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

951 lines
32 KiB
C++

#include "location_access.hpp"
#include "dungeon.hpp"
#include "item_list.hpp"
#include "item_location.hpp"
#include "item_pool.hpp"
#include "logic.hpp"
#include "settings.hpp"
#include "spoiler_log.hpp"
#include "trial.hpp"
#include "entrance.hpp"
#include <fstream>
#include <iostream>
using namespace Logic;
using namespace Settings;
//generic grotto event list
std::vector<EventAccess> grottoEvents = {
EventAccess(&GossipStoneFairy, {[]{return GossipStoneFairy || CanSummonGossipFairy;}}),
EventAccess(&ButterflyFairy, {[]{return ButterflyFairy || (CanUse(STICKS));}}),
EventAccess(&BugShrub, {[]{return CanCutShrubs;}}),
EventAccess(&LoneFish, {[]{return true;}}),
};
//set the logic to be a specific age and time of day and see if the condition still holds
bool LocationAccess::CheckConditionAtAgeTime(bool& age, bool& time) const {
IsChild = false;
IsAdult = false;
AtDay = false;
AtNight = false;
time = true;
age = true;
UpdateHelpers();
return GetConditionsMet();
}
bool LocationAccess::ConditionsMet() const {
Area* parentRegion = AreaTable(Location(location)->GetParentRegionKey());
bool conditionsMet = false;
if ((parentRegion->childDay && CheckConditionAtAgeTime(IsChild, AtDay)) ||
(parentRegion->childNight && CheckConditionAtAgeTime(IsChild, AtNight)) ||
(parentRegion->adultDay && CheckConditionAtAgeTime(IsAdult, AtDay)) ||
(parentRegion->adultNight && CheckConditionAtAgeTime(IsAdult, AtNight))) {
conditionsMet = true;
}
return conditionsMet && CanBuy();
}
bool LocationAccess::CanBuy() const {
//Not a shop location, don't need to check if buyable
if (!(Location(location)->IsCategory(Category::cShop))) {
return true;
}
//Check if wallet is large enough to buy item
bool SufficientWallet = true;
if (Location(location)->GetPrice() > 500) {
SufficientWallet = ProgressiveWallet >= 3;
} else if (Location(location)->GetPrice() > 200) {
SufficientWallet = ProgressiveWallet >= 2;
} else if (Location(location)->GetPrice() > 99) {
SufficientWallet = ProgressiveWallet >= 1;
}
bool OtherCondition = true;
uint32_t placed = Location(location)->GetPlacedItemKey();
//Need bottle to buy bottle items, only logically relevant bottle items included here
if (placed == BUY_BLUE_FIRE || placed == BUY_BOTTLE_BUG || placed == BUY_FISH || placed == BUY_FAIRYS_SPIRIT) {
OtherCondition = HasBottle;
}
//If bombchus in logic, need to have found chus to buy; if not just need bomb bag
else if (placed == BUY_BOMBCHU_10 || placed == BUY_BOMBCHU_20) {
OtherCondition = (!BombchusInLogic && Bombs) || (BombchusInLogic && FoundBombchus);
}
return SufficientWallet && OtherCondition;
}
Area::Area() = default;
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_)
: regionName(std::move(regionName_)),
scene(std::move(scene_)),
hintKey(hintKey_),
timePass(timePass_),
events(std::move(events_)),
locations(std::move(locations_)),
exits(std::move(exits_)) {}
Area::~Area() = default;
bool Area::UpdateEvents(SearchMode mode) {
if (timePass && mode != SearchMode::TimePassAccess) {
if (Child()) {
childDay = true;
childNight = true;
AreaTable(ROOT)->childDay = true;
AreaTable(ROOT)->childNight = true;
