Files
Shiip-of-Hakinian-Espanol/soh/soh/Enhancements/randomizer/3drando/fill.cpp
Pepper0ni 3d525d7eb1 Fix excluded locations getting bombchus when bombchu bag is off (#5943)
* Fix bombchus being consistently added to excluded locations

* change to be a random junk item
2025-11-09 08:58:18 -07:00

1460 lines
66 KiB
C++

#include "fill.hpp"
#include "../dungeon.h"
#include "../context.h"
#include "item_pool.hpp"
#include "random.hpp"
#include "spoiler_log.hpp"
#include "starting_inventory.hpp"
#include "hints.hpp"
#include "shops.hpp"
#include "pool_functions.hpp"
#include "soh/Enhancements/randomizer/static_data.h"
#include "soh/Enhancements/debugger/performanceTimer.h"
#include <vector>
#include <list>
#include <set>
#include <spdlog/spdlog.h>
using namespace Rando;
static bool placementFailure = false;
PriceSettingsStruct shopsanityPrices = {
RSK_SHOPSANITY_PRICES,
RSK_SHOPSANITY_PRICES_FIXED_PRICE,
RSK_SHOPSANITY_PRICES_RANGE_1,
RSK_SHOPSANITY_PRICES_RANGE_2,
RSK_SHOPSANITY_PRICES_NO_WALLET_WEIGHT,
RSK_SHOPSANITY_PRICES_CHILD_WALLET_WEIGHT,
RSK_SHOPSANITY_PRICES_ADULT_WALLET_WEIGHT,
RSK_SHOPSANITY_PRICES_GIANT_WALLET_WEIGHT,
RSK_SHOPSANITY_PRICES_TYCOON_WALLET_WEIGHT,
RSK_SHOPSANITY_PRICES_AFFORDABLE,
};
PriceSettingsStruct scrubPrices = {
RSK_SCRUBS_PRICES,
RSK_SCRUBS_PRICES_FIXED_PRICE,
RSK_SCRUBS_PRICES_RANGE_1,
RSK_SCRUBS_PRICES_RANGE_2,
RSK_SCRUBS_PRICES_NO_WALLET_WEIGHT,
RSK_SCRUBS_PRICES_CHILD_WALLET_WEIGHT,
RSK_SCRUBS_PRICES_ADULT_WALLET_WEIGHT,
RSK_SCRUBS_PRICES_GIANT_WALLET_WEIGHT,
RSK_SCRUBS_PRICES_TYCOON_WALLET_WEIGHT,
RSK_SCRUBS_PRICES_AFFORDABLE,
};
PriceSettingsStruct merchantPrices = {
RSK_MERCHANT_PRICES,
RSK_MERCHANT_PRICES_FIXED_PRICE,
RSK_MERCHANT_PRICES_RANGE_1,
RSK_MERCHANT_PRICES_RANGE_2,
RSK_MERCHANT_PRICES_NO_WALLET_WEIGHT,
RSK_MERCHANT_PRICES_CHILD_WALLET_WEIGHT,
RSK_MERCHANT_PRICES_ADULT_WALLET_WEIGHT,
RSK_MERCHANT_PRICES_GIANT_WALLET_WEIGHT,
RSK_MERCHANT_PRICES_TYCOON_WALLET_WEIGHT,
RSK_MERCHANT_PRICES_AFFORDABLE,
};
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;
}
}
}
}
static void PropagateTimeTravel(GetAccessibleLocationsStruct& gals, RandomizerGet ignore = RG_NONE,
bool stopOnBeatable = false, bool addToPlaythrough = false) {
// special check for temple of time
if (gals.haveTimeAccess && gals.foundTempleOfTime && gals.validatedStartingRegion) {
if (!RegionTable(RR_ROOT)->Adult() &&
RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)
->Child()) { // RANDOTODO: sphere weirdness, other age locations not propagated in this sphere
RegionTable(RR_ROOT)->adultDay = RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childDay;
RegionTable(RR_ROOT)->adultNight = RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->childNight;
ProcessRegion(RegionTable(RR_ROOT), gals, ignore, stopOnBeatable, addToPlaythrough);
} else if (!RegionTable(RR_ROOT)->Child() && RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult()) {
RegionTable(RR_ROOT)->childDay = RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultDay;
RegionTable(RR_ROOT)->childNight = RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->adultNight;
ProcessRegion(RegionTable(RR_ROOT), gals, ignore, stopOnBeatable, addToPlaythrough);
}
}
}
// This function will propagate Time of Day access through the entrance
static bool UpdateToDAccess(Entrance* entrance, Region* connection) {
StartPerformanceTimer(PT_TOD_ACCESS);
bool ageTimePropogated = false;
Region* parent = entrance->GetParentRegion();
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;
}
StopPerformanceTimer(PT_TOD_ACCESS);
return ageTimePropogated;
}
// Check if key locations in the overworld are accessable
static void ValidateOtherEntrance(GetAccessibleLocationsStruct& gals) {
auto ctx = Rando::Context::GetInstance();
// Condition for validating Temple of Time Access
if (!gals.foundTempleOfTime &&
((ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD) && RegionTable(RR_TEMPLE_OF_TIME)->Adult()) ||
(ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_ADULT) && RegionTable(RR_TEMPLE_OF_TIME)->Child()))) {
gals.foundTempleOfTime = true;
}
// Condition for validating a valid starting region
if (!gals.validatedStartingRegion) {
bool childAccess = ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD) ||
RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Child();
bool adultAccess = ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_ADULT) ||
RegionTable(RR_TOT_BEYOND_DOOR_OF_TIME)->Adult();
Region* kokiri = RegionTable(RR_KOKIRI_FOREST);
Region* kakariko = RegionTable(RR_KAKARIKO_VILLAGE);
if ((childAccess &&
(kokiri->Child() ||
kakariko->Child())) || // RANDOTODO when proper ammo logic is done, this could probably be made optional
(adultAccess && (kokiri->Adult() || kakariko->Adult()))) {
gals.validatedStartingRegion = true;
ApplyStartingInventory(); // RANDOTODO when proper ammo logic is done, this could be moved to the start
}
}
}
// Apply all items that are necessary for checking all location access
static void ApplyAllAdvancmentItems() {
std::vector<RandomizerGet> itemsToPlace =
FilterFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
for (RandomizerGet unplacedItem : itemsToPlace) {
Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
}
}
// Check if everything in an entrance rando seed that needs to be avalible without items, is,
// and if so allow obtaining items in logic
static void ValidateSphereZero(GetAccessibleLocationsStruct& gals) {
auto ctx = Rando::Context::GetInstance();
// Condition for verifying everything required for sphere 0, expanding search to all locations
if (gals.validatedStartingRegion && gals.foundTempleOfTime && gals.haveTimeAccess) {
// Apply all items that are necessary for checking all location access
ApplyAllAdvancmentItems();
// Reset access as the non-starting age
if (ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD)) {
for (RandomizerRegion regionKey : gals.regionPool) {
RegionTable(regionKey)->adultDay = false;
RegionTable(regionKey)->adultNight = false;
}
} else {
for (RandomizerRegion regionKey : gals.regionPool) {
RegionTable(regionKey)->childDay = false;
RegionTable(regionKey)->childNight = false;
}
}
// RANDOTODO do we want to keep the region pool after this reset?
// It's a lot of potential looping over regions we have no access to
gals.sphereZeroComplete = true;
}
}
// This function handles each possible exit
void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, RandomizerGet ignore = RG_NONE,
bool stopOnBeatable = false, bool addToPlaythrough = false) {
auto ctx = Rando::Context::GetInstance();
for (auto& exit : region->exits) {
int16_t entranceIndex = exit.GetIndex();
if (!logic->ACProcessUndiscoveredExits && logic->CalculatingAvailableChecks &&
ctx->GetOption(RSK_SHUFFLE_ENTRANCES).Get() && exit.IsShuffled() && entranceIndex != -1 &&
!Entrance_GetIsEntranceDiscovered(entranceIndex)) {
continue;
}
Region* exitRegion = exit.GetConnectedRegion();
// Update Time of Day Access for the exit
if (UpdateToDAccess(&exit, exitRegion)) {
gals.logicUpdated = true;
if (!gals.sphereZeroComplete) {
if (!gals.foundTempleOfTime || !gals.validatedStartingRegion) {
ValidateOtherEntrance(gals);
}
ValidateSphereZero(gals);
}
// If the exit is accessible and hasn't been added yet, add it to the pool
// RANDOTODO do we want to add the region after the loop now, considering we
// are processing the new region immediately. Maybe a reverse for loop in ProcessRegion?
if (!exitRegion->addedToPool) {
exitRegion->addedToPool = true;
gals.regionPool.push_back(exit.GetConnectedRegionKey());
}
// process the region we just expanded to, to reduce looping
ProcessRegion(exitRegion, gals, ignore, stopOnBeatable, addToPlaythrough);
}
if (addToPlaythrough) {
// RANDOTODO Should this match the regular spheres?
