Beispiel #1
0
        public void AddLocationScope(ItemKey item, ItemScope scope, LocationScope locationScope)
        {
            SlotKey      key = new SlotKey(item, scope);
            ItemLocation loc = Location(key);

            loc.LocScope = locationScope;
            if (!Locations.ContainsKey(locationScope))
            {
                Locations[locationScope] = new List <SlotKey>();
            }
            Locations[locationScope].Add(key);
        }
Beispiel #2
0
        public List <SlotKey> Location(LocationScope scope)
        {
            Func <SlotKey, bool> isTarget = targetKey => Location(targetKey).Keys.Any(k => k.Base == null);
            List <SlotKey>       bases    = Locations[scope].Where(isTarget).ToList();

            if (bases.Count() == 0)
            {
                return(new List <SlotKey> {
                    Locations[scope][0]
                });
            }
            return(bases);
        }
Beispiel #3
0
        public void AddLocationlessItem(ItemKey item)
        {
            ItemScope     scope    = new ItemScope(ItemScope.ScopeType.SPECIAL, -1);
            LocationScope locScope = new LocationScope(ItemScope.ScopeType.SPECIAL, -1, new SortedSet <int>(), new SortedSet <int>(), false);

            if (!Data.ContainsKey(item))
            {
                Data[item]        = new ItemLocations();
                Data[item].Unique = true;
            }
            if (!Data[item].Locations.ContainsKey(scope))
            {
                Data[item].Locations[scope] = new ItemLocation(scope);
            }
            AddLocationScope(item, scope, locScope);
        }
        public LocationData FindItems(GameData game)
        {
            SortedDictionary <int, List <EntityId> > usedItemLots = FindItemLots(game);

            PARAM shops     = game.Param("ShopLineupParam");
            PARAM itemLots  = game.Param("ItemLotParam");
            PARAM materials = game.Param("EquipMtrlSetParam");

            LocationData data = new LocationData();

            // Run through all item lots in the game in order, extract all the data.
            LocationKey prevLocation = null;

            foreach (KeyValuePair <int, List <EntityId> > entry in usedItemLots)
            {
                int itemLot = entry.Key;
                if (prevLocation != null)
                {
                    if (!crowLots.Contains(prevLocation.ID))
                    {
                        prevLocation.MaxSlots = itemLot - prevLocation.ID - 1;
                        if (prevLocation.MaxSlots < 1)
                        {
                            Warn($"Overlapping slots at {itemLot}");
                        }
                    }
                    prevLocation = null;
                }
                List <EntityId> entities = entry.Value;
                string          locs     = String.Join(", ", entities.Select(e => game.EntityName(e) + $" {e}"));
                if (itemLots[itemLot] == null)
                {
                    string text = game.LotName(itemLot);
                    // These are fine - no-ops to game
                    // Console.WriteLine($"MISSING connected item lot!! {itemLot}: {text} @ {locs}");
                    continue;
                }
                LocationKey baseLocation = null;
                while (itemLots[itemLot] != null)
                {
                    bool   isBase = itemLot == entry.Key;
                    string text   = game.LotName(itemLot);