}
if (Adult()) {
adultDay = true;
adultNight = true;
AreaTable(ROOT)->adultDay = true;
AreaTable(ROOT)->adultNight = true;
}
}
bool eventsUpdated = false;
for (EventAccess& event : events) {
//If the event has already happened, there's no reason to check it
if (event.GetEvent()) {
continue;
}
if ((childDay && event.CheckConditionAtAgeTime(IsChild, AtDay)) ||
(childNight && event.CheckConditionAtAgeTime(IsChild, AtNight)) ||
(adultDay && event.CheckConditionAtAgeTime(IsAdult, AtDay)) ||
(adultNight && event.CheckConditionAtAgeTime(IsAdult, AtNight))) {
event.EventOccurred();
eventsUpdated = true;
}
}
return eventsUpdated;
}
void Area::AddExit(uint32_t parentKey, uint32_t newExitKey, ConditionFn condition) {
Entrance newExit = Entrance(newExitKey, {condition});
newExit.SetParentRegion(parentKey);
exits.push_front(newExit);
}
//The exit will be completely removed from this area
void Area::RemoveExit(Entrance* exitToRemove) {
exits.remove_if([exitToRemove](const auto exit){return &exit == exitToRemove;});
}
void Area::SetAsPrimary(uint32_t exitToBePrimary) {
for (auto& exit : exits) {
if (exit.Getuint32_t() == exitToBePrimary) {
exit.SetAsPrimary();
return;
}
}
}
Entrance* Area::GetExit(uint32_t exitToReturn) {
for (auto& exit : exits) {
if (exit.Getuint32_t() == exitToReturn) {
return &exit;
}
}
auto message = "ERROR: EXIT " + AreaTable(exitToReturn)->regionName + " DOES NOT EXIST IN " + this->regionName;
CitraPrint(message);
return nullptr;
}
bool Area::CanPlantBeanCheck() const {
return (Logic::MagicBean || Logic::MagicBeanPack) && BothAgesCheck();
}
bool Area::AllAccountedFor() const {
for (const EventAccess& event : events) {
if (!event.GetEvent()) {
return false;
}
}
for (const LocationAccess& loc : locations) {
if (!(Location(loc.GetLocation())->IsAddedToPool())) {
return false;
}
}
for (const auto& exit : exits) {
if (!exit.GetConnectedRegion()->AllAccess()) {
return false;
}
}
return AllAccess();
}
bool Area::CheckAllAccess(const uint32_t exitKey) {
if (!AllAccess()) {
return false;
}
for (Entrance& exit : exits) {
if (exit.Getuint32_t() == exitKey) {
return exit.CheckConditionAtAgeTime(Logic::IsChild, Logic::AtDay) &&
exit.CheckConditionAtAgeTime(Logic::IsChild, Logic::AtNight) &&
exit.CheckConditionAtAgeTime(Logic::IsAdult, Logic::AtDay) &&
exit.CheckConditionAtAgeTime(Logic::IsAdult, Logic::AtNight);
}
}
return false;
}
void Area::ResetVariables() {
childDay = false;
childNight = false;
adultDay = false;
adultNight = false;
addedToPool = false;
for (auto& exit : exits) {
exit.RemoveFromPool();
}
}
std::array<Area, KEY_ENUM_MAX> areaTable;
bool Here(const uint32_t area, ConditionFn condition) {
return areaTable[area].HereCheck(condition);
}
bool CanPlantBean(const uint32_t area) {
return areaTable[area].CanPlantBeanCheck();
}
bool BothAges(const uint32_t area) {
return areaTable[area].BothAgesCheck();
}
bool ChildCanAccess(const uint32_t area) {
return areaTable[area].Child();
}
bool AdultCanAccess(const uint32_t area) {
return areaTable[area].Adult();
}
bool HasAccessTo(const uint32_t area) {
return areaTable[area].HasAccess();
}
void AreaTable_Init() {
//Clear the array from any previous playthrough attempts. This is important so that
