1184 lines
54 KiB
C++
1184 lines
54 KiB
C++
#include "fill.hpp"
|
|
|
|
#include "custom_messages.hpp"
|
|
#include "../dungeon.h"
|
|
#include "../context.h"
|
|
#include "item_pool.hpp"
|
|
#include "location_access.hpp"
|
|
#include "random.hpp"
|
|
#include "spoiler_log.hpp"
|
|
#include "starting_inventory.hpp"
|
|
#include "hints.hpp"
|
|
#include "hint_list.hpp"
|
|
#include "../entrance.h"
|
|
#include "shops.hpp"
|
|
#include "pool_functions.hpp"
|
|
//#include "debug.hpp"
|
|
#include "soh/Enhancements/randomizer/static_data.h"
|
|
|
|
#include <vector>
|
|
#include <list>
|
|
#include <spdlog/spdlog.h>
|
|
|
|
using namespace CustomMessages;
|
|
using namespace Rando;
|
|
|
|
static bool placementFailure = false;
|
|
|
|
static void RemoveStartingItemsFromPool() {
|
|
for (RandomizerGet startingItem : StartingInventory) {
|
|
for (size_t i = 0; i < ItemPool.size(); i++) {
|
|
if (startingItem == RG_BIGGORON_SWORD) {
|
|
if (ItemPool[i] == RG_GIANTS_KNIFE || ItemPool[i] == RG_BIGGORON_SWORD) {
|
|
ItemPool[i] = GetJunkItem();
|
|
}
|
|
continue;
|
|
} else if (startingItem == ItemPool[i] || (Rando::StaticData::RetrieveItem(startingItem).IsBottleItem() &&
|
|
Rando::StaticData::RetrieveItem(ItemPool[i]).IsBottleItem())) {
|
|
if (AdditionalHeartContainers > 0 &&
|
|
(startingItem == RG_PIECE_OF_HEART || startingItem == RG_TREASURE_GAME_HEART)) {
|
|
ItemPool[i] = RG_HEART_CONTAINER;
|
|
AdditionalHeartContainers--;
|
|
} else {
|
|
ItemPool[i] = GetJunkItem();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//This function will propogate Time of Day access through the entrance
|
|
static bool UpdateToDAccess(Entrance* entrance, SearchMode mode) {
|
|
|
|
bool ageTimePropogated = false;
|
|
|
|
//propogate childDay, childNight, adultDay, and adultNight separately
|
|
Area* parent = entrance->GetParentRegion();
|
|
Area* connection = entrance->GetConnectedRegion();
|
|
|
|
if (!connection->childDay && parent->childDay && entrance->CheckConditionAtAgeTime(logic->IsChild, logic->AtDay)) {
|
|
connection->childDay = true;
|
|
ageTimePropogated = true;
|
|
}
|
|
if (!connection->childNight && parent->childNight && entrance->CheckConditionAtAgeTime(logic->IsChild, logic->AtNight)) {
|
|
connection->childNight = true;
|
|
ageTimePropogated = true;
|
|
}
|
|
if (!connection->adultDay && parent->adultDay && entrance->CheckConditionAtAgeTime(logic->IsAdult, logic->AtDay)) {
|
|
connection->adultDay = true;
|
|
ageTimePropogated = true;
|
|
}
|
|
if (!connection->adultNight && parent->adultNight && entrance->CheckConditionAtAgeTime(logic->IsAdult, logic->AtNight)) {
|
|
connection->adultNight = true;
|
|
ageTimePropogated = true;
|
|
}
|
|
|
|
//special check for temple of time
|
|
bool propogateTimeTravel = mode != SearchMode::TimePassAccess && mode != SearchMode::TempleOfTimeAccess;
|
|
if (!AreaTable(RR_ROOT)->Adult() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child() && propogateTimeTravel) {
|
|
AreaTable(RR_ROOT)->adultDay = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childDay;
|
|
AreaTable(RR_ROOT)->adultNight = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childNight;
|
|
} else if (!AreaTable(RR_ROOT)->Child() && AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult() && propogateTimeTravel){
|
|
AreaTable(RR_ROOT)->childDay = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultDay;
|
|
AreaTable(RR_ROOT)->childNight = AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultNight;
|
|
}
|
|
|
|
return ageTimePropogated;
|
|
}
|
|
|
|
// Various checks that need to pass for the world to be validated as completable
|
|
static void ValidateWorldChecks(SearchMode& mode, bool checkPoeCollectorAccess, bool checkOtherEntranceAccess, std::vector<RandomizerRegion>& areaPool) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
// Condition for validating Temple of Time Access
|
|
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)) {
|
|
mode = SearchMode::ValidStartingRegion;
|
|
}
|
|
// Condition for validating a valid starting region
|
|
if (mode == SearchMode::ValidStartingRegion) {
|
|
bool childAccess = ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD || AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child();
|
|
bool adultAccess = ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_ADULT || AreaTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult();
|
|
|
|
Area* kokiri = AreaTable(RR_KOKIRI_FOREST);
|
|
Area* kakariko = AreaTable(RR_KAKARIKO_VILLAGE);
|
|
|
|
if ((childAccess && (kokiri->Child() || kakariko->Child())) ||
|
|
(adultAccess && (kokiri->Adult() || kakariko->Adult())) ||
|
|
!checkOtherEntranceAccess) {
|
|
mode = SearchMode::PoeCollectorAccess;
|
|
ApplyStartingInventory();
|
|
logic->NoBottles = true;
|
|
}
|
|
}
|
|
// Condition for validating Poe Collector Access
|
|
if (mode == SearchMode::PoeCollectorAccess && (AreaTable(RR_MARKET_GUARD_HOUSE)->Adult() || !checkPoeCollectorAccess)) {
|
|
// Apply all items that are necessary for checking all location access
|
|
std::vector<RandomizerGet> itemsToPlace =
|
|
FilterFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
|
|
for (RandomizerGet unplacedItem : itemsToPlace) {
|
|
Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
|
|
}
|
|
// Reset access as the non-starting age
|
|
if (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD) {
|
|
for (RandomizerRegion areaKey : areaPool) {
|
|
AreaTable(areaKey)->adultDay = false;
|
|
AreaTable(areaKey)->adultNight = false;
|
|
}
|
|
} else {
|
|
for (RandomizerRegion areaKey : areaPool) {
|
|
AreaTable(areaKey)->childDay = false;
|
|
AreaTable(areaKey)->childNight = false;
|
|
}
|
|
}
|
|
mode = SearchMode::AllLocationsReachable;
|
|
} else {
|
|
logic->NoBottles = false;
|
|
}
|
|
}
|
|
|
|
//Get the max number of tokens that can possibly be useful
|
|
static int GetMaxGSCount() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//If bridge or LACS is set to tokens, get how many are required
|
|
int maxBridge = 0;
|
|
int maxLACS = 0;
|
|
if (ctx->GetOption(RSK_RAINBOW_BRIDGE).Is(RO_BRIDGE_TOKENS)) {
|
|
maxBridge = ctx->GetOption(RSK_RAINBOW_BRIDGE_TOKEN_COUNT).Value<uint8_t>();
|
|
}
|
|
if (ctx->GetOption(RSK_GANONS_BOSS_KEY).Is(RO_GANON_BOSS_KEY_LACS_TOKENS)) {
|
|
maxLACS = ctx->GetOption(RSK_LACS_TOKEN_COUNT).Value<uint8_t>();
|
|
}
|
|
maxBridge = std::max(maxBridge, maxLACS);
|
|