// Add shuffled entrances to the entrance playthrough
// Include bluewarps when unshuffled but dungeon or boss shuffle is on
if ((exit.IsShuffled() ||
(exit.GetType() == Rando::EntranceType::BlueWarp &&
(ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES)))) &&
!exit.IsAddedToPool() && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
gals.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();
}
}
}
}
}
// 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).Get();
}
if (ctx->GetOption(RSK_GANONS_BOSS_KEY).Is(RO_GANON_BOSS_KEY_LACS_TOKENS)) {
maxLACS = ctx->GetOption(RSK_LACS_TOKEN_COUNT).Get();
}
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).Get();
}
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> targetLocations) {
auto ctx = Rando::Context::GetInstance();
return FilterFromPool(targetLocations, [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_20) || item == RG_PROGRESSIVE_BOMBCHUS ||
(includeShops && (item == RG_BUY_BOMBCHUS_10 || item == RG_BUY_BOMBCHUS_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
logic->Reset();
bool result = CheckBeatable(ignore);
if (replaceItem) {
ctx->GetItemLocation(excludedCheck)->SetPlacedItem(copy); // Immediately put item back
}
return result;
}
// Reset non-Logic-class logic, and optionally apply the initial inventory
void ResetLogic(std::shared_ptr<Context>& ctx, GetAccessibleLocationsStruct& gals, bool applyInventory = false) {
gals.timePassChildDay = true;
gals.timePassChildNight = true;
gals.timePassAdultDay = true;
gals.timePassAdultNight = true;
gals.haveTimeAccess = true;
gals.foundTempleOfTime = true;
gals.validatedStartingRegion = true;
gals.sphereZeroComplete = true;
if (applyInventory) {
ApplyStartingInventory();
}
Regions::AccessReset();
ctx->LocationReset();
}
// Generate the playthrough, so we want to add advancement items, unless we know to ignore them
void AddToPlaythrough(LocationAccess& locPair, GetAccessibleLocationsStruct& gals) {
auto ctx = Rando::Context::GetInstance();
RandomizerCheck loc = locPair.GetLocation();
Rando::ItemLocation* location = ctx->GetItemLocation(loc);
RandomizerGet locItem = location->GetPlacedRandomizerGet();
// 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();
// 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) 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 && gals.gsCount < gals.maxGsCount) {
gals.gsCount++;
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) &&*/ type == ITEMTYPE_SHOP) {
// Only check each buy item once
auto buyItem = location->GetPlacedItem().GetLogicVal();
// Buy item not in list to ignore, add it to list and write to playthrough
if (std::find(gals.buyIgnores.begin(), gals.buyIgnores.end(), buyItem) == gals.buyIgnores.end()) {
exclude = false;
gals.buyIgnores.push_back(buyItem);
}
}
// Add all other advancement items
else if (type != ITEMTYPE_TOKEN && (/*AmmoDrops.Is(AMMODROPS_NONE) ||*/ type != ITEMTYPE_SHOP)) {
exclude = false;
}
// Has not been excluded, add to playthrough
if (!exclude) {
gals.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) {
gals.itemSphere.clear();
gals.itemSphere.push_back(loc);
ctx->playthroughBeatable = true;
}
}
void ApplyOrStoreItem(Rando::ItemLocation* loc, GetAccessibleLocationsStruct& gals, bool addToPlaythrough) {
if (addToPlaythrough) {
gals.newItemLocations.push_back(loc);
} else {
loc->ApplyPlacedItemEffect();
}
gals.logicUpdated = true;
}
// Adds the contents of a location to the current progression and optionally playthrough
bool AddCheckToLogic(LocationAccess& locPair, GetAccessibleLocationsStruct& gals, RandomizerGet ignore,
bool stopOnBeatable, Region* parentRegion, bool addToPlaythrough = false) {
auto ctx = Rando::Context::GetInstance();
StartPerformanceTimer(PT_LOCATION_LOGIC);
RandomizerCheck loc = locPair.GetLocation();
Rando::ItemLocation* location = ctx->GetItemLocation(loc);
RandomizerGet locItem = location->GetPlacedRandomizerGet();
if (!location->IsAddedToPool() && locPair.ConditionsMet(parentRegion, logic->CalculatingAvailableChecks)) {
location->AddToPool();