//locations which appear in both MQ and Vanilla dungeons don't get set in both areas.
areaTable.fill(Area("Invalid Area", "Invalid Area", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {}));
//name, scene, hint text, events, locations, exits
areaTable[ROOT] = Area("Root", "", LINKS_POCKET, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(LINKS_POCKET, {[]{return true;}})
}, {
//Exits
Entrance(ROOT_EXITS, {[]{return true;}})
});
areaTable[ROOT_EXITS] = Area("Root Exits", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(CHILD_SPAWN, {[]{return IsChild;}}),
Entrance(ADULT_SPAWN, {[]{return IsAdult;}}),
Entrance(MINUET_OF_FOREST_WARP, {[]{return CanPlay(MinuetOfForest);},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && MinuetOfForest;}}),
Entrance(BOLERO_OF_FIRE_WARP, {[]{return CanPlay(BoleroOfFire) && CanLeaveForest;},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && BoleroOfFire && CanLeaveForest;}}),
Entrance(SERENADE_OF_WATER_WARP, {[]{return CanPlay(SerenadeOfWater) && CanLeaveForest;},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && SerenadeOfWater && CanLeaveForest;}}),
Entrance(NOCTURNE_OF_SHADOW_WARP, {[]{return CanPlay(NocturneOfShadow) && CanLeaveForest;},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && NocturneOfShadow && CanLeaveForest;}}),
Entrance(REQUIEM_OF_SPIRIT_WARP, {[]{return CanPlay(RequiemOfSpirit) && CanLeaveForest;},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && RequiemOfSpirit && CanLeaveForest;}}),
Entrance(PRELUDE_OF_LIGHT_WARP, {[]{return CanPlay(PreludeOfLight) && CanLeaveForest;},
/*Glitched*/[]{return (((IsChild && (ChildCanAccess(KOKIRI_FOREST) || ChildCanAccess(HYRULE_FIELD) || ChildCanAccess(LAKE_HYLIA))) || (IsAdult && (AdultCanAccess(KOKIRI_FOREST) || AdultCanAccess(HYRULE_FIELD) || AdultCanAccess(LAKE_HYLIA)))) && (CanDoGlitch(GlitchType::OutdoorBombOI, GlitchDifficulty::NOVICE) ||
((Bugs || Fish) && CanShield && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || ((Bugs || Fish) && (IsAdult || KokiriSword || Sticks || Bombs || HasBombchus || Boomerang || Slingshot || CanUse(MEGATON_HAMMER)) && CanShield && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::NOVICE)))) && PreludeOfLight && CanLeaveForest;}}),
});
areaTable[CHILD_SPAWN] = Area("Child Spawn", "", TEMPLE_OF_TIME, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(KF_LINKS_HOUSE, {[]{return true;}}),
});
areaTable[ADULT_SPAWN] = Area("Adult Spawn", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(TEMPLE_OF_TIME, {[]{return true;}}),
});
areaTable[MINUET_OF_FOREST_WARP] = Area("Minuet of Forest Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(SACRED_FOREST_MEADOW, {[]{return true;}}),
});
areaTable[BOLERO_OF_FIRE_WARP] = Area("Bolero of Fire Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(DMC_CENTRAL_LOCAL, {[]{return true;}}),
});
areaTable[SERENADE_OF_WATER_WARP] = Area("Serenade of Water Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(LAKE_HYLIA, {[]{return true;}}),
});
areaTable[REQUIEM_OF_SPIRIT_WARP] = Area("Requiem of Spirit Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(DESERT_COLOSSUS, {[]{return true;}}),