                    PARAM.Row row         = itemLots[itemLot];
                    int       eventFlag   = (int)row["getItemFlagId"].Value;
                    int       totalPoints = 0;
                    for (int i = 1; i <= 8; i++)
                    {
                        totalPoints += (short)row[$"LotItemBasePoint0{i}"].Value;
                    }
                    for (int i = 1; i <= 8; i++)
                    {
                        int id = (int)row[$"ItemLotId{i}"].Value;
                        if (id != 0)
                        {
                            uint    type     = (uint)row[$"LotItemCategory0{i}"].Value;
                            int     points   = (short)row[$"LotItemBasePoint0{i}"].Value;
                            int     quantity = (byte)row[$"LotItemNum{i}"].Value;
                            ItemKey item     = new ItemKey(LocationData.LotTypes[type], id);
                            string  itemText = $"{itemLot}[{locs}]";
                            // Check out script about CC, btw
                            List <string> info = new List <string>();
                            if (quantity > 1)
                            {
                                info.Add($"{quantity}");
                            }
                            if (points != totalPoints)
                            {
                                info.Add($"{100.0 * points / totalPoints}%");
                            }
                            if (info.Count() > 0)
                            {
                                itemText += $" ({string.Join(",", info)})";
                            }
                            if (quantity <= 0 && logUnused)
                            {
                                Console.WriteLine($"There is 0! of {itemText}");
                            }
                            ItemScope scope;
                            if (eventFlag != -1)
                            {
                                if (equivalentEvents.ContainsKey(eventFlag))
                                {
                                    eventFlag = equivalentEvents[eventFlag];
                                }
                                scope = new ItemScope(ScopeType.EVENT, eventFlag);
                            }
                            else
                            {
                                // One time drops that directly award, that aren't covered by event flags. Mostly crystal lizards.
                                if (entities.Count() == 1 && entityItemLots.ContainsKey(entities[0].EventEntityID) && entityItemLots[entities[0].EventEntityID] == entry.Key)
                                {
                                    scope = new ItemScope(ScopeType.ENTITY, entities[0].EventEntityID);
                                }
                                // Non-respawning enemies with drops which can be missed. These are reused between different entities, so can drop multiple times.
                                else if (entities.All(e => nonRespawningEntities.Contains(e.EventEntityID)))
                                {
                                    scope = new ItemScope(ScopeType.ENTITY, entities.Select(e => e.EventEntityID).Min());
                                }
                                else
                                {
                                    int model = entities.Select(e => e.GetModelID()).Min();
                                    if (model == -1)
                                    {
                                        if (logUnused)
                                        {
                                            // Ideally this should not be randomized, but can't check here
                                            Console.WriteLine($"Infinite item {itemLot} with no event flags, entity flags, or models: {itemText}");
                                        }
                                        continue;
                                    }
                                    scope = new ItemScope(ScopeType.MODEL, model);
                                }
                            }
                            LocationKey location = new LocationKey(LocationType.LOT, itemLot, itemText, entities, quantity, baseLocation);
                            data.AddLocation(item, scope, location);
                            if (baseLocation == null)
                            {
                                baseLocation = location;
                            }
                        }
                    }
                    itemLot++;
                    if (crowLots.Contains(itemLot - 1))
                    {
                        break;
                    }
                }
                prevLocation = baseLocation;
            }
            foreach (PARAM.Row row in shops.Rows)
            {
                int    shopID   = (int)row.ID;
                string shopName = shopSplits[GetShopType(shopID)];
                if (shopName == null)
                {
                    continue;
                }
                int     qwc          = (int)row["qwcID"].Value;
                int     type         = (byte)row["equipType"].Value;
                int     id           = (int)row["EquipId"].Value;
                int     quantity     = (short)row["sellQuantity"].Value;
                int     eventFlag    = (int)row["EventFlag"].Value;
                int     material     = (int)row["mtrlId"].Value;
                string  quantityText = quantity == -1 ? "" : $" ({quantity})";
                string  qwcText      = qwc == -1 ? "" : $" {game.QwcName(qwc)}";
                ItemKey item         = new ItemKey((ItemType)type, id);
                string  text         = $"{shopName}{qwcText}{quantityText}";
                text = $"{shopID}[{text}]";
                LocationKey location = new LocationKey(LocationType.SHOP, shopID, text, new List <EntityId>(), quantity, null);
                ItemScope   scope;
                if (eventFlag != -1)
                {
                    if (equivalentEvents.ContainsKey(eventFlag))
                    {
                        eventFlag = equivalentEvents[eventFlag];
                    }
                    if (quantity <= 0)
                    {
                        Warn($"No quantity for event flag shop entry {text}");
                    }
                    ScopeType scopeType = ScopeType.EVENT;
                    if (restrictiveQwcs.Contains(qwc))
                    {
                        // In DS3, if item becomes unavailable at some point, that is because it returns in infinite form
                        scopeType = ScopeType.SHOP_INFINITE_EVENT;
                    }
                    scope = new ItemScope(scopeType, eventFlag);
                }
                else if (material != -1)
                {
                    int materialItem = (int)materials[material]["MaterialId01"].Value;
                    scope = new ItemScope(ScopeType.MATERIAL, materialItem);
                }
                else
                {
                    scope = new ItemScope(ScopeType.SHOP_INFINITE, -1);
                }
                data.AddLocation(item, scope, location);
            }
            // Merge infinite and finite shops. Mostly done via heuristic (when event and infinite both exist)
            ItemScope infiniteKey = new ItemScope(ScopeType.SHOP_INFINITE, -1);

