistributionSetting hds : hintSetting.distTable) {
remainingHintTypes.insert(remainingHintTypes.end(), hds.weight, hds.type);
}
Shuffle(remainingHintTypes);
//get barren regions
auto barrenLocations = CalculateBarrenRegions();
//Calculate dungeon woth/barren info
std::vector<std::string> dungeonNames = {"Deku Tree", "Dodongos Cavern", "Jabu Jabus Belly", "Forest Temple", "Fire Temple",
"Water Temple", "Spirit Temple", "Shadow Temple", "Bottom of the Well", "Ice Cavern"};
//Get list of all barren dungeons
std::vector<std::string> barrenDungeons;
for (uint32_t barrenLocation : barrenLocations) {
std::string barrenRegion = GetHintRegion(Location(barrenLocation)->GetParentRegionKey())->scene;
bool isDungeon = std::find(dungeonNames.begin(), dungeonNames.end(), barrenRegion) != dungeonNames.end();
//If it hasn't already been added to the list and is a dungeon, add to list
if (isDungeon && std::find(barrenDungeons.begin(), barrenDungeons.end(), barrenRegion) == barrenDungeons.end()) {
barrenDungeons.push_back(barrenRegion);
}
}
SPDLOG_DEBUG("\nBarren Dungeons:\n");
for (std::string barrenDungeon : barrenDungeons) {
SPDLOG_DEBUG(barrenDungeon + "\n");
}
//Get list of all woth dungeons
std::vector<std::string> wothDungeons;
for (uint32_t wothLocation : wothLocations) {
std::string wothRegion = GetHintRegion(Location(wothLocation)->GetParentRegionKey())->scene;
bool isDungeon = std::find(dungeonNames.begin(), dungeonNames.end(), wothRegion) != dungeonNames.end();
//If it hasn't already been added to the list and is a dungeon, add to list
if (isDungeon && std::find(wothDungeons.begin(), wothDungeons.end(), wothRegion) == wothDungeons.end()) {
wothDungeons.push_back(wothRegion);
}
}
SPDLOG_DEBUG("\nWoth Dungeons:\n");
for (std::string wothDungeon : wothDungeons) {
SPDLOG_DEBUG(wothDungeon + "\n");
}
//Set DungeonInfo array for each dungeon
for (uint32_t i = 0; i < dungeonInfoData.size(); i++) {
std::string dungeonName = dungeonNames[i];
if (std::find(barrenDungeons.begin(), barrenDungeons.end(), dungeonName) != barrenDungeons.end()) {
dungeonInfoData[i] = DungeonInfo::DUNGEON_BARREN;
} else if (std::find(wothDungeons.begin(), wothDungeons.end(), dungeonName) != wothDungeons.end()) {
dungeonInfoData[i] = DungeonInfo::DUNGEON_WOTH;
} else {
dungeonInfoData[i] = DungeonInfo::DUNGEON_NEITHER;
}
}
std::array<std::string, 13> hintTypeNames = {
"Trial",
"Always",
"WotH",
"Barren",
"Entrance",
"Sometimes",
"Random",
"Item",
"Song",
"Overworld",
"Dungeon",
"Junk",
"NamedItem",
};
//while there are still gossip stones remaining
while (FilterFromPool(gossipStoneLocations, [](const uint32_t loc){return Location(loc)->GetPlaceduint32_t() == NONE;}).size() != 0) {
//TODO: fixed hint types
if (remainingHintTypes.empty()) {
break;
}
//get a random hint type from the remaining hints
HintType type = RandomElement(remainingHintTypes, true);
SPDLOG_DEBUG("Attempting to make hint of type: ");
SPDLOG_DEBUG(hintTypeNames[static_cast<int>(type)]);
SPDLOG_DEBUG("\n");
//create the appropriate hint for the type
if (type == HintType::Woth) {
CreateWothHint(&remainingDungeonWothHints);
} else if (type == HintType::Barren) {
CreateBarrenHint(&remainingDungeonBarrenHints, barrenLocations);
} else if (type == HintType::Sometimes){
std::vector<uint32_t> sometimesHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){return Location(loc)->GetHint().GetType() == HintCategory::Sometimes && Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());});
CreateLocationHint(sometimesHintLocations);
} else if (type == HintType::Random) {
CreateRandomLocationHint();
} else if (type == HintType::Item) {
CreateGoodItemHint();
} else if (type == HintType::Song){
std::vector<uint32_t> songHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){return Location(loc)->IsCategory(Category::cSong) && Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());});
CreateLocationHint(songHintLocations);
} else if (type == HintType::Overworld){
std::vector<uint32_t> overworldHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){return Location(loc)->IsOverworld() && Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());});
CreateLocationHint(overworldHintLocations);
} else if (type == HintType::Dungeon){
std::vector<uint32_t> dungeonHintLocations = FilterFromPool(allLocations, [](const uint32_t loc){return Location(loc)->IsDungeon() && Location(loc)->IsHintable() && !(Location(loc)->IsHintedAt());});
CreateLocationHint(dungeonHintLocations);
} else if (type == HintType::Junk) {
CreateJunkHint();
}
}
//If any gossip stones failed to have a hint placed on them for some reason, place a junk hint as a failsafe.
for (uint32_t gossipStone : FilterFromPool(gossipStoneLocations, [](const uint32_t loc){return Location(loc)->GetPlaceduint32_t() == NONE;})) {
const HintText junkHint = RandomElement(GetHintCategory(HintCategory::Junk));
AddHint(junkHint.GetText(), gossipStone, {QM_PINK});
}
//Getting gossip stone locations temporarily sets one location to not be reachable.
//Call the function one last time to get rid of false positives on locations not
//being reachable.
GetAccessibleLocations({});
}