});
areaTable[NOCTURNE_OF_SHADOW_WARP] = Area("Nocturne of Shadow Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(GRAVEYARD_WARP_PAD_REGION, {[]{return true;}}),
});
areaTable[PRELUDE_OF_LIGHT_WARP] = Area("Prelude of Light Warp", "", NONE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(TEMPLE_OF_TIME, {[]{return true;}}),
});
// Overworld
AreaTable_Init_LostWoods();
AreaTable_Init_HyruleField();
AreaTable_Init_CastleTown();
AreaTable_Init_Kakariko();
AreaTable_Init_DeathMountain();
AreaTable_Init_ZorasDomain();
AreaTable_Init_GerudoValley();
// Dungeons
AreaTable_Init_DekuTree();
AreaTable_Init_DodongosCavern();
AreaTable_Init_JabuJabusBelly();
AreaTable_Init_ForestTemple();
AreaTable_Init_FireTemple();
AreaTable_Init_WaterTemple();
AreaTable_Init_SpiritTemple();
AreaTable_Init_ShadowTemple();
AreaTable_Init_BottomOfTheWell();
AreaTable_Init_IceCavern();
AreaTable_Init_GerudoTrainingGrounds();
AreaTable_Init_GanonsCastle();
//Set parent regions
for (uint32_t i = ROOT; i <= GANONS_CASTLE; i++) {
for (LocationAccess& locPair : areaTable[i].locations) {
uint32_t location = locPair.GetLocation();
Location(location)->SetParentRegion(i);
}
for (Entrance& exit : areaTable[i].exits) {
exit.SetParentRegion(i);
exit.SetName();
exit.GetConnectedRegion()->entrances.push_front(&exit);
}
}
/*
//Events
}, {
//Locations
}, {
//Exits
*/
}
namespace Areas {
static std::array<const uint32_t, 424> allAreas = {
ROOT,
ROOT_EXITS,
CHILD_SPAWN,
ADULT_SPAWN,
MINUET_OF_FOREST_WARP,
BOLERO_OF_FIRE_WARP,
SERENADE_OF_WATER_WARP,
REQUIEM_OF_SPIRIT_WARP,
NOCTURNE_OF_SHADOW_WARP,
PRELUDE_OF_LIGHT_WARP,
KOKIRI_FOREST,
KF_LINKS_HOUSE,
KF_MIDOS_HOUSE,
KF_SARIAS_HOUSE,
KF_HOUSE_OF_TWINS,
KF_KNOW_IT_ALL_HOUSE,
KF_KOKIRI_SHOP,
KF_STORMS_GROTTO,
KF_OUTSIDE_DEKU_TREE,
DEKU_TREE_ENTRYWAY,
THE_LOST_WOODS,
LW_BRIDGE_FROM_FOREST,
LW_BRIDGE,
LW_FOREST_EXIT,
LW_BEYOND_MIDO,
LW_NEAR_SHORTCUTS_GROTTO,
DEKU_THEATER,
LW_SCRUBS_GROTTO,
SFM_ENTRYWAY,
SACRED_FOREST_MEADOW,
SFM_WOLFOS_GROTTO,
SFM_FAIRY_GROTTO,
SFM_STORMS_GROTTO,
FOREST_TEMPLE_ENTRYWAY,
KAKARIKO_VILLAGE,
KAK_CARPENTER_BOSS_HOUSE,
KAK_HOUSE_OF_SKULLTULA,
KAK_IMPAS_HOUSE,
KAK_IMPAS_LEDGE,
KAK_IMPAS_HOUSE_BACK,
KAK_IMPAS_HOUSE_NEAR_COW,
KAK_WINDMILL,
KAK_BAZAAR,
KAK_SHOOTING_GALLERY,
KAK_POTION_SHOP_FRONT,
KAK_POTION_SHOP_BACK,
KAK_ROOFTOP,
KAK_IMPAS_ROOFTOP,
KAK_BEHIND_GATE,
KAK_BACKYARD,
KAK_ODD_POTION_BUILDING,
KAK_REDEAD_GROTTO,
KAK_OPEN_GROTTO,
BOTTOM_OF_THE_WELL_ENTRYWAY,
THE_GRAVEYARD,
GRAVEYARD_DAMPES_GRAVE,
GRAVEYARD_DAMPES_HOUSE,
GRAVEYARD_SHIELD_GRAVE,
GRAVEYARD_COMPOSERS_GRAVE,
GRAVEYARD_HEART_PIECE_GRAVE,
GRAVEYARD_WARP_PAD_REGION,
SHADOW_TEMPLE_ENTRYWAY,
DEATH_MOUNTAIN_TRAIL,
DEATH_MOUNTAIN_SUMMIT,
DMT_OWL_FLIGHT,
DMT_GREAT_FAIRY_FOUNTAIN,
DMT_COW_GROTTO,
DMT_STORMS_GROTTO,
DODONGOS_CAVERN_ENTRYWAY,
DMC_UPPER_LOCAL,
DMC_CENTRAL_LOCAL,
DMC_LOWER_LOCAL,
DMC_LOWER_NEARBY,
DMC_UPPER_NEARBY,
DMC_CENTRAL_NEARBY,
DMC_LADDER_AREA_NEARBY,
DMC_UPPER_GROTTO,
DMC_HAMMER_GROTTO,
DMC_GREAT_FAIRY_FOUNTAIN,
FIRE_TEMPLE_ENTRYWAY,
GORON_CITY,
GC_WOODS_WARP,
GC_DARUNIAS_CHAMBER,
GC_GROTTO_PLATFORM,
GC_SHOP,
GC_GROTTO,
ZR_FRONT,
ZORAS_RIVER,
ZR_BEHIND_WATERFALL,
ZR_OPEN_GROTTO,
ZR_FAIRY_GROTTO,