            foreach (ItemLocations locations in data.Data.Values)
            {
                foreach (ItemLocation restrict in locations.Locations.Values.Where(loc => loc.Scope.Type == ScopeType.SHOP_INFINITE_EVENT).ToList())
                {
                    if (locations.Locations.ContainsKey(infiniteKey))
                    {
                        // Combine infinite shops into event
                        ItemLocation infinite = locations.Locations[infiniteKey];
                        restrict.Keys.AddRange(infinite.Keys);
                        locations.Locations.Remove(infiniteKey);
                    }
                    else
                    {
                        Warn($"No 1:1 match between event shops and infinite shops for {restrict}");
                        // No infinite shops, turn this into a regular event shop. (Doesn't happen in base DS3)
                        ItemLocation eventLoc = new ItemLocation(new ItemScope(ScopeType.EVENT, restrict.Scope.ID));
                        eventLoc.Keys.AddRange(restrict.Keys);
                        locations.Locations[eventLoc.Scope] = eventLoc;
                        locations.Locations.Remove(restrict.Scope);
                    }
                }
            }
            // Now calculate all location scopes - distinct item sources.
            // This is the main key for the annotations file, so scopes can be marked as missable or not, assigned logical areas, etc.
            // It is also used as the target for randomizing an item, because if several locations are equivalent, all should contain the same item.
            List <ScopeType> uniqueTypes = new List <ScopeType> {
                ScopeType.EVENT, ScopeType.ENTITY, ScopeType.MATERIAL
            };

            foreach (KeyValuePair <ItemKey, ItemLocations> entry in data.Data)
            {
                ItemKey item   = entry.Key;
                int     unique = 0;
                foreach (KeyValuePair <ItemScope, ItemLocation> entry2 in entry.Value.Locations)
                {
                    ItemScope    scope = entry2.Key;
                    ItemLocation loc   = entry2.Value;
                    int          id    = uniqueTypes.Contains(scope.Type) ? scope.ID : -1;
                    unique = unique == -1 ? -1 : (id == -1 ? -1 : unique + 1);
                    SortedSet <int> shopIds  = new SortedSet <int>(loc.Keys.Where(k => k.Type == LocationType.SHOP).Select(k => GetShopType(k.ID)));
                    SortedSet <int> shopQwcs = new SortedSet <int>(loc.Keys.Where(k => k.Type == LocationType.SHOP).Select(k => ((int)shops[k.ID]["qwcID"].Value, (int)shops[k.ID]["EventFlag"].Value))
                                                                   .Where(e => e.Item1 != -1 && (!restrictiveQwcs.Contains(e.Item1) || e.Item2 == -1))
                                                                   .Select(e => e.Item1));
                    SortedSet <int> allShop = new SortedSet <int>(shopIds.Union(shopQwcs));
                    if (shopIds.Count() + shopQwcs.Count() != allShop.Count())
                    {
                        Warn($"Overlapping qwc/shop ids for location {loc}");
                    }
                    SortedSet <int> modelBase     = scope.Type == ScopeType.MODEL ? new SortedSet <int>(loc.Keys.Select(k => k.BaseID)) : new SortedSet <int>();
                    bool            onlyShops     = loc.Keys.All(k => k.Type == LocationType.SHOP) && allShop.Count() > 0;
                    LocationScope   locationScope = new LocationScope(scope.Type, id, allShop, modelBase, onlyShops);
                    data.AddLocationScope(item, scope, locationScope);
                }
                entry.Value.Unique = unique > 0 && item.Type != ItemType.ARMOR;
            }

