Shipwright/soh/soh/Enhancements/randomizer/3drando/location_access.hpp

267 lines
7.3 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <list>
#include "logic.hpp"
#include "hint_list.hpp"
#include "keys.hpp"
#include "fill.hpp"
typedef bool (*ConditionFn)();
class EventAccess {
public:
explicit EventAccess(bool* event_, std::vector<ConditionFn> conditions_met_)
: event(event_) {
conditions_met.resize(2);
for (size_t i = 0; i < conditions_met_.size(); i++) {
conditions_met[i] = conditions_met_[i];
}
}
bool ConditionsMet() const {
if (Settings::Logic.Is(LOGIC_NONE) || Settings::Logic.Is(LOGIC_VANILLA)) {
return true;
} else if (Settings::Logic.Is(LOGIC_GLITCHLESS)) {
return conditions_met[0]();
} else if (Settings::Logic.Is(LOGIC_GLITCHED)) {
if (conditions_met[0]()) {
return true;
} else if (conditions_met[1] != NULL) {
return conditions_met[1]();
}
}
return false;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) {
Logic::IsChild = false;
Logic::IsAdult = false;
Logic::AtDay = false;
Logic::AtNight = false;
time = true;
age = true;
Logic::UpdateHelpers();
return ConditionsMet();
}
void EventOccurred() {
*event = true;
}
bool GetEvent() const {
return *event;
}
private:
bool* event;
std::vector<ConditionFn> conditions_met;
};
//this class is meant to hold an item location with a boolean function to determine its accessibility from a specific area
class LocationAccess {
public:
explicit LocationAccess(uint32_t location_, std::vector<ConditionFn> conditions_met_)
: location(location_) {
conditions_met.resize(2);
for (size_t i = 0; i < conditions_met_.size(); i++) {
conditions_met[i] = conditions_met_[i];
}
}
bool GetConditionsMet() const {
if (Settings::Logic.Is(LOGIC_NONE) || Settings::Logic.Is(LOGIC_VANILLA)) {
return true;
} else if (Settings::Logic.Is(LOGIC_GLITCHLESS)) {
return conditions_met[0]();
} else if (Settings::Logic.Is(LOGIC_GLITCHED)) {
if (conditions_met[0]()) {
return true;
} else if (conditions_met[1] != NULL) {
return conditions_met[1]();
}
}
return false;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) const;
bool ConditionsMet() const;
uint32_t GetLocation() const {
return location;
}
private:
uint32_t location;
std::vector<ConditionFn> conditions_met;
//Makes sure shop locations are buyable
bool CanBuy() const;
};
class Entrance;
enum class EntranceType;
class Area {
public:
Area();
Area(std::string regionName_, std::string scene_, uint32_t hintKey_,
bool timePass_,
std::vector<EventAccess> events_,
std::vector<LocationAccess> locations_,
std::list<Entrance> exits_);
~Area();
std::string regionName;
std::string scene;
uint32_t hintKey;
bool timePass;
std::vector<EventAccess> events;
std::vector<LocationAccess> locations;
std::list<Entrance> exits;
std::list<Entrance*> entrances;
//^ The above exits are now stored in a list instead of a vector because
//the entrance randomization algorithm plays around with pointers to these
//entrances a lot. By putting the entrances in a list, we don't have to
//worry about a vector potentially reallocating itself and invalidating all our
//entrance pointers.
bool childDay = false;
bool childNight = false;
bool adultDay = false;
bool adultNight = false;
bool addedToPool = false;
bool UpdateEvents(SearchMode mode);
void AddExit(uint32_t parentKey, uint32_t newExitKey, ConditionFn condition);
void RemoveExit(Entrance* exitToRemove);
void SetAsPrimary(uint32_t exitToBePrimary);
Entrance* GetExit(uint32_t exit);
bool Child() const {
return childDay || childNight;
}
bool Adult() const {
return adultDay || adultNight;
}
bool BothAgesCheck() const {
return Child() && Adult();
}
bool HasAccess() const {
return Child() || Adult();
}
bool AllAccess() const {
return childDay && childNight && adultDay && adultNight;
}
//Check to see if an exit can be access as both ages at both times of day
bool CheckAllAccess(uint32_t exitKey);
const HintText& GetHint() const {
return Hint(hintKey);
}
//Here checks conditional access based on whether or not both ages have
//access to this area. For example: if there are rocks that block a path
//which both child and adult can access, adult having hammer can give
//both child and adult access to the path.
bool HereCheck(ConditionFn condition) {
//store current age variables
bool pastAdult = Logic::IsAdult;
bool pastChild = Logic::IsChild;
//set age access as this areas ages
Logic::IsChild = Child();
Logic::IsAdult = Adult();
//update helpers and check condition as well as having at least child or adult access
Logic::UpdateHelpers();
bool hereVal = condition() && (Logic::IsAdult || Logic::IsChild);
//set back age variables
Logic::IsChild = pastChild;
Logic::IsAdult = pastAdult;
Logic::UpdateHelpers();
return hereVal;
}
bool CanPlantBeanCheck() const;
bool AllAccountedFor() const;
void ResetVariables();
void printAgeTimeAccess() const {
auto message = "Child Day: " + std::to_string(childDay) + "\t"
"Child Night: " + std::to_string(childNight) + "\t"
"Adult Day: " + std::to_string(adultDay) + "\t"
"Adult Night: " + std::to_string(adultNight);
CitraPrint(message);
}
};
extern std::array<Area, KEY_ENUM_MAX> areaTable;
extern std::vector<EventAccess> grottoEvents;
bool Here(const AreaKey area, ConditionFn condition);
bool CanPlantBean(const AreaKey area);
bool BothAges(const AreaKey area);
bool ChildCanAccess(const AreaKey area);
bool AdultCanAccess(const AreaKey area);
bool HasAccessTo(const AreaKey area);
#define DAY_NIGHT_CYCLE true
#define NO_DAY_NIGHT_CYCLE false
namespace Areas {
extern void AccessReset();
extern void ResetAllLocations();
extern bool HasTimePassAccess(uint8_t age);
extern void DumpWorldGraph(std::string str);
} //namespace Exits
void AreaTable_Init();
Area* AreaTable(const uint32_t areaKey);
std::vector<Entrance*> GetShuffleableEntrances(EntranceType type, bool onlyPrimary = true);
// Overworld
void AreaTable_Init_LostWoods();
void AreaTable_Init_HyruleField();
void AreaTable_Init_CastleTown();
void AreaTable_Init_Kakariko();
void AreaTable_Init_DeathMountain();
void AreaTable_Init_ZorasDomain();
void AreaTable_Init_GerudoValley();
// Dungeons
void AreaTable_Init_DekuTree();
void AreaTable_Init_DodongosCavern();
void AreaTable_Init_JabuJabusBelly();
void AreaTable_Init_ForestTemple();
void AreaTable_Init_FireTemple();
void AreaTable_Init_WaterTemple();
void AreaTable_Init_SpiritTemple();
void AreaTable_Init_ShadowTemple();
void AreaTable_Init_BottomOfTheWell();
void AreaTable_Init_IceCavern();
void AreaTable_Init_GerudoTrainingGrounds();
void AreaTable_Init_GanonsCastle();