ZR_STORMS_GROTTO,
ZORAS_DOMAIN,
ZD_BEHIND_KING_ZORA,
ZD_SHOP,
ZD_STORMS_GROTTO,
ZORAS_FOUNTAIN,
ZF_GREAT_FAIRY_FOUNTAIN,
JABU_JABUS_BELLY_ENTRYWAY,
ICE_CAVERN_ENTRYWAY,
HYRULE_FIELD,
HF_SOUTHEAST_GROTTO,
HF_OPEN_GROTTO,
HF_INSIDE_FENCE_GROTTO,
HF_COW_GROTTO,
HF_NEAR_MARKET_GROTTO,
HF_FAIRY_GROTTO,
HF_NEAR_KAK_GROTTO,
HF_TEKTITE_GROTTO,
LON_LON_RANCH,
LLR_TALONS_HOUSE,
LLR_STABLES,
LLR_TOWER,
LLR_GROTTO,
LAKE_HYLIA,
LH_OWL_FLIGHT,
LH_LAB,
LH_FISHING_ISLAND,
LH_FISHING_HOLE,
LH_GROTTO,
WATER_TEMPLE_ENTRYWAY,
GERUDO_VALLEY,
GV_UPPER_STREAM,
GV_LOWER_STREAM,
GV_GROTTO_LEDGE,
GV_CRATE_LEDGE,
GV_OCTOROK_GROTTO,
GV_FORTRESS_SIDE,
GV_CARPENTER_TENT,
GV_STORMS_GROTTO,
GERUDO_FORTRESS,
GF_OUTSIDE_GATE,
GF_STORMS_GROTTO,
GERUDO_TRAINING_GROUNDS_ENTRYWAY,
WASTELAND_NEAR_FORTRESS,
HAUNTED_WASTELAND,
WASTELAND_NEAR_COLOSSUS,
DESERT_COLOSSUS,
DESERT_COLOSSUS_FROM_SPIRIT_ENTRYWAY,
COLOSSUS_GREAT_FAIRY_FOUNTAIN,
COLOSSUS_GROTTO,
SPIRIT_TEMPLE_ENTRYWAY,
MARKET_ENTRANCE,
THE_MARKET,
MARKET_GUARD_HOUSE,
MARKET_BAZAAR,
MARKET_MASK_SHOP,
MARKET_SHOOTING_GALLERY,
MARKET_BOMBCHU_BOWLING,
MARKET_TREASURE_CHEST_GAME,
MARKET_POTION_SHOP,
MARKET_BACK_ALLEY,
MARKET_BOMBCHU_SHOP,
MARKET_DOG_LADY_HOUSE,
MARKET_MAN_IN_GREEN_HOUSE,
TOT_ENTRANCE,
TEMPLE_OF_TIME,
TOT_BEYOND_DOOR_OF_TIME,
CASTLE_GROUNDS,
HYRULE_CASTLE_GROUNDS,
HC_GARDEN,
HC_GREAT_FAIRY_FOUNTAIN,
HC_STORMS_GROTTO,
GANONS_CASTLE_GROUNDS,
OGC_GREAT_FAIRY_FOUNTAIN,
GANONS_CASTLE_ENTRYWAY,
DEKU_TREE_LOBBY,
DEKU_TREE_2F_MIDDLE_ROOM,
DEKU_TREE_SLINGSHOT_ROOM,
DEKU_TREE_COMPASS_ROOM,
DEKU_TREE_BASEMENT_LOWER,
DEKU_TREE_BASEMENT_SCRUB_ROOM,
DEKU_TREE_BASEMENT_WATER_ROOM,
DEKU_TREE_BASEMENT_TORCH_ROOM,
DEKU_TREE_BASEMENT_BACK_LOBBY,
DEKU_TREE_BASEMENT_BACK_ROOM,
DEKU_TREE_BASEMENT_UPPER,
DEKU_TREE_OUTSIDE_BOSS_ROOM,
DEKU_TREE_BOSS_ROOM,
DODONGOS_CAVERN_BEGINNING,
DODONGOS_CAVERN_LOBBY,
DODONGOS_CAVERN_LOBBY_SWITCH,
DODONGOS_CAVERN_SE_CORRIDOR,
DODONGOS_CAVERN_SE_ROOM,
DODONGOS_CAVERN_NEAR_LOWER_LIZALFOS,
DODONGOS_CAVERN_LOWER_LIZALFOS,
DODONGOS_CAVERN_DODONGO_ROOM,
DODONGOS_CAVERN_NEAR_DODONGO_ROOM,
DODONGOS_CAVERN_STAIRS_LOWER,
DODONGOS_CAVERN_STAIRS_UPPER,
DODONGOS_CAVERN_COMPASS_ROOM,
DODONGOS_CAVERN_ARMOS_ROOM,
DODONGOS_CAVERN_BOMB_ROOM_LOWER,
DODONGOS_CAVERN_2F_SIDE_ROOM,
DODONGOS_CAVERN_FIRST_SLINGSHOT_ROOM,
DODONGOS_CAVERN_UPPER_LIZALFOS,
DODONGOS_CAVERN_SECOND_SLINGSHOT_ROOM,
DODONGOS_CAVERN_BOMB_ROOM_UPPER,
DODONGOS_CAVERN_FAR_BRIDGE,
DODONGOS_CAVERN_BOSS_AREA,
DODONGOS_CAVERN_BACK_ROOM,
DODONGOS_CAVERN_BOSS_ROOM,
JABU_JABUS_BELLY_BEGINNING,
JABU_JABUS_BELLY_LIFT_MIDDLE,
JABU_JABUS_BELLY_MAIN_UPPER,
JABU_JABUS_BELLY_MAIN_LOWER,
JABU_JABUS_BELLY_SHABOMB_CORRIDOR,
JABU_JABUS_BELLY_LOWER_SIDE_ROOM,
JABU_JABUS_BELLY_LIFT_LOWER,
JABU_JABUS_BELLY_FORKED_CORRIDOR,
JABU_JABUS_BELLY_BOOMERANG_ROOM,
JABU_JABUS_BELLY_MAP_ROOM,
JABU_JABUS_BELLY_COMPASS_ROOM,
JABU_JABUS_BELLY_BLUE_TENTACLE,
JABU_JABUS_BELLY_GREEN_TENTACLE,
JABU_JABUS_BELLY_BIGOCTO_ROOM,
JABU_JABUS_BELLY_ABOVE_BIGOCTO,
JABU_JABUS_BELLY_LIFT_UPPER,
JABU_JABUS_BELLY_NEAR_BOSS_ROOM,
JABU_JABUS_BELLY_BOSS_ROOM,
FOREST_TEMPLE_FIRST_ROOM,
FOREST_TEMPLE_SOUTH_CORRIDOR,
FOREST_TEMPLE_LOBBY,
FOREST_TEMPLE_NORTH_CORRIDOR,
FOREST_TEMPLE_LOWER_STALFOS,