if (locItem == RG_NONE || logic->CalculatingAvailableChecks) {
gals.accessibleLocations.push_back(loc); // Empty location, consider for placement
}
if (locItem != RG_NONE) {
// 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) {
ApplyOrStoreItem(location, gals, addToPlaythrough);
}
// If we want to ignore bombchus, only add if bombchu is not in the name
else if (IsBombchus(ignore) && IsBombchus(locItem, true)) {
ApplyOrStoreItem(location, gals, addToPlaythrough);
}
// We want to ignore a specific Buy item. Buy items with different RandomizerGets are recognised by a
// shared GetLogicVal
else if (ignore != RG_GOLD_SKULLTULA_TOKEN && IsBombchus(ignore)) {
if ((type == ITEMTYPE_SHOP && Rando::StaticData::GetItemTable()[ignore].GetLogicVal() !=
location->GetPlacedItem().GetLogicVal()) ||
type != ITEMTYPE_SHOP) {
ApplyOrStoreItem(location, gals, addToPlaythrough);
}
}
}
// If it doesn't, we can just add the location
else {
ApplyOrStoreItem(location, gals,
addToPlaythrough); // Add item to cache to be considered in logic next iteration
}
}
if (addToPlaythrough) {
AddToPlaythrough(locPair, gals);
}
// All we care about is if the game is beatable, used to pare down playthrough
if (location->GetPlacedRandomizerGet() == RG_TRIFORCE && stopOnBeatable) {
StopPerformanceTimer(PT_LOCATION_LOGIC);
return true; // Return early for efficiency
}
}
StopPerformanceTimer(PT_LOCATION_LOGIC);
return false;
}
void ProcessRegion(Region* region, GetAccessibleLocationsStruct& gals, RandomizerGet ignore, bool stopOnBeatable,
bool addToPlaythrough) {
if (gals.haveTimeAccess) {
region->ApplyTimePass();
} else {
// If we're checking for TimePass access do that for each region as it's being updated.
// TimePass Access is satisfied when every AgeTime can reach a region with TimePass
// without the aid of TimePass. During this mode, TimePass won't update ToD access
// in any region.
// RANDOTODO can probably be removed after a ToD rework that accounts for having Dampe time access
if (region->TimePass()) {
if (region->childDay) {
gals.timePassChildDay = true;
}
if (region->childNight) {
gals.timePassChildNight = true;
}
if (region->adultDay) {
gals.timePassAdultDay = true;
}
if (region->adultNight) {
gals.timePassAdultNight = true;
}
}
// Condition for validating that all startring AgeTimes have timepass access
if (gals.timePassChildDay && gals.timePassChildNight && gals.timePassAdultDay && gals.timePassAdultNight) {
gals.haveTimeAccess = true;
region->ApplyTimePass();
}
}
if (region->UpdateEvents()) {
gals.logicUpdated = true;
// if we are working in spheres, reset the sphere on an event being enabled to avoid sphere skipping
if (addToPlaythrough) {
gals.resetSphere = true;
}
}
ProcessExits(region, gals, ignore, stopOnBeatable, addToPlaythrough);
PropagateTimeTravel(gals, ignore, stopOnBeatable, addToPlaythrough);
for (size_t k = 0; k < region->locations.size(); k++) {
if (AddCheckToLogic(region->locations[k], gals, ignore, stopOnBeatable, region, addToPlaythrough)) {
Rando::Context::GetInstance()->playthroughBeatable = true;
return;
}
}
}
// Return any of the targetLocations that are accessible in logic
std::vector<RandomizerCheck> ReachabilitySearch(const std::vector<RandomizerCheck>& targetLocations,
RandomizerGet ignore /* = RG_NONE*/,
bool calculatingAvailableChecks /* = false */,
RandomizerRegion startingRegion /* = RR_ROOT */) {
auto ctx = Rando::Context::GetInstance();
GetAccessibleLocationsStruct gals(0);
ResetLogic(ctx, gals, !calculatingAvailableChecks);
if (startingRegion != RR_ROOT) {
gals.regionPool.insert(gals.regionPool.begin(), startingRegion);
const auto& region = RegionTable(startingRegion);
if (ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD)) {
region->childDay = true;
} else {
region->adultDay = true;
}
if (region->timePass) {
if (ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD)) {
region->childNight = true;
} else {
region->adultNight = true;
}
}
}
if (calculatingAvailableChecks) {
logic->Reset(false);
logic->CalculatingAvailableChecks = true;
}
do {