//Get the max amount of GS which could be useful from token reward locations
|
|
int maxUseful = 0;
|
|
//If the highest advancement item is a token, we know it is useless since it won't lead to an otherwise useful item
|
|
if (ctx->GetItemLocation(RC_KAK_100_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() && ctx->GetItemLocation(RC_KAK_100_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 100;
|
|
} else if (ctx->GetItemLocation(RC_KAK_50_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() &&
|
|
ctx->GetItemLocation(RC_KAK_50_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 50;
|
|
} else if (ctx->GetItemLocation(RC_KAK_40_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() &&
|
|
ctx->GetItemLocation(RC_KAK_40_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 40;
|
|
} else if (ctx->GetItemLocation(RC_KAK_30_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() &&
|
|
ctx->GetItemLocation(RC_KAK_30_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 30;
|
|
} else if (ctx->GetItemLocation(RC_KAK_20_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() &&
|
|
ctx->GetItemLocation(RC_KAK_20_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 20;
|
|
} else if (ctx->GetItemLocation(RC_KAK_10_GOLD_SKULLTULA_REWARD)->GetPlacedItem().IsAdvancement() &&
|
|
ctx->GetItemLocation(RC_KAK_10_GOLD_SKULLTULA_REWARD)->GetPlacedItem().GetItemType() != ITEMTYPE_TOKEN) {
|
|
maxUseful = 10;
|
|
}
|
|
//Return max of the two possible reasons tokens could be important, minus the tokens in the starting inventory
|
|
return std::max(maxUseful, maxBridge) - ctx->GetOption(RSK_STARTING_SKULLTULA_TOKEN).Value<uint8_t>();
|
|
}
|
|
|
|
std::string GetShopItemBaseName(std::string itemName) {
|
|
std::string baseName = itemName.erase(0, 4); //Delete "Buy "
|
|
//Delete amount, if present (so when it looks like Buy Deku Nut (10) remove the (10))
|
|
if (baseName.find("(") != std::string::npos) {
|
|
baseName = baseName.erase(baseName.find("("));
|
|
}
|
|
//Do the same for [] (only applies to red potions, other things with [] also have a ())
|
|
if (baseName.find("[") != std::string::npos) {
|
|
baseName = baseName.erase(baseName.find("["));
|
|
}
|
|
return baseName;
|
|
}
|
|
|
|
std::vector<RandomizerCheck> GetEmptyLocations(std::vector<RandomizerCheck> allowedLocations) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
return FilterFromPool(allowedLocations, [ctx](const auto loc) {
|
|
return ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() == RG_NONE;
|
|
});
|
|
}
|
|
|
|
std::vector<RandomizerCheck> GetAllEmptyLocations() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
return FilterFromPool(ctx->allLocations, [ctx](const auto loc) {
|
|
return ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() == RG_NONE;
|
|
});
|
|
}
|
|
|
|
bool IsBombchus(RandomizerGet item, bool includeShops = false){
|
|
return (item >= RG_BOMBCHU_5 && item <= RG_BOMBCHU_DROP) || item == RG_PROGRESSIVE_BOMBCHUS ||
|
|
(includeShops && (item == RG_BUY_BOMBCHU_10 || item == RG_BUY_BOMBCHU_20));
|
|
}
|
|
|
|
bool IsBeatableWithout(RandomizerCheck excludedCheck, bool replaceItem, RandomizerGet ignore = RG_NONE){ //RANDOTODO make excludCheck an ItemLocation
|
|
auto ctx = Rando::Context::GetInstance();
|
|
RandomizerGet copy = ctx->GetItemLocation(excludedCheck)->GetPlacedRandomizerGet(); //Copy out item
|
|
ctx->GetItemLocation(excludedCheck)->SetPlacedItem(RG_NONE); //Write in empty item
|
|
ctx->playthroughBeatable = false;
|
|
logic->Reset();
|
|
GetAccessibleLocations(ctx->allLocations, SearchMode::CheckBeatable, ignore); //Check if game is still beatable
|
|
if (replaceItem){
|
|
ctx->GetItemLocation(excludedCheck)->SetPlacedItem(copy); //Immediately put item back
|
|
}
|
|
return ctx->playthroughBeatable;
|
|
}
|
|
|
|
//This function will return a vector of ItemLocations that are accessible with
|
|
//where items have been placed so far within the world. The allowedLocations argument
|
|
//specifies the pool of locations that we're trying to search for an accessible location in
|
|
std::vector<RandomizerCheck> GetAccessibleLocations(const std::vector<RandomizerCheck>& allowedLocations, SearchMode mode /* = SearchMode::ReachabilitySearch*/, RandomizerGet ignore /* = RG_NONE*/, bool checkPoeCollectorAccess /*= false*/, bool checkOtherEntranceAccess /*= false*/) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
std::vector<RandomizerCheck> accessibleLocations;
|
|
// Reset all access to begin a new search
|
|
if (mode < SearchMode::ValidateWorld) {
|
|
ApplyStartingInventory();
|
|
}
|
|
Areas::AccessReset();
|
|
ctx->LocationReset();
|
|
std::vector<RandomizerRegion> areaPool = {RR_ROOT};
|
|
|
|
if (mode == SearchMode::ValidateWorld) {
|
|
mode = SearchMode::TimePassAccess;
|
|
AreaTable(RR_ROOT)->childNight = true;
|
|
AreaTable(RR_ROOT)->adultNight = true;
|
|
AreaTable(RR_ROOT)->childDay = true;
|
|
AreaTable(RR_ROOT)->adultDay = true;
|
|
ctx->allLocationsReachable = false;
|
|
}
|
|
|
|
//Variables for playthrough
|
|
int gsCount = 0;
|
|
const int maxGsCount = mode == SearchMode::GeneratePlaythrough ? GetMaxGSCount() : 0; //If generating playthrough want the max that's possibly useful, else doesn't matter
|
|
bool bombchusFound = false;
|
|
std::vector<std::variant<bool*, uint8_t*>> buyIgnores;
|
|
|
|
//Variables for search
|
|
std::vector<Rando::ItemLocation*> newItemLocations;
|
|
bool updatedEvents = false;
|
|
bool ageTimePropogated = false;
|
|
bool firstIteration = true;
|
|
|
|
//Variables for Time Pass access
|
|
bool timePassChildDay = false;
|
|
bool timePassChildNight = false;
|
|
bool timePassAdultDay = false;
|
|
bool timePassAdultNight = false;
|
|
|
|
// Main access checking loop
|
|
while (newItemLocations.size() > 0 || updatedEvents || ageTimePropogated || firstIteration) {
|
|
firstIteration = false;
|
|
ageTimePropogated = false;
|
|
updatedEvents = false;
|
|
|
|
for (Rando::ItemLocation* location : newItemLocations) {
|
|
location->ApplyPlacedItemEffect();
|
|
}
|
|
newItemLocations.clear();
|
|
|
|
std::vector<RandomizerCheck> itemSphere;
|
|
std::list<Entrance*> entranceSphere;
|
|
|
|
for (size_t i = 0; i < areaPool.size(); i++) {
|
|
Area* area = AreaTable(areaPool[i]);
|
|
|
|
if (area->UpdateEvents(mode)){
|
|
updatedEvents = true;
|
|
}
|
|
|
|
// If we're checking for TimePass access do that for each area as it's being updated.