FOREST_TEMPLE_NW_OUTDOORS_LOWER,
FOREST_TEMPLE_NW_OUTDOORS_UPPER,
FOREST_TEMPLE_NE_OUTDOORS_LOWER,
FOREST_TEMPLE_NE_OUTDOORS_UPPER,
FOREST_TEMPLE_MAP_ROOM,
FOREST_TEMPLE_SEWER,
FOREST_TEMPLE_BELOW_BOSS_KEY_CHEST,
FOREST_TEMPLE_FLOORMASTER_ROOM,
FOREST_TEMPLE_WEST_CORRIDOR,
FOREST_TEMPLE_BLOCK_PUSH_ROOM,
FOREST_TEMPLE_NW_CORRIDOR_TWISTED,
FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED,
FOREST_TEMPLE_RED_POE_ROOM,
FOREST_TEMPLE_UPPER_STALFOS,
FOREST_TEMPLE_BLUE_POE_ROOM,
FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED,
FOREST_TEMPLE_NE_CORRIDOR_TWISTED,
FOREST_TEMPLE_FROZEN_EYE_ROOM,
FOREST_TEMPLE_FALLING_ROOM,
FOREST_TEMPLE_GREEN_POE_ROOM,
FOREST_TEMPLE_EAST_CORRIDOR,
FOREST_TEMPLE_BOSS_REGION,
FOREST_TEMPLE_BOSS_ROOM,
FIRE_TEMPLE_FIRST_ROOM,
FIRE_TEMPLE_NEAR_BOSS_ROOM,
FIRE_TEMPLE_BOSS_ROOM,
FIRE_TEMPLE_LOOP_ENEMIES,
FIRE_TEMPLE_LOOP_TILES,
FIRE_TEMPLE_LOOP_FLARE_DANCER,
FIRE_TEMPLE_LOOP_HAMMER_SWITCH,
FIRE_TEMPLE_LOOP_GORON_ROOM,
FIRE_TEMPLE_LOOP_EXIT,
FIRE_TEMPLE_BIG_LAVA_ROOM,
FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_GORON,
FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_TILES,
FIRE_TEMPLE_BIG_LAVA_ROOM_SOUTH_GORON,
FIRE_TEMPLE_FIRE_PILLAR_ROOM,
FIRE_TEMPLE_SHORTCUT_ROOM,
FIRE_TEMPLE_SHORTCUT_CLIMB,
FIRE_TEMPLE_BOULDER_MAZE_LOWER,
FIRE_TEMPLE_BOULDER_MAZE_LOWER_SIDE_ROOM,
FIRE_TEMPLE_EAST_CENTRAL_ROOM,
FIRE_TEMPLE_FIRE_WALL_CHASE,
FIRE_TEMPLE_MAP_AREA,
FIRE_TEMPLE_BOULDER_MAZE_UPPER,
FIRE_TEMPLE_SCARECROW_ROOM,
FIRE_TEMPLE_EAST_PEAK,
FIRE_TEMPLE_CORRIDOR,
FIRE_TEMPLE_FIRE_MAZE_ROOM,
FIRE_TEMPLE_FIRE_MAZE_UPPER,
FIRE_TEMPLE_FIRE_MAZE_SIDE_ROOM,
FIRE_TEMPLE_WEST_CENTRAL_LOWER,
FIRE_TEMPLE_WEST_CENTRAL_UPPER,
FIRE_TEMPLE_LATE_FIRE_MAZE,
FIRE_TEMPLE_UPPER_FLARE_DANCER,
FIRE_TEMPLE_WEST_CLIMB,
FIRE_TEMPLE_WEST_PEAK,
FIRE_TEMPLE_HAMMER_RETURN_PATH,
FIRE_TEMPLE_ABOVE_FIRE_MAZE,
WATER_TEMPLE_LOBBY,
WATER_TEMPLE_EAST_LOWER,
WATER_TEMPLE_MAP_ROOM,
WATER_TEMPLE_CRACKED_WALL,
WATER_TEMPLE_TORCH_ROOM,
WATER_TEMPLE_NORTH_LOWER,
WATER_TEMPLE_BOULDERS_LOWER,
WATER_TEMPLE_BLOCK_ROOM,
WATER_TEMPLE_JETS_ROOM,
WATER_TEMPLE_BOULDERS_UPPER,
WATER_TEMPLE_BOSS_KEY_ROOM,
WATER_TEMPLE_SOUTH_LOWER,
WATER_TEMPLE_WEST_LOWER,
WATER_TEMPLE_DRAGON_ROOM,
WATER_TEMPLE_CENTRAL_PILLAR_LOWER,
WATER_TEMPLE_CENTRAL_PILLAR_UPPER,
WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT,
WATER_TEMPLE_EAST_MIDDLE,
WATER_TEMPLE_WEST_MIDDLE,
WATER_TEMPLE_HIGH_WATER,
WATER_TEMPLE_BLOCK_CORRIDOR,
WATER_TEMPLE_FALLING_PLATFORM_ROOM,
WATER_TEMPLE_DRAGON_PILLARS_ROOM,
WATER_TEMPLE_DARK_LINK_ROOM,
WATER_TEMPLE_LONGSHOT_ROOM,
WATER_TEMPLE_RIVER,
WATER_TEMPLE_PRE_BOSS_ROOM,
WATER_TEMPLE_BOSS_ROOM,
SPIRIT_TEMPLE_LOBBY,
SPIRIT_TEMPLE_CHILD,
SPIRIT_TEMPLE_CHILD_CLIMB,
SPIRIT_TEMPLE_EARLY_ADULT,
SPIRIT_TEMPLE_CENTRAL_CHAMBER,
SPIRIT_TEMPLE_OUTDOOR_HANDS,
SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR,
SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR,
SHADOW_TEMPLE_BEGINNING,
SHADOW_TEMPLE_FIRST_BEAMOS,
SHADOW_TEMPLE_HUGE_PIT,
SHADOW_TEMPLE_WIND_TUNNEL,
SHADOW_TEMPLE_BEYOND_BOAT,
BOTTOM_OF_THE_WELL,
BOTTOM_OF_THE_WELL_MAIN_AREA,
ICE_CAVERN_BEGINNING,
ICE_CAVERN_MAIN,
GERUDO_TRAINING_GROUNDS_LOBBY,
GERUDO_TRAINING_GROUNDS_CENTRAL_MAZE,