gals.InitLoop();
for (size_t i = 0; i < gals.regionPool.size(); i++) {
ProcessRegion(RegionTable(gals.regionPool[i]), gals, ignore);
}
} while (gals.logicUpdated);
erase_if(gals.accessibleLocations, [&targetLocations, ctx, calculatingAvailableChecks](RandomizerCheck loc) {
if (ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() != RG_NONE && !calculatingAvailableChecks) {
return false;
}
for (RandomizerCheck allowedLocation : targetLocations) {
if (loc == allowedLocation) {
return false;
}
}
return true;
});
return gals.accessibleLocations;
}
// Create the playthrough for the seed
void GeneratePlaythrough() {
auto ctx = Rando::Context::GetInstance();
ctx->playthroughBeatable = false;
logic->Reset();
GetAccessibleLocationsStruct gals(GetMaxGSCount());
ResetLogic(ctx, gals, true);
do {
gals.InitLoop();
for (size_t i = 0; i < gals.regionPool.size(); i++) {
ProcessRegion(RegionTable(gals.regionPool[i]), gals, RG_NONE, false, true);
if (gals.resetSphere) {
gals.resetSphere = false;
i = -1;
}
}
if (gals.itemSphere.size() > 0) {
ctx->playthroughLocations.push_back(gals.itemSphere);
}
if (gals.entranceSphere.size() > 0 && !ctx->GetEntranceShuffler()->HasNoRandomEntrances()) {
ctx->GetEntranceShuffler()->playthroughEntrances.push_back(gals.entranceSphere);
}
} while (gals.logicUpdated);
}
// return if the seed is currently beatable or not
bool CheckBeatable(RandomizerGet ignore /* = RG_NONE*/) {
auto ctx = Rando::Context::GetInstance();
ctx->playthroughBeatable = false;
GetAccessibleLocationsStruct gals(0);
ResetLogic(ctx, gals, true);
do {
gals.InitLoop();
for (size_t i = 0; i < gals.regionPool.size(); i++) {
ProcessRegion(RegionTable(gals.regionPool[i]), gals, ignore, true);
if (ctx->playthroughBeatable == true) {
return true;
}
}
} while (gals.logicUpdated);
return false;
}
// Check if the currently randomised set of entrances is a valid game map.
void ValidateEntrances(bool checkOtherEntranceAccess) {
auto ctx = Rando::Context::GetInstance();
GetAccessibleLocationsStruct gals(0);
ResetLogic(ctx, gals, !checkOtherEntranceAccess);
ctx->allLocationsReachable = false;
if (checkOtherEntranceAccess) {
gals.foundTempleOfTime = false;
gals.validatedStartingRegion = false;
// Variables for Time Pass access
gals.timePassChildDay = false;
gals.timePassChildNight = false;
gals.timePassAdultDay = false;
gals.timePassAdultNight = false;
gals.haveTimeAccess = false;
gals.sphereZeroComplete = false;
RegionTable(RR_ROOT)->childNight = true;
RegionTable(RR_ROOT)->adultNight = true;
RegionTable(RR_ROOT)->childDay = true;
RegionTable(RR_ROOT)->adultDay = true;
} else {
ApplyAllAdvancmentItems();
}
do {
gals.InitLoop();
for (size_t i = 0; i < gals.regionPool.size(); i++) {
ProcessRegion(RegionTable(gals.regionPool[i]), gals);
}
} while (gals.logicUpdated);
if (gals.sphereZeroComplete) {
ctx->allLocationsReachable = true;
// RANDOTODO a size check here before getting the exact fails would be a minor optimization
// and a full list of location failures would be useful for logging when it does fail
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";
LUSLOG_DEBUG("%s", message.c_str());
#ifndef ENABLE_DEBUG
break;
#endif
}
}
}
}
void LookForExternalArea(Region* currentRegion, std::set<Region*>& alreadyChecked, std::set<RandomizerArea>& areas,
bool LowPriorityMode = false) {
for (const auto& entrance : currentRegion->entrances) {
// if the region is arealess and hasn't already been checked, recursivly check what connects to it
// if this entrance does not pass areas, only process it if we are in low priority mode
if ((LowPriorityMode || entrance->DoesSpreadAreas()) && !alreadyChecked.contains(entrance->GetParentRegion())) {
std::set<RandomizerArea> otherAreas = entrance->GetParentRegion()->GetAllAreas();
if (otherAreas.size() == 0) {
alreadyChecked.insert(entrance->GetParentRegion());
LookForExternalArea(entrance->GetParentRegion(), alreadyChecked, areas, LowPriorityMode);
// If we find a valid area we should add it.
// If it's Links Pocket or RA_NONE, do not propagate those, they are not real areas.