|
|
// TimePass Access is satisfied when every AgeTime can reach an area with TimePass
|
|
// without the aid of TimePass. During this mode, TimePass won't update ToD access
|
|
// in any area.
|
|
if (mode == SearchMode::TimePassAccess) {
|
|
if (area->timePass) {
|
|
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];
|
|
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 GetLogicVar
|
|
else if (ignore != RG_GOLD_SKULLTULA_TOKEN && IsBombchus(ignore)) {
|
|
if ((type == ITEMTYPE_SHOP && Rando::StaticData::GetItemTable()[ignore].GetLogicVar() != location->GetPlacedItem().GetLogicVar()) || 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();
|
|
bool bombchus = IsBombchus(locItem, true); //Is a bombchu location
|
|
|
|
//Decide whether to exclude this location
|
|
//This preprocessing is done to reduce the amount of searches performed in PareDownPlaythrough
|
|
//Want to exclude:
|
|
//1) Tokens after the last potentially useful one (the last one that gives an advancement item or last for token bridge)
|
|
//2) Bombchus after the first (including buy bombchus)
|
|
//3) 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++;
|
|
exclude = false;
|
|
}
|
|
//Only print first bombchu location found
|
|
else if (bombchus && !bombchusFound) {
|
|
bombchusFound = true;
|
|
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
|
|
else if (/*AmmoDrops.IsNot(AMMODROPS_NONE) &&*/ !(bombchus && bombchusFound) && type == ITEMTYPE_SHOP) {
|
|
//Only check each buy item once
|
|
auto buyItem = location->GetPlacedItem().GetLogicVar();
|
|
//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()) {
|
|
exclude = false;
|
|
buyIgnores.push_back(buyItem);
|
|
}
|
|
}
|
|
//Add all other advancement items
|
|
else if (!bombchus && type != ITEMTYPE_TOKEN && (/*AmmoDrops.Is(AMMODROPS_NONE) ||*/ type != ITEMTYPE_SHOP)) {
|
|
exclude = false;
|
|
}
|
|
//Has not been excluded, add to playthrough
|
|
if (!exclude) {
|
|
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);
|
|
ctx->playthroughBeatable = true;
|
|
}
|
|
}
|
|
//All we care about is if the game is beatable, used to pare down playthrough
|
|
else if (location->GetPlacedRandomizerGet() == RG_TRIFORCE && mode == SearchMode::CheckBeatable) {
|
|
ctx->playthroughBeatable = true;
|
|
return {}; //Return early for efficiency
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mode == SearchMode::GeneratePlaythrough && itemSphere.size() > 0) {
|
|
ctx->playthroughLocations.push_back(itemSphere);
|
|
}
|
|
if (mode == SearchMode::GeneratePlaythrough && entranceSphere.size() > 0 && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
|
|
ctx->GetEntranceShuffler()->playthroughEntrances.push_back(entranceSphere);
|
|
}
|
|
}
|
|
|
|
//Check to see if all locations were reached
|
|
if (mode == SearchMode::AllLocationsReachable) {
|
|
ctx->allLocationsReachable = true;
|
|
for (const RandomizerCheck loc : ctx->allLocations) {
|
|
if (!ctx->GetItemLocation(loc)->IsAddedToPool()) {
|
|
ctx->allLocationsReachable = false;
|
|
auto message = "Location " +
|
|
Rando::StaticData::GetLocation(ctx->GetItemLocation(loc)->GetRandomizerCheck())->GetName() +
|
|
" not reachable\n";
|
|
SPDLOG_DEBUG(message);
|
|
#ifndef ENABLE_DEBUG
|
|
break;
|
|
#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(Area* curRegion, std::vector<RandomizerRegion> alreadyChecked){//RANDOTODO curREGION
|
|
for (auto& entrance : curRegion->entrances) {
|
|
RandomizerArea otherArea = entrance->GetParentRegion()->GetArea();
|
|
if(otherArea != RA_NONE){
|
|
return otherArea;
|
|
//if the area hasn't already been checked, check it
|
|
} else if (std::find(alreadyChecked.begin(), alreadyChecked.end(), entrance->GetParentRegionKey()) == alreadyChecked.end()) {
|
|
alreadyChecked.push_back(entrance->GetParentRegionKey());
|
|
RandomizerArea passdown = LookForExternalArea(entrance->GetParentRegion(), alreadyChecked);
|
|
if(passdown != RA_NONE){
|
|
return passdown;
|
|
}
|
|
}
|
|
}
|
|
return RA_NONE;
|
|
}
|
|
|
|
void SetAreas(){
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//RANDOTODO give entrances an enum like RandomizerCheck, the give them all areas here, the use those areas to not need to recursivly find ItemLocation areas
|
|
for (int c = 0; c < RR_MARKER_AREAS_END; c++) {
|
|
Area region = areaTable[c];
|
|
RandomizerArea area = region.GetArea();
|
|
if (area == RA_NONE) {
|
|
std::vector<RandomizerRegion> alreadyChecked = {(RandomizerRegion)c};
|
|
area = LookForExternalArea(®ion, alreadyChecked);
|
|
}
|
|
for (auto& loc : region.locations){
|
|
ctx->GetItemLocation(loc.GetLocation())->SetArea(area);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Remove unnecessary items from playthrough by removing their location, and checking if game is still beatable
|
|
//To reduce searches, some preprocessing is done in playthrough generation to avoid adding obviously unnecessary items
|
|
static void PareDownPlaythrough() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
std::vector<RandomizerCheck> toAddBackItem;
|
|
//Start at sphere before Ganon's and count down
|
|
for (int i = ctx->playthroughLocations.size() - 2; i >= 0; i--) {
|
|
//Check each item location in sphere
|
|
std::vector<int> erasableIndices;
|
|
std::vector<RandomizerCheck> sphere = ctx->playthroughLocations.at(i);
|
|
for (int j = sphere.size() - 1; j >= 0; j--) {
|
|
RandomizerCheck loc = sphere.at(j);
|
|
RandomizerGet locGet = ctx->GetItemLocation(loc)->GetPlacedRandomizerGet(); //Copy out item
|
|
|
|
RandomizerGet ignore = RG_NONE;
|
|
if (locGet == RG_GOLD_SKULLTULA_TOKEN || IsBombchus(locGet, true)
|
|
|| Rando::StaticData::RetrieveItem(locGet).GetItemType() == ITEMTYPE_SHOP) {
|
|
ignore = locGet;
|
|
}
|
|
|
|
//Playthrough is still beatable without this item, therefore it can be removed from playthrough section.