GERUDO_TRAINING_GROUNDS_CENTRAL_MAZE_RIGHT,
GERUDO_TRAINING_GROUNDS_LAVA_ROOM,
GERUDO_TRAINING_GROUNDS_HAMMER_ROOM,
GERUDO_TRAINING_GROUNDS_EYE_STATUE_LOWER,
GERUDO_TRAINING_GROUNDS_EYE_STATUE_UPPER,
GERUDO_TRAINING_GROUNDS_HEAVY_BLOCK_ROOM,
GERUDO_TRAINING_GROUNDS_LIKE_LIKE_ROOM,
GANONS_CASTLE_LOBBY,
GANONS_CASTLE_DEKU_SCRUBS,
GANONS_CASTLE_FOREST_TRIAL,
GANONS_CASTLE_FIRE_TRIAL,
GANONS_CASTLE_WATER_TRIAL,
GANONS_CASTLE_SHADOW_TRIAL,
GANONS_CASTLE_SPIRIT_TRIAL,
GANONS_CASTLE_LIGHT_TRIAL,
GANONS_CASTLE_TOWER,
DEKU_TREE_MQ_LOBBY,
DEKU_TREE_MQ_COMPASS_ROOM,
DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT,
DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK,
DEKU_TREE_MQ_BASEMENT_BACK_ROOM,
DEKU_TREE_MQ_BASEMENT_LEDGE,
DODONGOS_CAVERN_MQ_BEGINNING,
DODONGOS_CAVERN_MQ_LOBBY,
DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE,
DODONGOS_CAVERN_MQ_BOMB_BAG_AREA,
DODONGOS_CAVERN_MQ_BOSS_AREA,
JABU_JABUS_BELLY_MQ_BEGINNING,
JABU_JABUS_BELLY_MQ_MAIN,
JABU_JABUS_BELLY_MQ_DEPTHS,
JABU_JABUS_BELLY_MQ_BOSS_AREA,
FOREST_TEMPLE_MQ_LOBBY,
FOREST_TEMPLE_MQ_CENTRAL_AREA,
FOREST_TEMPLE_MQ_AFTER_BLOCK_PUZZLE,
FOREST_TEMPLE_MQ_OUTDOOR_LEDGE,
FOREST_TEMPLE_MQ_NW_OUTDOORS,
FOREST_TEMPLE_MQ_NE_OUTDOORS,
FOREST_TEMPLE_MQ_OUTDOORS_TOP_LEDGES,
FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE,
FOREST_TEMPLE_MQ_BOW_REGION,
FOREST_TEMPLE_MQ_FALLING_ROOM,
FOREST_TEMPLE_MQ_BOSS_REGION,
FIRE_TEMPLE_MQ_LOWER,
FIRE_TEMPLE_MQ_LOWER_LOCKED_DOOR,
FIRE_TEMPLE_MQ_BIG_LAVA_ROOM,
FIRE_TEMPLE_MQ_LOWER_MAZE,
FIRE_TEMPLE_MQ_UPPER_MAZE,
FIRE_TEMPLE_MQ_UPPER,
FIRE_TEMPLE_MQ_BOSS_ROOM,
WATER_TEMPLE_MQ_LOBBY,
WATER_TEMPLE_MQ_DIVE,
WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS,
WATER_TEMPLE_MQ_DARK_LINK_REGION,
WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS,
SPIRIT_TEMPLE_MQ_LOBBY,
SPIRIT_TEMPLE_MQ_CHILD,
SPIRIT_TEMPLE_MQ_ADULT,
SPIRIT_TEMPLE_MQ_SHARED,
SPIRIT_TEMPLE_MQ_LOWER_ADULT,
SPIRIT_TEMPLE_MQ_BOSS_AREA,
SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND,
SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND,
SHADOW_TEMPLE_MQ_ENTRYWAY,
SHADOW_TEMPLE_MQ_BEGINNING,
SHADOW_TEMPLE_MQ_DEAD_HAND_AREA,
SHADOW_TEMPLE_MQ_FIRST_BEAMOS,
SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT,
SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT,
SHADOW_TEMPLE_MQ_WIND_TUNNEL,
SHADOW_TEMPLE_MQ_BEYOND_BOAT,
SHADOW_TEMPLE_MQ_INVISIBLE_MAZE,
BOTTOM_OF_THE_WELL_MQ,
BOTTOM_OF_THE_WELL_MQ_PERIMETER,
BOTTOM_OF_THE_WELL_MQ_MIDDLE,
ICE_CAVERN_MQ_BEGINNING,
ICE_CAVERN_MQ_MAP_ROOM,
ICE_CAVERN_MQ_IRON_BOOTS_REGION,
ICE_CAVERN_MQ_COMPASS_ROOM,
GERUDO_TRAINING_GROUNDS_MQ_LOBBY,
GERUDO_TRAINING_GROUNDS_MQ_RIGHT_SIDE,
GERUDO_TRAINING_GROUNDS_MQ_UNDERWATER,
GERUDO_TRAINING_GROUNDS_MQ_LEFT_SIDE,
GERUDO_TRAINING_GROUNDS_MQ_STALFOS_ROOM,
GERUDO_TRAINING_GROUNDS_MQ_BACK_AREAS,
GERUDO_TRAINING_GROUNDS_MQ_CENTRAL_MAZE_RIGHT,
GANONS_CASTLE_MQ_LOBBY,
GANONS_CASTLE_MQ_DEKU_SCRUBS,
GANONS_CASTLE_MQ_FOREST_TRIAL,
GANONS_CASTLE_MQ_FIRE_TRIAL,
GANONS_CASTLE_MQ_WATER_TRIAL,
GANONS_CASTLE_MQ_SHADOW_TRIAL,
GANONS_CASTLE_MQ_SPIRIT_TRIAL,
GANONS_CASTLE_MQ_LIGHT_TRIAL,
};
void AccessReset() {
for (const uint32_t area : allAreas) {