// This check is likely to fail if a region somehow is both in Link's Pocket and elsewhere, but this
// should never happen
} else if (*otherAreas.begin() > RA_LINKS_POCKET) {
areas.merge(otherAreas);
}
}
}
}
void SetAreas() {
auto ctx = Rando::Context::GetInstance();
// RANDOTODO give entrances an enum like RandomizerCheck, then give them all areas here,
// then use those areas to not need to recursively find ItemLocation areas when identifying entrance's area
for (int regionType = 0; regionType < RR_MAX; regionType++) {
Region* region = &areaTable[regionType];
std::set<RandomizerArea> areas = region->GetAllAreas();
std::set<Region*> regionsToSet = { region };
if (areas.empty()) {
LookForExternalArea(region, regionsToSet, areas);
// If we found nothing, try again in low priority mode to try every entrance
if (areas.empty()) {
LookForExternalArea(region, regionsToSet, areas, true);
// If we still found nothing, we're disconnected, use RA_NONE to represent that
if (areas.empty()) {
areas.insert(RA_NONE);
}
}
}
for (auto regionToSet : regionsToSet) {
regionToSet->ReplaceAreas(areas);
for (auto& loc : regionToSet->locations) {
ctx->GetItemLocation(loc.GetLocation())->MergeAreas(areas);
}
}
}
}
// 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 (int32_t i = static_cast<int32_t>(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 (int32_t j = static_cast<int32_t>(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 unless it is in Links Pocket or an isolated place.
auto itemLoc = ctx->GetItemLocation(ctx->playthroughLocations[i][j]);
if (itemLoc->IsHintable() && itemLoc->GetFirstArea() > RA_LINKS_POCKET &&
!(IsBeatableWithout(ctx->playthroughLocations[i][j], true))) {
itemLoc->SetWothCandidate();
}
}
}
ctx->playthroughBeatable = true;
logic->Reset();
ReachabilitySearch(ctx->allLocations);
}
static bool FindIfBarren(Rando::ItemLocation* itemLoc, std::array<bool, RA_MAX> NotBarren) {
std::set<RandomizerArea> locAreas = itemLoc->GetAreas();
for (auto locArea : locAreas) {
if (NotBarren[locArea]) {
return false;
}
}
return true;
}
// 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
// Isolated Areas and Link's Pocket are never Hinted Barren
NotBarren[RA_NONE] = true;
NotBarren[RA_LINKS_POCKET] = true;
for (RandomizerCheck loc : ctx->allLocations) {
Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
std::set<RandomizerArea> locAreas = itemLoc->GetAreas();
for (auto locArea : locAreas) {
// If a location has a major item or is a way of the hero location, it is not barren
if (NotBarren[locArea] == false && (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate())) {
NotBarren[locArea] = true;
}
}
}
for (RandomizerCheck loc : ctx->allLocations) {
Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
if (FindIfBarren(itemLoc, NotBarren)) {
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 = ReachabilitySearch(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");
// 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)) {
logic->Reset();
if (CheckBeatable()) {
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();
// 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) ||
ctx->GetOption(RSK_SHUFFLE_DUNGEON_REWARDS).Is(RO_DUNGEON_REWARDS_VANILLA)) {
// get stones and medallions
std::vector<RandomizerGet> rewards = FilterAndEraseFromPool(ItemPool, [](const auto i) {
return Rando::StaticData::RetrieveItem(i).GetItemType() == ITEMTYPE_DUNGEONREWARD;
});
if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_REWARDS)
.Is(RO_DUNGEON_REWARDS_VANILLA)) { // Place dungeon rewards in vanilla locations
for (RandomizerCheck loc : Rando::StaticData::dungeonRewardLocations) {
ctx->GetItemLocation(loc)->PlaceVanillaItem();
}
ctx->GetItemLocation(RC_GIFT_FROM_RAURU)->PlaceVanillaItem();
} else { // Randomize dungeon rewards with assumed fill
std::vector rewardLocations(Rando::StaticData::dungeonRewardLocations);
// If there are less than 9 dungeon rewards, prioritize actual dungeons for placement
if (rewards.size() < 9) {