|
|
if (IsBeatableWithout(loc, false, ignore)) {
|
|
ctx->playthroughLocations[i].erase(ctx->playthroughLocations[i].begin() + j);
|
|
ctx->GetItemLocation(loc)->SetDelayedItem(locGet); //Game is still beatable, don't add back until later
|
|
toAddBackItem.push_back(loc);
|
|
}
|
|
else {
|
|
ctx->GetItemLocation(loc)->SetPlacedItem(locGet); //Immediately put item back so game is beatable again
|
|
}
|
|
}
|
|
}
|
|
|
|
//Some spheres may now be empty, remove these
|
|
for (int i = ctx->playthroughLocations.size() - 2; i >= 0; i--) {
|
|
if (ctx->playthroughLocations.at(i).size() == 0) {
|
|
ctx->playthroughLocations.erase(ctx->playthroughLocations.begin() + i);
|
|
}
|
|
}
|
|
|
|
//Now we can add back items which were removed previously
|
|
for (RandomizerCheck loc : toAddBackItem) {
|
|
ctx->GetItemLocation(loc)->SaveDelayedItem();
|
|
}
|
|
}
|
|
|
|
//Very similar to PareDownPlaythrough except it sets WotH candidacy of Way of the Hero items
|
|
//Way of the Hero items are more specific than playthrough items in that they are items which *must*
|
|
// be obtained to logically be able to complete the seed, rather than playthrough items which
|
|
// are just possible items you *can* collect to complete the seed.
|
|
static void CalculateWotH() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//size - 1 so Triforce is not counted
|
|
for (size_t i = 0; i < ctx->playthroughLocations.size() - 1; i++) {
|
|
for (size_t j = 0; j < ctx->playthroughLocations[i].size(); j++) {
|
|
//If removing this item and no other item caused the game to become unbeatable, then it is strictly necessary, so add it
|
|
if (ctx->GetItemLocation(ctx->playthroughLocations[i][j])->IsHintable()
|
|
&& !(IsBeatableWithout(ctx->playthroughLocations[i][j], true))) {
|
|
ctx->GetItemLocation(ctx->playthroughLocations[i][j])->SetWothCandidate();
|
|
}
|
|
}
|
|
}
|
|
ctx->playthroughBeatable = true;
|
|
logic->Reset();
|
|
GetAccessibleLocations(ctx->allLocations);
|
|
}
|
|
|
|
//Calculate barren locations and assign Barren Candidacy to all locations inside those areas
|
|
static void CalculateBarren() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
std::array<bool, RA_MAX> NotBarren = {}; //I would invert this but the "initialise all as true" syntax wasn't working
|
|
|
|
for (RandomizerCheck loc : ctx->allLocations) {
|
|
Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
|
|
RandomizerArea locArea = itemLoc->GetArea();
|
|
bool test = (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate());
|
|
// If a location has a major item or is a way of the hero location, it is not barren
|
|
if (NotBarren[locArea] == false && locArea > RA_LINKS_POCKET && (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate())) {
|
|
NotBarren[locArea] = true;
|
|
}
|
|
}
|
|
|
|
for (RandomizerCheck loc : ctx->allLocations) {
|
|
Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
|
|
if (!NotBarren[itemLoc->GetArea()]){
|
|
itemLoc->SetBarrenCandidate();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//Will place things completely randomly, no logic checks are performed
|
|
static void FastFill(std::vector<RandomizerGet> items, std::vector<RandomizerCheck> locations, bool endOnItemsEmpty = false) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//Loop until locations are empty, or also end if items are empty and the parameters specify to end then
|
|
while (!locations.empty() && (!endOnItemsEmpty || !items.empty())) {
|
|
if (items.empty() && !endOnItemsEmpty) {
|
|
items.push_back(GetJunkItem());
|
|
}
|
|
|
|
RandomizerCheck loc = RandomElement(locations, true);
|
|
ctx->GetItemLocation(loc)->SetAsHintable();
|
|
ctx->PlaceItemInLocation(loc, RandomElement(items, true));
|
|
}
|
|
}
|
|
|
|
/*
|
|
| The algorithm places items in the world in reverse.
|
|
| This means we first assume we have every item in the item pool and
|
|
| remove an item and try to place it somewhere that is still reachable
|
|
| This method helps distribution of items locked behind many requirements.
|
|
| - OoT Randomizer
|
|
*/
|
|
static void AssumedFill(const std::vector<RandomizerGet>& items, const std::vector<RandomizerCheck>& allowedLocations,
|
|
bool setLocationsAsHintable = false) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
if (items.size() > allowedLocations.size()) {
|
|
SPDLOG_ERROR("ERROR: MORE ITEMS THAN LOCATIONS IN GIVEN LISTS");
|
|
SPDLOG_DEBUG("Items:\n");
|
|
// NOLINTNEXTLINE(clang-diagnostic-unused-variable)
|
|
for (const RandomizerGet item : items) {
|
|
SPDLOG_DEBUG("\t");
|
|
SPDLOG_DEBUG(Rando::StaticData::RetrieveItem(item).GetName().GetEnglish());
|
|
SPDLOG_DEBUG("\n");
|
|
}
|
|
SPDLOG_DEBUG("\nAllowed Locations:\n");
|
|
// NOLINTNEXTLINE(clang-diagnostic-unused-variable)
|
|
for (const RandomizerCheck loc : allowedLocations) {
|
|
SPDLOG_DEBUG("\t");
|
|
SPDLOG_DEBUG(Rando::StaticData::GetLocation(loc)->GetName());
|
|
SPDLOG_DEBUG("\n");
|
|
}
|
|
placementFailure = true;
|
|
return;
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC)) {
|
|
FastFill(items, GetEmptyLocations(allowedLocations), true);
|
|
return;
|
|
}
|
|
|
|
// keep retrying to place everything until it works or takes too long
|
|
int retries = 10;
|
|
bool unsuccessfulPlacement = false;
|
|
std::vector<RandomizerCheck> attemptedLocations;
|
|
do {
|
|
retries--;
|
|
if (retries <= 0) {
|
|
placementFailure = true;
|
|
return;
|
|
}
|
|
unsuccessfulPlacement = false;
|
|
std::vector<RandomizerGet> itemsToPlace = items;
|
|
|
|
// copy all not yet placed advancement items so that we can apply their effects for the fill algorithm
|
|
std::vector<RandomizerGet> itemsToNotPlace =
|
|
FilterFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
|
|
|
|
// shuffle the order of items to place
|
|
Shuffle(itemsToPlace);
|
|
while (!itemsToPlace.empty()) {
|
|
RandomizerGet item = std::move(itemsToPlace.back());
|
|
Rando::StaticData::RetrieveItem(item).SetAsPlaythrough();
|
|
itemsToPlace.pop_back();
|
|
|
|
// assume we have all unplaced items
|
|
logic->Reset();
|
|
for (RandomizerGet unplacedItem : itemsToPlace) {
|
|
Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
|
|
}
|
|
for (RandomizerGet unplacedItem : itemsToNotPlace) {
|
|
Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
|
|
}
|
|
|
|
// get all accessible locations that are allowed
|
|
const std::vector<RandomizerCheck> accessibleLocations = GetAccessibleLocations(allowedLocations);
|
|
|
|
// retry if there are no more locations to place items
|
|
if (accessibleLocations.empty()) {
|
|
|
|
SPDLOG_DEBUG("\nCANNOT PLACE ");
|
|
SPDLOG_DEBUG(Rando::StaticData::RetrieveItem(item).GetName().GetEnglish());
|
|
SPDLOG_DEBUG(". TRYING AGAIN...\n");
|
|
|
|
#ifdef ENABLE_DEBUG
|
|
Areas::DumpWorldGraph(Rando::StaticData::RetrieveItem(item).GetName().GetEnglish());
|
|
PlacementLog_Write();
|
|
#endif
|
|
|
|
// reset any locations that got an item
|
|
for (RandomizerCheck loc : attemptedLocations) {
|
|
ctx->GetItemLocation(loc)->SetPlacedItem(RG_NONE);
|
|
//itemsPlaced--;
|
|
}
|
|
attemptedLocations.clear();
|
|
|
|
unsuccessfulPlacement = true;
|
|
break;
|
|
}
|
|
|
|
// place the item within one of the allowed locations
|
|
RandomizerCheck selectedLocation = RandomElement(accessibleLocations);
|
|
ctx->PlaceItemInLocation(selectedLocation, item);
|
|
attemptedLocations.push_back(selectedLocation);
|
|
|
|
// This tells us the location went through the randomization algorithm
|
|
// to distinguish it from locations which did not or that the player already
|
|
// knows
|
|
if (setLocationsAsHintable) {
|
|
ctx->GetItemLocation(selectedLocation)->SetAsHintable();
|
|
}
|
|
|
|
// If ALR is off, then we check beatability after placing the item.