AreaTable(area)->ResetVariables();
}
if(Settings::HasNightStart) {
if(Settings::ResolvedStartingAge == AGE_CHILD) {
AreaTable(ROOT)->childNight = true;
} else {
AreaTable(ROOT)->adultNight = true;
}
} else {
if(Settings::ResolvedStartingAge == AGE_CHILD) {
AreaTable(ROOT)->childDay = true;
} else {
AreaTable(ROOT)->adultDay = true;
}
}
}
//Reset exits and clear items from locations
void ResetAllLocations() {
for (const uint32_t area : allAreas) {
AreaTable(area)->ResetVariables();
//Erase item from every location in this exit
for (LocationAccess& locPair : AreaTable(area)->locations) {
uint32_t location = locPair.GetLocation();
Location(location)->ResetVariables();
}
}
if(Settings::HasNightStart) {
if(Settings::ResolvedStartingAge == AGE_CHILD) {
AreaTable(ROOT)->childNight = true;
} else {
AreaTable(ROOT)->adultNight = true;
}
} else {
if(Settings::ResolvedStartingAge == AGE_CHILD) {
AreaTable(ROOT)->childDay = true;
} else {
AreaTable(ROOT)->adultDay = true;
}
}
}
bool HasTimePassAccess(uint8_t age) {
for (const uint32_t areaKey : allAreas) {
auto area = AreaTable(areaKey);
if (area->timePass && ((age == AGE_CHILD && area->Child()) || (age == AGE_ADULT && area->Adult()))) {
return true;
}
}
return false;
}
// Will dump a file which can be turned into a visual graph using graphviz
// https://graphviz.org/download/
// Use command: dot -Tsvg <filename> -o world.svg
// Then open in a browser and CTRL + F to find the area of interest
void DumpWorldGraph(std::string str) {
std::ofstream worldGraph;
worldGraph.open (str + ".dot");
worldGraph << "digraph {\n\tcenter=true;\n";
for (const uint32_t areaKey : allAreas) {
auto area = AreaTable(areaKey);
for (auto exit : area->exits) {
if (exit.GetConnectedRegion()->regionName != "Invalid Area") {
std::string parent = exit.GetParentRegion()->regionName;
if (area->childDay) {
parent += " CD";
}
if (area->childNight) {
parent += " CN";
}
if (area->adultDay) {
parent += " AD";
}
if (area->adultNight) {
parent += " AN";
}
Area* connected = exit.GetConnectedRegion();
auto connectedStr = connected->regionName;
if (connected->childDay) {
connectedStr += " CD";
}
if (connected->childNight) {
connectedStr += " CN";
}
if (connected->adultDay) {
connectedStr += " AD";
}
if (connected->adultNight) {
connectedStr += " AN";
}
worldGraph << "\t\"" + parent + "\"[shape=\"plain\"];\n";
worldGraph << "\t\"" + connectedStr + "\"[shape=\"plain\"];\n";
worldGraph << "\t\"" + parent + "\" -> \"" + connectedStr + "\"\n";
}
}
}
worldGraph << "}";
worldGraph.close();
}
} //namespace Areas
Area* AreaTable(const uint32_t areaKey) {
if (areaKey > KEY_ENUM_MAX) {
printf("\x1b[1;1HERROR: AREAKEY TOO BIG");
}
return &(areaTable[areaKey]);
}
//Retrieve all the shuffable entrances of a specific type
std::vector<Entrance*> GetShuffleableEntrances(EntranceType type, bool onlyPrimary /*= true*/) {
std::vector<Entrance*> entrancesToShuffle = {};
for (uint32_t area : Areas::allAreas) {
for (auto& exit: AreaTable(area)->exits) {
if ((exit.GetType() == type || type == EntranceType::All) && (exit.IsPrimary() || !onlyPrimary) && exit.GetType() != EntranceType::None) {
entrancesToShuffle.push_back(&exit);
}
}
}
return entrancesToShuffle;
}