ctx->PlaceItemInLocation(RC_LINKS_POCKET, RG_GREEN_RUPEE);
} else {
rewardLocations.push_back(RC_LINKS_POCKET);
}
AssumedFill(rewards, rewardLocations);
}
} 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) {
ctx->PlaceItemInLocation(loc, GetJunkItem());
}
}
// 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)->GetAreas().contains(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) ||
ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_OFF)) {
return !(Rando::StaticData::GetLocation(loc)->GetRCType() == RCTYPE_SONG_LOCATION);
}
if (ctx->GetOption(RSK_SHUFFLE_SONGS).Is(RO_SONG_SHUFFLE_DUNGEON_REWARDS)) {
return !(Rando::StaticData::GetLocation(loc)->GetRCType() == RCTYPE_BOSS_HEART_OR_OTHER_REWARD ||
loc == RC_SHEIK_IN_ICE_CAVERN || loc == RC_SONG_FROM_IMPA);
}
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);
}
// 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 = Rando::StaticData::GetAllDungeonLocations();
// 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_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, ctx->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, ctx->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
RegionTable_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;
SPDLOG_INFO("Starting seed generation...");
while (retries < 5) {
SPDLOG_INFO("Attempt {}...", retries + 1);
placementFailure = false;
// showItemProgress = false;
ctx->playthroughLocations.clear();
ctx->GetEntranceShuffler()->playthroughEntrances.clear();
RegionTable_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
StartPerformanceTimer(PT_ENTRANCE_SHUFFLE);
AddElementsToPool(ItemPool, GetMinVanillaShopItems(8)); // assume worst case shopsanity 7
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;
});
StopPerformanceTimer(PT_ENTRANCE_SHUFFLE);
// ctx->showItemProgress = true;
// Place shop items first, since a buy shield is needed to place a dungeon reward on Gohma due to access
StartPerformanceTimer(PT_SHOPSANITY);
if (ctx->GetOption(RSK_SHOPSANITY).Is(RO_SHOPSANITY_OFF)) {
SPDLOG_INFO("Placing Vanilla Shop Items...");
PlaceVanillaShopItems(); // Place vanilla shop items in vanilla location
} else {
SPDLOG_INFO("Shuffling Shop Items");
int total_replaced = 0;
if (ctx->GetOption(RSK_SHOPSANITY).Is(RO_SHOPSANITY_RANDOM) ||
ctx->GetOption(RSK_SHOPSANITY_COUNT).IsNot(RO_SHOPSANITY_COUNT_ZERO_ITEMS)) { // Shopsanity 1-7, random
/*
Indices from OoTR. So shopsanity one will overwrite 7, three will overwrite 7, 5, 8, etc.
8 6 2 4
7 5 1 3
*/
const std::array<int, 8> indices = { 7, 5, 8, 6, 3, 1, 4, 2 };
// Overwrite appropriate number of shop items
#define LOCATIONS_PER_SHOP 8
for (size_t i = 0; i < Rando::StaticData::GetShopLocations().size() / LOCATIONS_PER_SHOP; i++) {
int num_to_replace =
GetShopsanityReplaceAmount(); // 1-7 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];
RandomizerCheck rc =
Rando::StaticData::GetShopLocations()[i * LOCATIONS_PER_SHOP + itemindex - 1];
Rando::ItemLocation* itemLoc = ctx->GetItemLocation(rc);
uint16_t shopsanityPrice = GetRandomPrice(Rando::StaticData::GetLocation(rc), shopsanityPrices);
itemLoc->SetCustomPrice(shopsanityPrice);
}
}
#undef LOCATIONS_PER_SHOP
}
// 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 (RandomizerCheck& randomizerCheck : Rando::StaticData::GetShopLocations()) {
if (!(ctx->GetItemLocation(randomizerCheck)->HasCustomPrice())) {
shopLocations.push_back(randomizerCheck);
}
}
// Place the shop items which will still be at shop locations
AssumedFill(shopItems, shopLocations);
}
// Add prices to scrubs
auto scrubLoc = Rando::StaticData::GetScrubLocations();
if (ctx->GetOption(RSK_SHUFFLE_SCRUBS).Is(RO_SCRUBS_ALL)) {
for (size_t i = 0; i < scrubLoc.size(); i++) {
ctx->GetItemLocation(scrubLoc[i])
->SetCustomPrice(GetRandomPrice(Rando::StaticData::GetLocation(scrubLoc[i]), scrubPrices));
}
} else {
for (size_t i = 0; i < scrubLoc.size(); i++) {
ctx->GetItemLocation(scrubLoc[i])