            if (logUnused)
            {
                foreach (KeyValuePair <ItemKey, string> entry in game.Names())
                {
                    ItemKey item = entry.Key;
                    if (item.Type == 0)
                    {
                        item = new ItemKey(item.Type, item.ID - (item.ID % 10000));
                    }
                    if (!data.Data.ContainsKey(item))
                    {
                        // Mostly pulls up old DS1 items and gestures.
                        Console.WriteLine($"Unused item {item.Type}-{entry.Key.ID}: {entry.Value}");
                    }
                }
            }
            return(data);
        }
        public LocationData FindItems(GameData game)
        {
            ItemLocs allLocs = FindItemLocs(game);
            SortedDictionary <int, List <EntityId> > usedItemLots  = allLocs.usedItemLots;
            SortedDictionary <int, List <EntityId> > usedBaseShops = allLocs.usedBaseShops;

            PARAM shops     = game.Param("ShopLineupParam");
            PARAM itemLots  = game.Param("ItemLotParam");
            PARAM materials = game.Param("EquipMtrlSetParam");
            PARAM npcs      = game.Param("NpcParam");

            // First we may have to create lots - easier to do this at the start than keep data in side channels all the way through
            int baseEvent = 52500960;

            foreach (KeyValuePair <int, int> toCreate in allLocs.baseLotsToCreate)
            {
                PARAM.Row baseRow = itemLots[toCreate.Value];
                int       newLot  = toCreate.Key;
                PARAM.Row row     = itemLots[newLot];
                if (row == null)
                {
                    row = game.AddRow("ItemLotParam", newLot);
                    foreach (PARAM.Cell newCell in row.Cells)
                    {
                        newCell.Value = baseRow[newCell.Def.InternalName].Value;
                    }
                }
                // TODO: Re-enable this with flag id validation
                row["getItemFlagId"].Value = baseEvent;
                baseEvent++;
            }

            LocationData data = new LocationData();

            data.NewEntityLots = allLocs.newEntityLots;

            LocationKey prevLocation = null;

            foreach (KeyValuePair <int, List <EntityId> > entry in usedItemLots)
            {
                int itemLot = entry.Key;
                if (prevLocation != null)
                {
                    // TODO: If event flag is tracked in script, allow 1 maxslot
                    prevLocation.MaxSlots = Math.Max(Math.Min(itemLot - prevLocation.ID - 1, 8), 1);
                    if (prevLocation.MaxSlots < 1)
                    {
                        Console.WriteLine($"XX Overlapping slots at {itemLot}");
                    }
                    prevLocation = null;
                }
                List <EntityId> entities = entry.Value;
                string          locs     = string.Join(", ", entities.Select(e => game.EntityName(e, true) + (e.MapName == "" ? "" : " " + e.MapName)));
                if (itemLots[itemLot] == null)
                {
                    string text = game.LotName(itemLot);
                    // These are fine - no-ops to game
                    if (logUnused)
                    {
                        Console.WriteLine($"MISSING connected item lot!! {itemLot}: {text} @ {locs}");
                    }
                    continue;
                }
                LocationKey baseLocation = null;
                while (itemLots[itemLot] != null)
                {
                    bool   isBase = itemLot == entry.Key;
                    string text   = game.LotName(itemLot);