|
|
// If the game is beatable, then we can stop placing items with logic.
|
|
if (!ctx->GetOption(RSK_ALL_LOCATIONS_REACHABLE)) {
|
|
ctx->playthroughBeatable = false;
|
|
logic->Reset();
|
|
GetAccessibleLocations(ctx->allLocations, SearchMode::CheckBeatable);
|
|
if (ctx->playthroughBeatable) {
|
|
SPDLOG_DEBUG("Game beatable, now placing items randomly. " + std::to_string(itemsToPlace.size()) +
|
|
" major items remaining.\n\n");
|
|
FastFill(itemsToPlace, GetEmptyLocations(allowedLocations), true);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
} while (unsuccessfulPlacement);
|
|
}
|
|
|
|
//This function will specifically randomize dungeon rewards for the End of Dungeons
|
|
//setting, or randomize one dungeon reward to Link's Pocket if that setting is on
|
|
static void RandomizeDungeonRewards() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
std::array<uint32_t, 9> rDungeonRewardOverrides{};
|
|
//quest item bit mask of each stone/medallion for the savefile
|
|
// static constexpr std::array<uint32_t, 9> bitMaskTable = {
|
|
// 0x00040000, //Kokiri Emerald
|
|
// 0x00080000, //Goron Ruby
|
|
// 0x00100000, //Zora Sapphire
|
|
// 0x00000001, //Forest Medallion
|
|
// 0x00000002, //Fire Medallion
|
|
// 0x00000004, //Water Medallion
|
|
// 0x00000008, //Spirit Medallion
|
|
// 0x00000010, //Shadow Medallion
|
|
// 0x00000020, //Light Medallion
|
|
// };
|
|
int baseOffset = Rando::StaticData::RetrieveItem(RG_KOKIRI_EMERALD).GetItemID();
|
|
|
|
//End of Dungeons includes Link's Pocket
|
|
if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_REWARDS).Is(RO_DUNGEON_REWARDS_END_OF_DUNGEON)) {
|
|
//get stones and medallions
|
|
std::vector<RandomizerGet> rewards = FilterAndEraseFromPool(ItemPool, [](const auto i) {return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_DUNGEONREWARD;});
|
|
|
|
// If there are less than 9 dungeon rewards, prioritize the actual dungeons
|
|
// for placement instead of Link's Pocket
|
|
if (rewards.size() < 9) {
|
|
ctx->PlaceItemInLocation(RC_LINKS_POCKET, RG_GREEN_RUPEE);
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) { //Place dungeon rewards in vanilla locations
|
|
for (RandomizerCheck loc : Rando::StaticData::dungeonRewardLocations) {
|
|
ctx->GetItemLocation(loc)->PlaceVanillaItem();
|
|
}
|
|
} else { //Randomize dungeon rewards with assumed fill
|
|
AssumedFill(rewards, Rando::StaticData::dungeonRewardLocations);
|
|
}
|
|
|
|
for (size_t i = 0; i < Rando::StaticData::dungeonRewardLocations.size(); i++) {
|
|
const auto index = ctx->GetItemLocation(Rando::StaticData::dungeonRewardLocations[i])->GetPlacedItem().GetItemID() - baseOffset;
|
|
rDungeonRewardOverrides[i] = index;
|
|
|
|
//set the player's dungeon reward on file creation instead of pushing it to them at the start.
|
|
//This is done mainly because players are already familiar with seeing their dungeon reward
|
|
//before opening up their file
|
|
// if (i == Rando::StaticData::dungeonRewardLocations.size()-1) {
|
|
// LinksPocketRewardBitMask = bitMaskTable[index];
|
|
// }
|
|
}
|
|
} else if (ctx->GetOption(RSK_LINKS_POCKET).Is(RO_LINKS_POCKET_DUNGEON_REWARD)) {
|
|
//get 1 stone/medallion
|
|
std::vector<RandomizerGet> rewards = FilterFromPool(
|
|
ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_DUNGEONREWARD; });
|
|
// If there are no remaining stones/medallions, then Link's pocket won't get one
|
|
if (rewards.empty()) {
|
|
ctx->PlaceItemInLocation(RC_LINKS_POCKET, RG_GREEN_RUPEE);
|
|
return;
|
|
}
|
|
RandomizerGet startingReward = RandomElement(rewards, true);
|
|
|
|
//LinksPocketRewardBitMask = bitMaskTable[Rando::StaticData::RetrieveItem(startingReward).GetItemID() - baseOffset];
|
|
ctx->PlaceItemInLocation(RC_LINKS_POCKET, startingReward);
|
|
//erase the stone/medallion from the Item Pool
|
|
FilterAndEraseFromPool(ItemPool, [startingReward](const RandomizerGet i) {return i == startingReward;});
|
|
}
|
|
}
|
|
|
|
//Fills any locations excluded by the player with junk items so that advancement items
|
|
//can't be placed there.