->SetCustomPrice(Rando::StaticData::GetLocation(scrubLoc[i])->GetVanillaPrice());
}
}
// set merchant prices
if (ctx->GetOption(RSK_SHUFFLE_MERCHANTS).Is(RO_SHUFFLE_MERCHANTS_BEANS_ONLY) ||
ctx->GetOption(RSK_SHUFFLE_MERCHANTS).Is(RO_SHUFFLE_MERCHANTS_ALL)) {
ctx->GetItemLocation(RC_ZR_MAGIC_BEAN_SALESMAN)
->SetCustomPrice(
GetRandomPrice(Rando::StaticData::GetLocation(RC_ZR_MAGIC_BEAN_SALESMAN), merchantPrices));
} else {
ctx->GetItemLocation(RC_ZR_MAGIC_BEAN_SALESMAN)
->SetCustomPrice(Rando::StaticData::GetLocation(RC_ZR_MAGIC_BEAN_SALESMAN)->GetVanillaPrice());
}
auto merchantLoc = Rando::StaticData::GetMerchantLocations();
if (ctx->GetOption(RSK_SHUFFLE_MERCHANTS).Is(RO_SHUFFLE_MERCHANTS_ALL_BUT_BEANS) ||
ctx->GetOption(RSK_SHUFFLE_MERCHANTS).Is(RO_SHUFFLE_MERCHANTS_ALL)) {
for (size_t i = 0; i < merchantLoc.size(); i++) {
ctx->GetItemLocation(merchantLoc[i])
->SetCustomPrice(GetRandomPrice(Rando::StaticData::GetLocation(merchantLoc[i]), merchantPrices));
}
} else {
for (size_t i = 0; i < merchantLoc.size(); i++) {
ctx->GetItemLocation(merchantLoc[i])
->SetCustomPrice(Rando::StaticData::GetLocation(merchantLoc[i])->GetVanillaPrice());
}
}
StopPerformanceTimer(PT_SHOPSANITY);
StartPerformanceTimer(PT_OWN_DUNGEON);
// Place dungeon rewards
SPDLOG_INFO("Shuffling and Placing Dungeon Items...");
RandomizeDungeonRewards();
// Place dungeon items restricted to their Own Dungeon
for (auto dungeon : ctx->GetDungeons()->GetDungeonList()) {
RandomizeOwnDungeon(dungeon);
}
StopPerformanceTimer(PT_OWN_DUNGEON);
StartPerformanceTimer(PT_LIMITED_CHECKS);
// Then Place songs if song shuffle is set to specific locations
if (ctx->GetOption(RSK_SHUFFLE_SONGS).IsNot(RO_SONG_SHUFFLE_ANYWHERE) &&
ctx->GetOption(RSK_SHUFFLE_SONGS).IsNot(RO_SONG_SHUFFLE_OFF)) {
// 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)->GetRCType() == RCTYPE_SONG_LOCATION;
});
} 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)->GetRCType() == RCTYPE_BOSS_HEART_OR_OTHER_REWARD ||
loc == RC_SHEIK_IN_ICE_CAVERN || loc == RC_SONG_FROM_IMPA;
});
}
AssumedFill(songs, songLocations, true);
}
// Then place dungeon items that are assigned to restrictive location pools
RandomizeDungeonItems();
SPDLOG_INFO("Dungeon Items Done");
// Then place Link's Pocket Item if it has to be an advancement item
RandomizeLinksPocket();
StopPerformanceTimer(PT_LIMITED_CHECKS);
StartPerformanceTimer(PT_ADVANCEMENT_ITEMS);
SPDLOG_INFO("Shuffling Advancement Items");
// 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);
StopPerformanceTimer(PT_ADVANCEMENT_ITEMS);
StartPerformanceTimer(PT_REMAINING_ITEMS);
// Fast fill for the rest of the pool
SPDLOG_INFO("Shuffling Remaining Items");
std::vector<RandomizerGet> remainingPool = FilterAndEraseFromPool(ItemPool, [](const auto i) { return true; });
FastFill(remainingPool, GetAllEmptyLocations(), false);
StopPerformanceTimer(PT_REMAINING_ITEMS);
StartPerformanceTimer(PT_PLAYTHROUGH_GENERATION);
GeneratePlaythrough();
StopPerformanceTimer(PT_PLAYTHROUGH_GENERATION);
// Successful placement, produced beatable result
if (ctx->playthroughBeatable && !placementFailure) {
SPDLOG_INFO("Calculating Playthrough...");
StartPerformanceTimer(PT_PARE_DOWN_PLAYTHROUGH);
PareDownPlaythrough();
StopPerformanceTimer(PT_PARE_DOWN_PLAYTHROUGH);
StartPerformanceTimer(PT_WOTH);
CalculateWotH();
StopPerformanceTimer(PT_WOTH);
StartPerformanceTimer(PT_FOOLISH);
CalculateBarren();
StopPerformanceTimer(PT_FOOLISH);
SPDLOG_INFO("Calculating Playthrough Done");
StartPerformanceTimer(PT_OVERRIDES);
ctx->CreateItemOverrides();
ctx->GetEntranceShuffler()->CreateEntranceOverrides();
StopPerformanceTimer(PT_OVERRIDES);
StartPerformanceTimer(PT_HINTS);
CreateAllHints();
CreateWarpSongTexts();
StopPerformanceTimer(PT_HINTS);
SPDLOG_DEBUG("Number of retries {}", retries);
return 1;
}
// Unsuccessful placement
if (retries < 4) {
SPDLOG_DEBUG("Failed to generate a beatable seed. Retrying...");
Regions::ResetAllLocations();
logic->Reset();
ClearProgress();
}
retries++;
}
// All retries failed
return -1;
}