Shipwright/soh/soh/Enhancements/randomizer/3drando/hints.cpp

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({});
}