|
|
static void FillExcludedLocations() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//Only fill in excluded locations that don't already have something and are forbidden
|
|
std::vector<RandomizerCheck> excludedLocations = FilterFromPool(ctx->allLocations, [ctx](const auto loc){
|
|
return ctx->GetItemLocation(loc)->IsExcluded();
|
|
});
|
|
|
|
for (RandomizerCheck loc : excludedLocations) {
|
|
PlaceJunkInExcludedLocation(loc);
|
|
}
|
|
}
|
|
|
|
//Function to handle the Own Dungeon setting
|
|
static void RandomizeOwnDungeon(const Rando::DungeonInfo* dungeon) {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
std::vector<RandomizerGet> dungeonItems;
|
|
|
|
// Search and filter for locations that match the hint region of the dungeon
|
|
// This accounts for boss room shuffle so that own dungeon items can be placed
|
|
// in the shuffled boss room
|
|
std::vector<RandomizerCheck> dungeonLocations = FilterFromPool(ctx->allLocations, [dungeon, ctx](const auto loc) {
|
|
return ctx->GetItemLocation(loc)->GetArea() == dungeon->GetArea();
|
|
});
|
|
|
|
//filter out locations that may be required to have songs placed at them
|
|
dungeonLocations = FilterFromPool(dungeonLocations, [ctx](const auto loc){
|
|
if (ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_SONG_LOCATIONS)) {
|
|
return !(Rando::StaticData::GetLocation(loc)->IsCategory(Category::cSong));
|
|
}
|
|
if (ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_SONG_LOCATIONS)) {
|
|
return !(Rando::StaticData::GetLocation(loc)->IsCategory(Category::cSongDungeonReward));
|
|
}
|
|
return true;
|
|
});
|
|
|
|
//Add specific items that need be randomized within this dungeon
|
|
if (ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OWN_DUNGEON) && dungeon->GetSmallKey() != RG_NONE) {
|
|
std::vector<RandomizerGet> dungeonSmallKeys = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){ return (i == dungeon->GetSmallKey()) || (i == dungeon->GetKeyRing());});
|
|
AddElementsToPool(dungeonItems, dungeonSmallKeys);
|
|
}
|
|
|
|
if ((ctx->GetOption(RSK_BOSS_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OWN_DUNGEON) && dungeon->GetBossKey() != RG_GANONS_CASTLE_BOSS_KEY) ||
|
|
(ctx->GetOption(RSK_GANONS_BOSS_KEY).Is(RO_GANON_BOSS_KEY_OWN_DUNGEON) && dungeon->GetBossKey() == RG_GANONS_CASTLE_BOSS_KEY)) {
|
|
auto dungeonBossKey = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){ return i == dungeon->GetBossKey();});
|
|
AddElementsToPool(dungeonItems, dungeonBossKey);
|
|
}
|
|
|
|
if ((ctx->GetOption(RSK_SHUFFLE_SILVER_RUPEES).Is(RO_SILVER_SHUFFLE_OWN_DUNGEON) && dungeon->HasSilverRupees())) {
|
|
auto silverRupees = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){ return dungeon->ContainsSilverRupee(i); });
|
|
AddElementsToPool(dungeonItems, silverRupees);
|
|
}
|
|
|
|
//randomize boss key and small keys together for even distribution
|
|
AssumedFill(dungeonItems, dungeonLocations);
|
|
|
|
//randomize map and compass separately since they're not progressive
|
|
if (ctx->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).Is(RO_DUNGEON_ITEM_LOC_OWN_DUNGEON) && dungeon->GetMap() != RG_NONE && dungeon->GetCompass() != RG_NONE) {
|
|
auto dungeonMapAndCompass = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){ return i == dungeon->GetMap() || i == dungeon->GetCompass();});
|
|
AssumedFill(dungeonMapAndCompass, dungeonLocations);
|
|
}
|
|
}
|
|
|
|
/*Randomize items restricted to a certain set of locations.
|
|
The fill order of location groups is as follows:
|
|
- Own Dungeon
|
|
- Any Dungeon
|
|
- Overworld
|
|
Small Keys, Gerudo Keys, Boss Keys, Ganon's Boss Key, and/or dungeon rewards
|
|
will be randomized together if they have the same setting. Maps and Compasses
|
|
are randomized separately once the dungeon advancement items have all been placed.*/
|
|
static void RandomizeDungeonItems() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
|
|
//Get Any Dungeon and Overworld group locations
|
|
std::vector<RandomizerCheck> anyDungeonLocations = FilterFromPool(ctx->allLocations, [](const auto loc){return Rando::StaticData::GetLocation(loc)->IsDungeon();});
|
|
//overworldLocations defined in item_location.cpp
|
|
|
|
//Create Any Dungeon and Overworld item pools
|
|
std::vector<RandomizerGet> anyDungeonItems;
|
|
std::vector<RandomizerGet> overworldItems;
|
|
|
|
for (auto dungeon : ctx->GetDungeons()->GetDungeonList()) {
|
|
if (ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANY_DUNGEON)) {
|
|
auto dungeonKeys = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return (i == dungeon->GetSmallKey()) || (i == dungeon->GetKeyRing());});
|
|
AddElementsToPool(anyDungeonItems, dungeonKeys);
|
|
} else if (ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OVERWORLD)) {
|
|
auto dungeonKeys = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return (i == dungeon->GetSmallKey()) || (i == dungeon->GetKeyRing());});
|
|
AddElementsToPool(overworldItems, dungeonKeys);
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_BOSS_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANY_DUNGEON) && dungeon->GetBossKey() != RG_GANONS_CASTLE_BOSS_KEY) {
|
|
auto bossKey = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return i == dungeon->GetBossKey();});
|
|
AddElementsToPool(anyDungeonItems, bossKey);
|
|
} else if (ctx->GetOption(RSK_BOSS_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OVERWORLD) && dungeon->GetBossKey() != RG_GANONS_CASTLE_BOSS_KEY) {
|
|
auto bossKey = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return i == dungeon->GetBossKey();});
|
|
AddElementsToPool(overworldItems, bossKey);
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_GANONS_BOSS_KEY).Is(RO_GANON_BOSS_KEY_ANY_DUNGEON)) {
|
|
auto ganonBossKey = FilterAndEraseFromPool(ItemPool, [](const auto i){return i == RG_GANONS_CASTLE_BOSS_KEY;});
|
|
AddElementsToPool(anyDungeonItems, ganonBossKey);
|
|
} else if (ctx->GetOption(RSK_GANONS_BOSS_KEY).Is(RO_GANON_BOSS_KEY_OVERWORLD)) {
|
|
auto ganonBossKey = FilterAndEraseFromPool(ItemPool, [](const auto i) { return i == RG_GANONS_CASTLE_BOSS_KEY; });
|
|
AddElementsToPool(overworldItems, ganonBossKey);
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_SHUFFLE_SILVER_RUPEES).Is(RO_SILVER_SHUFFLE_ANY_DUNGEON)) {
|
|
auto silverRupees = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i) { return dungeon->ContainsSilverRupee(i); });