                    PARAM.Row row         = itemLots[itemLot];
                    int       clearCount  = (sbyte)row["ClearCount"].Value;
                    int       eventFlag   = (int)row["getItemFlagId"].Value;
                    int       totalPoints = 0;
                    for (int i = 1; i <= 8; i++)
                    {
                        totalPoints += (short)row[$"LotItemBasePoint0{i}"].Value;
                    }
                    List <string> itemLotOutput = new List <string>();
                    for (int i = 1; i <= 8; i++)
                    {
                        int id = (int)row[$"ItemLotId{i}"].Value;
                        if (id != 0)
                        {
                            uint type     = (uint)row[$"LotItemCategory0{i}"].Value;
                            int  points   = (short)row[$"LotItemBasePoint0{i}"].Value;
                            int  quantity = (ushort)row[$"NewLotItemNum{i}"].Value;
                            if (type == 0xFFFFFFFF)
                            {
                                continue;
                            }
                            ItemKey       item     = new ItemKey(LocationData.LotTypes[type], id);
                            string        itemText = $"{itemLot}[{locs}]";
                            List <string> lotInfo  = new List <string>();
                            if (quantity > 1)
                            {
                                lotInfo.Add($"{quantity}x");
                            }
                            if (points != totalPoints)
                            {
                                lotInfo.Add($"{100.0 * points / totalPoints:0.##}%");
                            }
                            PARAM.Row itemRow = game.Item(item);
                            if (itemRow != null && item.Type == ItemType.GOOD && (byte)itemRow["goodsType"].Value == 7)
                            {
                                // Items which are not shown in inventory menu for various reasons, but having them still does something.
                                lotInfo.Add($"(hidden)");
                            }
                            itemLotOutput.Add($"{game.Name(item)} " + string.Join(" ", lotInfo));
                            if (lotInfo.Count() > 0)
                            {
                                itemText += $" {string.Join(", ", lotInfo)}";
                            }
                            if (quantity <= 0)
                            {
                                Console.WriteLine($"XX There is 0! of {itemText}");
                            }
                            ItemScope scope;
                            if (eventFlag != -1)
                            {
                                if (equivalentEvents.ContainsKey(eventFlag))
                                {
                                    eventFlag = equivalentEvents[eventFlag];
                                }
                                scope = new ItemScope(ScopeType.EVENT, eventFlag);
                                // Note this doesn't necessarily have to be slot 1. But it should be only one slot...
                                if (points != totalPoints)
                                {
                                    Console.WriteLine($"Has event flag? But random? {itemText}");
                                }
                            }
                            else
                            {
                                // One time drops that directly award, that aren't covered by event flags. Mostly crystal lizards.
                                if (entities.Count() == 1 && entityItemLots.ContainsKey(entities[0].EventEntityID) && entityItemLots[entities[0].EventEntityID] == entry.Key)
                                {
                                    scope = new ItemScope(ScopeType.ENTITY, entities[0].EventEntityID);
                                }
                                // Non-respawning enemies with drops which can be missed. These are reused between different entities, so can drop multiple times.
                                else if (entities.All(e => nonRespawningEntities.Contains(e.EventEntityID)))
                                {
                                    scope = new ItemScope(ScopeType.ENTITY, entities.Select(e => e.EventEntityID).Min());
                                }
                                else
                                {
                                    int model = entities.Select(e => e.GetModelID()).Min();
                                    // Infinite guaranteed or scripted drops are not randomized unless specifically added to entityItemLots
                                    if (model == -1 || points == totalPoints)
                                    {
                                        if (logUnused)
                                        {
                                            Console.WriteLine($"XX Item {game.Name(item)} {itemLot} has no associated event, but is guaranteed or global: {itemText}");
                                        }
                                        continue;
                                    }
                                    scope = new ItemScope(ScopeType.MODEL, model);
                                }
                            }
                            LocationKey location = new LocationKey(LocationType.LOT, itemLot, itemText, entities, quantity, baseLocation);
                            data.AddLocation(item, scope, location);
                            if (baseLocation == null)
                            {
                                baseLocation = location;
                            }
                        }
                    }
                    // Write out the info. Some deduplication of sources to make prettier output.
                    string lotOutput = string.Join(", ", itemLotOutput);
                    bool   simple    = false;
                    string text2;
                    if (simple)
                    {
                        SortedSet <string> locations = new SortedSet <string>(entities.Select(e => game.LocationNames[e.MapName]));
                        SortedSet <string> models    = new SortedSet <string>(entities.Select(e => e.EntityName.StartsWith("o") ? "Treasure" : game.EntityName(e)));
                        text2 = $"{string.Join(", ", models)}: {string.Join(", ", locations)}";
                        if (models.All(x => x == "unknown"))
                        {
                            text2 = "Unused/Unknown";
                        }
                        if (models.All(x => x == "Unused NPC"))
                        {
                            text2 = "Unused NPC";
                        }
                        else if (models.Any(x => x == "Unused NPC"))
                        {
                            models.Remove("Unused NPC"); if (locations.Count > 1)
                            {
                                locations.Remove("Global");
                            }
                            text2 = $"{string.Join(", ", models)}: {string.Join(", ", locations)}";
                        }
                    }
                    else
                    {
                        // e.NPCParamID > -1 ? $" #{e.NPCParamID}" : ""
                        // SortedSet<string> models = new SortedSet<string>(entities.Select(e => e.EntityName.StartsWith("o") ? $"Treasure in {e.MapName}" : $"{game.ModelName(e, true)} in {e.MapName}"));
                        SortedSet <string> models = new SortedSet <string>(entities.Select(e => game.EntityName(e, true) + (e.MapName == "" ? "" : $" in {e.MapName}")));
                        text2 = $"{string.Join(", ", models)}";
                    }
                    // Console.WriteLine($"{itemLot} [{text2}] {lotOutput}");