|
|
AddElementsToPool(anyDungeonItems, silverRupees);
|
|
} else if (ctx->GetOption(RSK_SHUFFLE_SILVER_RUPEES).Is(RO_SILVER_SHUFFLE_OVERWORLD)) {
|
|
auto silverRupees = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){ return dungeon->ContainsSilverRupee(i); });
|
|
AddElementsToPool(overworldItems, silverRupees);
|
|
}
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_GERUDO_KEYS).Is(RO_GERUDO_KEYS_ANY_DUNGEON)) {
|
|
auto gerudoKeys = FilterAndEraseFromPool(ItemPool, [](const auto i) { return i == RG_GERUDO_FORTRESS_SMALL_KEY || i == RG_GERUDO_FORTRESS_KEY_RING; });
|
|
AddElementsToPool(anyDungeonItems, gerudoKeys);
|
|
} else if (ctx->GetOption(RSK_GERUDO_KEYS).Is(RO_GERUDO_KEYS_OVERWORLD)) {
|
|
auto gerudoKeys = FilterAndEraseFromPool(ItemPool, [](const auto i) { return i == RG_GERUDO_FORTRESS_SMALL_KEY || i == RG_GERUDO_FORTRESS_KEY_RING; });
|
|
AddElementsToPool(overworldItems, gerudoKeys);
|
|
}
|
|
|
|
if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_REWARDS).Is(RO_DUNGEON_REWARDS_ANY_DUNGEON)) {
|
|
auto rewards = FilterAndEraseFromPool(
|
|
ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_DUNGEONREWARD; });
|
|
AddElementsToPool(anyDungeonItems, rewards);
|
|
} else if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_REWARDS).Is(RO_DUNGEON_REWARDS_OVERWORLD)) {
|
|
auto rewards = FilterAndEraseFromPool(
|
|
ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_DUNGEONREWARD; });
|
|
AddElementsToPool(overworldItems, rewards);
|
|
}
|
|
|
|
//Randomize Any Dungeon and Overworld pools
|
|
AssumedFill(anyDungeonItems, anyDungeonLocations, true);
|
|
AssumedFill(overworldItems, Rando::StaticData::overworldLocations, true);
|
|
|
|
//Randomize maps and compasses after since they're not advancement items
|
|
for (auto dungeon : ctx->GetDungeons()->GetDungeonList()) {
|
|
if (ctx->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).Is(RO_DUNGEON_ITEM_LOC_ANY_DUNGEON)) {
|
|
auto mapAndCompassItems = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return i == dungeon->GetMap() || i == dungeon->GetCompass();});
|
|
AssumedFill(mapAndCompassItems, anyDungeonLocations, true);
|
|
} else if (ctx->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).Is(RO_DUNGEON_ITEM_LOC_OVERWORLD)) {
|
|
auto mapAndCompassItems = FilterAndEraseFromPool(ItemPool, [dungeon](const RandomizerGet i){return i == dungeon->GetMap() || i == dungeon->GetCompass();});
|
|
AssumedFill(mapAndCompassItems, Rando::StaticData::overworldLocations, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void RandomizeLinksPocket() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
if (ctx->GetOption(RSK_LINKS_POCKET).Is(RO_LINKS_POCKET_ADVANCEMENT)) {
|
|
//Get all the advancement items don't include tokens
|
|
std::vector<RandomizerGet> advancementItems = FilterAndEraseFromPool(ItemPool, [](const auto i) {
|
|
return Rando::StaticData::RetrieveItem(i).IsAdvancement() && Rando::StaticData::RetrieveItem(i).GetItemType() != ITEMTYPE_TOKEN;
|
|
});
|
|
//select a random one
|
|
RandomizerGet startingItem = RandomElement(advancementItems, true);
|
|
//add the others back
|
|
AddElementsToPool(ItemPool, advancementItems);
|
|
|
|
ctx->PlaceItemInLocation(RC_LINKS_POCKET, startingItem);
|
|
} else if (ctx->GetOption(RSK_LINKS_POCKET).Is(RO_LINKS_POCKET_NOTHING)) {
|
|
ctx->PlaceItemInLocation(RC_LINKS_POCKET, RG_GREEN_RUPEE);
|
|
}
|
|
}
|
|
|
|
void VanillaFill() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
//Perform minimum needed initialization
|
|
AreaTable_Init();
|
|
ctx->GenerateLocationPool();
|
|
GenerateItemPool();
|
|
GenerateStartingInventory();
|
|
//Place vanilla item in each location
|
|
RandomizeDungeonRewards();
|
|
for (RandomizerCheck loc : ctx->allLocations) {
|
|
ctx->GetItemLocation(loc)->PlaceVanillaItem();
|
|
}
|
|
//If necessary, handle ER stuff
|
|
if (ctx->GetOption(RSK_SHUFFLE_ENTRANCES)) {
|
|
SPDLOG_INFO("Shuffling Entrances...");
|
|
ctx->GetEntranceShuffler()->ShuffleAllEntrances();
|
|
SPDLOG_INFO("Shuffling Entrances Done");
|
|
}
|
|
// Populate the playthrough for entrances so they are placed in the spoiler log
|
|
GeneratePlaythrough();
|
|
//Finish up
|
|
ctx->CreateItemOverrides();
|
|
ctx->GetEntranceShuffler()->CreateEntranceOverrides();
|
|
CreateWarpSongTexts();
|
|
}
|
|
|
|
void ClearProgress() {
|
|
}
|
|
|
|
int Fill() {
|
|
auto ctx = Rando::Context::GetInstance();
|
|
int retries = 0;
|
|
while(retries < 5) {
|
|
placementFailure = false;
|
|
//showItemProgress = false;
|
|
ctx->playthroughLocations.clear();
|
|
ctx->GetEntranceShuffler()->playthroughEntrances.clear();
|
|
AreaTable_Init(); //Reset the world graph to intialize the proper locations
|
|
ctx->ItemReset(); //Reset shops incase of shopsanity random
|
|
ctx->GenerateLocationPool();
|
|
GenerateItemPool();
|
|
GenerateStartingInventory();
|
|
RemoveStartingItemsFromPool();
|
|
FillExcludedLocations();
|
|
|
|
//Temporarily add shop items to the ItemPool so that entrance randomization
|
|
//can validate the world using deku/hylian shields
|
|
AddElementsToPool(ItemPool, GetMinVanillaShopItems(32)); //assume worst case shopsanity 4
|
|
if (ctx->GetOption(RSK_SHUFFLE_ENTRANCES)) {
|
|
SPDLOG_INFO("Shuffling Entrances...");
|
|
if (ctx->GetEntranceShuffler()->ShuffleAllEntrances() == ENTRANCE_SHUFFLE_FAILURE) {
|
|
retries++;
|
|
ClearProgress();
|
|
continue;
|
|
}
|
|
SPDLOG_INFO("Shuffling Entrances Done");
|
|
}
|
|
SetAreas();
|
|
//erase temporary shop items
|
|
FilterAndEraseFromPool(ItemPool, [](const auto item) { return Rando::StaticData::RetrieveItem(item).GetItemType() == ITEMTYPE_SHOP; });
|
|
|
|
//ctx->showItemProgress = true;
|
|
//Place shop items first, since a buy shield is needed to place a dungeon reward on Gohma due to access
|
|
NonShopItems = {};
|
|
if (ctx->GetOption(RSK_SHOPSANITY).Is(RO_SHOPSANITY_OFF)) {
|
|
PlaceVanillaShopItems(); //Place vanilla shop items in vanilla location
|
|
} else {
|
|
int total_replaced = 0;
|
|
if (ctx->GetOption(RSK_SHOPSANITY).IsNot(RO_SHOPSANITY_ZERO_ITEMS)) { //Shopsanity 1-4, random
|
|
//Initialize NonShopItems
|
|
ItemAndPrice init;
|
|
init.Name = Text{"No Item", "Sin objeto", "Pas d'objet"};
|
|
init.Price = -1;
|
|
init.Repurchaseable = false;
|
|
NonShopItems.assign(32, init);
|
|
//Indices from OoTR. So shopsanity one will overwrite 7, three will overwrite 7, 5, 8, etc.