                    if (itemLot == 2014)
                    {
                        break;                   // Unused, and item lot immediately after it is used. Won't be an issue once. ... ??
                    }
                    // Try to navigate resource drops (affected by Bell Demon).
                    if ((byte)row["LotItemNum1"].Value == 1)
                    {
                        int curOffset = itemLot % 100;
                        int curBase   = itemLot / 100 * 100;
                        int offset;
                        for (offset = curOffset + 10; offset <= 50; offset += 10)
                        {
                            PARAM.Row offRow = itemLots[curBase + offset];
                            if (offRow != null && (byte)offRow["LotItemNum1"].Value == 1)
                            {
                                break;
                            }
                        }
                        if (offset <= 50)
                        {
                            itemLot = curBase + offset;
                        }
                        else
                        {
                            itemLot++;
                        }
                    }
                    else
                    {
                        itemLot++;
                    }
                }
                prevLocation = baseLocation;
            }
            if (prevLocation != null)
            {
                prevLocation.MaxSlots = 5;
            }
            SortedDictionary <int, List <string> > qwcs      = new SortedDictionary <int, List <string> >();
            Dictionary <int, LocationKey>          baseShops = new Dictionary <int, LocationKey>();

            foreach (PARAM.Row row in shops.Rows)
            {
                int    shopID   = (int)row.ID;
                int    baseShop = GetShopType(shopID);
                string shopName = shopSplits[baseShop];
                if (shopName == null)
                {
                    if (!addUnused)
                    {
                        continue;
                    }
                    shopName = "Unknown shop";
                }
                if (shopID >= 9000000)
                {
                    continue;
                }
                int qwc = (int)row["qwcID"].Value;

                int     type         = (byte)row["equipType"].Value;
                int     id           = (int)row["EquipId"].Value;
                int     quantity     = (short)row["sellQuantity"].Value;
                int     eventFlag    = (int)row["EventFlag"].Value;
                int     material     = (int)row["mtrlId"].Value;
                int     value        = (int)row["value"].Value;
                float   priceRate    = (float)row["PriceRate"].Value;
                string  quantityText = quantity == -1 ? "" : $" ({quantity})"; // (unlimited)
                string  qwcText      = qwc == -1 ? "" : $" {game.QwcName(qwc)}";
                string  costText     = "";
                ItemKey item         = new ItemKey((ItemType)type, id);
                if (material != -1)
                {
                    PARAM.Row matRow        = materials[material];
                    int       materialQuant = (sbyte)matRow["ItemNum01"].Value;
                    int       materialItem  = (int)matRow["MaterialId01"].Value;
                    costText = $" for {materialQuant} {game.Name(new ItemKey(ItemType.GOOD, materialItem))}";
                }
                if (value != 0 || costText == "")
                {
                    int actualCost = value;
                    if (actualCost == -1)
                    {
                        actualCost = (int)game.Item(item)["shopId"].Value;
                    }
                    if (priceRate != 0)
                    {
                        actualCost = (int)(actualCost * priceRate);
                    }
                    costText = costText == "" ? $" for {actualCost} Sen" : $"{costText} and {actualCost} Sen";
                }
                string shopText = $"{shopName}{qwcText}{quantityText}{costText} - event {eventFlag}";
                string text     = $"{shopID}[{shopText}]";
                // Console.WriteLine($"{shopID} [{shopName}{qwcText}] {game.Name(item)}{quantityText}{costText}");
                LocationKey location = new LocationKey(
                    LocationType.SHOP, shopID, text,
                    usedBaseShops.ContainsKey(baseShop) ? usedBaseShops[baseShop] : new List <EntityId>(),
                    quantity,
                    null); // try not to use base shops - baseShops.ContainsKey(baseShop) ? baseShops[baseShop] : null);
                if (shopID == baseShop)
                {
                    baseShops[baseShop] = location;
                }
                ItemScope scope;
                AddMulti(qwcs, qwc, $"{game.Name(item)}: {text}");
                if (eventFlag != -1)
                {
                    if (equivalentEvents.ContainsKey(eventFlag))
                    {
                        eventFlag = equivalentEvents[eventFlag];
                    }
                    if (quantity <= 0)
                    {
                        Console.WriteLine("XX No quantity for event flag shop entry {text}");
                    }
                    ScopeType scopeType = ScopeType.EVENT;
                    if (restrictiveQwcs.Contains(qwc))
                    {
                        // If item becomes unavailable at some point, it returns in infinite form
                        scopeType = ScopeType.SHOP_INFINITE_EVENT;
                    }
                    scope = new ItemScope(scopeType, eventFlag);
                }
                else if (material != -1)
                {
                    int materialItem = (int)materials[material]["MaterialId01"].Value;
                    scope = new ItemScope(ScopeType.MATERIAL, materialItem);
                }
                else
                {
                    scope = new ItemScope(ScopeType.SHOP_INFINITE, -1);
                }
                data.AddLocation(item, scope, location);
            }
            // Merge infinite and finite shops. Mostly done via heuristic (when event and infinite both exist), with exception of one event
            ItemScope infiniteKey = new ItemScope(ScopeType.SHOP_INFINITE, -1);