|
|
const std::array<int, 4> indices = {7, 5, 8, 6};
|
|
//Overwrite appropriate number of shop items
|
|
for (size_t i = 0; i < Rando::StaticData::shopLocationLists.size(); i++) {
|
|
int num_to_replace = GetShopsanityReplaceAmount(); //1-4 shop items will be overwritten, depending on settings
|
|
total_replaced += num_to_replace;
|
|
for (int j = 0; j < num_to_replace; j++) {
|
|
int itemindex = indices[j];
|
|
int shopsanityPrice = GetRandomShopPrice();
|
|
NonShopItems[TransformShopIndex(i * 8 + itemindex - 1)].Price =
|
|
shopsanityPrice; // Set price to be retrieved by the patch and textboxes
|
|
ctx->GetItemLocation(Rando::StaticData::shopLocationLists[i][itemindex - 1])->SetCustomPrice(shopsanityPrice);
|
|
}
|
|
}
|
|
}
|
|
//Get all locations and items that don't have a shopsanity price attached
|
|
std::vector<RandomizerCheck> shopLocations = {};
|
|
//Get as many vanilla shop items as the total number of shop items minus the number of replaced items
|
|
//So shopsanity 0 will get all 64 vanilla items, shopsanity 4 will get 32, etc.
|
|
std::vector<RandomizerGet> shopItems = GetMinVanillaShopItems(total_replaced);
|
|
|
|
for (size_t i = 0; i < Rando::StaticData::shopLocationLists.size(); i++) {
|
|
for (size_t j = 0; j < Rando::StaticData::shopLocationLists[i].size(); j++) {
|
|
RandomizerCheck loc = Rando::StaticData::shopLocationLists[i][j];
|
|
if (!(ctx->GetItemLocation(loc)->HasCustomPrice())) {
|
|
shopLocations.push_back(loc);
|
|
}
|
|
}
|
|
}
|
|
//Place the shop items which will still be at shop locations
|
|
AssumedFill(shopItems, shopLocations);
|
|
}
|
|
|
|
//Place dungeon rewards
|
|
RandomizeDungeonRewards();
|
|
|
|
//Place dungeon items restricted to their Own Dungeon
|
|
for (auto dungeon : ctx->GetDungeons()->GetDungeonList()) {
|
|
RandomizeOwnDungeon(dungeon);
|
|
}
|
|
|
|
//Then Place songs if song shuffle is set to specific locations
|
|
if (ctx->GetOption(RSK_SHUFFLE_SONGS).IsNot(RO_SONG_SHUFFLE_ANYWHERE)) {
|
|
|
|
//Get each song
|
|
std::vector<RandomizerGet> songs = FilterAndEraseFromPool(
|
|
ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_SONG; });
|
|
|
|
//Get each song location
|
|
std::vector<RandomizerCheck> songLocations;
|
|
if (ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_SONG_LOCATIONS)) {
|
|
songLocations = FilterFromPool(
|
|
ctx->allLocations, [](const auto loc) { return Rando::StaticData::GetLocation(loc)->IsCategory(Category::cSong); });
|
|
|
|
} else if (ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_DUNGEON_REWARDS)) {
|
|
songLocations = FilterFromPool(ctx->allLocations, [](const auto loc) {
|
|
return Rando::StaticData::GetLocation(loc)->IsCategory(Category::cSongDungeonReward);
|
|
});
|
|
}
|
|
|
|
AssumedFill(songs, songLocations, true);
|
|
}
|
|
|
|
//Then place dungeon items that are assigned to restrictive location pools
|
|
RandomizeDungeonItems();
|
|
|
|
//Then place Link's Pocket Item if it has to be an advancement item
|
|
RandomizeLinksPocket();
|
|
//Then place the rest of the advancement items
|
|
std::vector<RandomizerGet> remainingAdvancementItems =
|
|
FilterAndEraseFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
|
|
AssumedFill(remainingAdvancementItems, ctx->allLocations, true);
|
|
|
|
//Fast fill for the rest of the pool
|
|
std::vector<RandomizerGet> remainingPool = FilterAndEraseFromPool(ItemPool, [](const auto i) { return true; });
|
|
FastFill(remainingPool, GetAllEmptyLocations(), false);
|
|
|
|
//Add prices for scrubsanity, this is unique to SoH because we write/read scrub prices to/from the spoilerfile.
|
|
if (ctx->GetOption(RSK_SHUFFLE_SCRUBS).Is(RO_SCRUBS_AFFORDABLE)) {
|
|
for (size_t i = 0; i < Rando::StaticData::scrubLocations.size(); i++) {
|
|
ctx->GetItemLocation(Rando::StaticData::scrubLocations[i])->SetCustomPrice(10);
|
|
}
|
|
} else if (ctx->GetOption(RSK_SHUFFLE_SCRUBS).Is(RO_SCRUBS_RANDOM)) {
|
|
for (size_t i = 0; i < Rando::StaticData::scrubLocations.size(); i++) {
|
|
int randomPrice = GetRandomScrubPrice();
|
|
ctx->GetItemLocation(Rando::StaticData::scrubLocations[i])->SetCustomPrice(randomPrice);
|
|
}
|
|
}
|
|
|
|
GeneratePlaythrough();
|
|
//Successful placement, produced beatable result
|
|
if(ctx->playthroughBeatable && !placementFailure) {
|
|
SPDLOG_INFO("Calculating Playthrough...");
|
|
PareDownPlaythrough();
|
|
CalculateWotH();
|
|
CalculateBarren();
|
|
SPDLOG_INFO("Calculating Playthrough Done");
|
|
ctx->CreateItemOverrides();
|
|
ctx->GetEntranceShuffler()->CreateEntranceOverrides();
|
|
|
|
SPDLOG_INFO("Creating Other Hint Texts...");
|
|
//funny ganon line
|
|
Text ganonText = RandomElement(GetHintCategory(HintCategory::GanonLine)).GetText();
|
|
CreateMessageFromTextObject(0x70CB, 0, 2, 3, AddColorsAndFormat(ganonText));
|
|
SetGanonText(ganonText);
|
|
SPDLOG_INFO("Creating Other Hint Texts Done");
|
|
|
|
CreateAllHints();
|
|
CreateWarpSongTexts();
|
|
return 1;
|
|
}
|
|
//Unsuccessful placement
|
|
if(retries < 4) {
|
|
SPDLOG_DEBUG("Failed to generate a beatable seed. Retrying...");
|
|
Areas::ResetAllLocations();
|
|
logic->Reset();
|
|
ClearProgress();
|
|
}
|
|
retries++;
|
|
}
|
|
//All retries failed
|
|
return -1;
|
|
}
|