            foreach (ItemLocations locations in data.Data.Values)
            {
                foreach (ItemLocation restrict in locations.Locations.Values.Where(loc => loc.Scope.Type == ScopeType.SHOP_INFINITE_EVENT).ToList())
                {
                    if (locations.Locations.ContainsKey(infiniteKey))
                    {
                        // Combine infinite shops into event
                        ItemLocation infinite = locations.Locations[infiniteKey];
                        restrict.Keys.AddRange(infinite.Keys);
                        locations.Locations.Remove(infiniteKey);
                    }
                    else
                    {
                        Console.WriteLine($"XX: No 1:1 match between event shops and infinite shops for {restrict}");
                        // No infinite shops, turn this into a regular event shop. (Doesn't happen in base DS3)
                        ItemLocation eventLoc = new ItemLocation(new ItemScope(ScopeType.EVENT, restrict.Scope.ID));
                        eventLoc.Keys.AddRange(restrict.Keys);
                        locations.Locations[eventLoc.Scope] = eventLoc;
                        locations.Locations.Remove(restrict.Scope);
                    }
                }
            }
            // Now can find all location scopes
            List <ScopeType> uniqueTypes = new List <ScopeType> {
                ScopeType.EVENT, ScopeType.ENTITY, ScopeType.MATERIAL
            };

            foreach (KeyValuePair <ItemKey, ItemLocations> entry in data.Data)
            {
                int unique = 0;
                foreach (KeyValuePair <ItemScope, ItemLocation> entry2 in entry.Value.Locations)
                {
                    ItemScope    scope = entry2.Key;
                    ItemLocation loc   = entry2.Value;
                    int          id    = uniqueTypes.Contains(scope.Type) ? scope.ID : -1;
                    unique = unique == -1 ? -1 : (id == -1 ? -1 : unique + 1);
                    SortedSet <int> shopIds  = new SortedSet <int>(loc.Keys.Where(k => k.Type == LocationType.SHOP).Select(k => GetShopType(k.ID)));
                    SortedSet <int> shopQwcs = new SortedSet <int>(loc.Keys.Where(k => k.Type == LocationType.SHOP).Select(k => (int)shops[k.ID]["qwcID"].Value)
                                                                   .Select(qwc => equivalentEvents.ContainsKey(qwc) ? equivalentEvents[qwc] : qwc)
                                                                   .Where(qwc => qwc != -1 && !restrictiveQwcs.Contains(qwc)));
                    SortedSet <int> allShop = new SortedSet <int>(shopIds.Union(shopQwcs));
                    if (shopIds.Count() + shopQwcs.Count() != allShop.Count())
                    {
                        Console.WriteLine($"XX Overlapping qwc/shop ids for location {loc}");
                    }
                    SortedSet <int> modelBase     = scope.Type == ScopeType.MODEL ? new SortedSet <int>(loc.Keys.Select(k => k.BaseID)) : new SortedSet <int>();
                    bool            onlyShops     = loc.Keys.All(k => k.Type == LocationType.SHOP) && allShop.Count() > 0;
                    LocationScope   locationScope = new LocationScope(scope.Type, id, allShop, modelBase, onlyShops);
                    data.AddLocationScope(entry.Key, scope, locationScope);
                    loc.LocScope = locationScope;
                }
                entry.Value.Unique = unique > 0;
            }

            if (logUnused)
            {
                Console.WriteLine("---------------------------------------------------------------------------");
                foreach (KeyValuePair <ItemKey, string> entry in game.Names())
                {
                    ItemKey item = entry.Key;
                    if (item.Type == 0)
                    {
                        item = new ItemKey(item.Type, item.ID - (item.ID % 10000));
                    }
                    if (!data.Data.ContainsKey(item))
                    {
                        // Mostly pulls up old DS1 items, crow items, and gestures.
                        Console.WriteLine($"Unused item {item.Type}-{entry.Key.ID}: {entry.Value}");
                    }
                }
            }

            return(data);
        }
Beispiel #6
0
        public Assignment AssignItems(Random random, RandomizerOptions options, Preset preset)
        {
            List <string> itemOrder = new List <string>(items);

            // Right now, assign key items in a random order, with endgame items last.
            // We will get more devious runs from assigning later items later, may be worth looking into, especially for game with clear phases like Sekiro has.
            Shuffle(random, itemOrder);
            bool isEndgame(string i) => i.StartsWith("cinder") || i == "secretpassagekey";

            itemOrder = itemOrder.OrderBy(i => isEndgame(i) ? 1 : 0).ToList();

            // In race mode, always put shinobiprosthetic and younglordsbellcharm first, since there is only one ashinaoutskirts_template spot for key item placement logic
            if (ann.RaceModeItems.Count > 0)
            {
                itemOrder = itemOrder.OrderBy(i => i == "shinobiprosthetic" || i == "younglordsbellcharm" ? 0 : 1).ToList();
            }

            Assignment ret = new Assignment();

            // Find which events are required to access other things, and do not give them as much weight as dead ends with placement biases
            foreach (Node node in nodes.Values)
            {
                if (node.Req != null)
                {
                    ret.RequiredEvents.UnionWith(node.Req.FreeVars().Where(v => ann.Events.ContainsKey(v)));
                }
            }
            // First assign ashes for key item placement. Other quest assignments can happen later.
            // TODO: Make ashes its own system, rather than abusing quest system.
            if (ann.ItemGroups.ContainsKey("ashes"))
            {
                List <string> ashesOrder = new List <string>(areas);
                ashesOrder = WeightedShuffle(random, ashesOrder, loc => Math.Min(nodes[loc].KeyCount - nodes[loc].Counts[UniqueCategory.KEY_SHOP], 3));
                int ashesIndex = 0;
                foreach (KeyValuePair <LocationScope, SlotAnnotation> entry in ann.Slots)
                {
                    LocationScope    scope = entry.Key;
                    SlotAnnotation   slot  = entry.Value;
                    HashSet <string> tags  = slot.GetTags();
                    // Unique item unlocks other unique items unconditionally - can add a location for key item. Mainly for ashes.
                    if (slot.QuestReqs != null && !slot.HasAnyTags(ann.NoKeyTags) && scope.UniqueId > 0 && slot.ItemReqs.Count == 1)
                    {
                        ItemKey key = slot.ItemReqs[0];
                        if (ret.Assign.ContainsKey(key))
                        {
                            throw new Exception($"Multiple assignments for {slot.QuestReqs}");
                        }
                        string selected = ashesOrder[ashesIndex++];
                        if (explain)
                        {
                            Console.WriteLine($"Assigning key quest item {slot.QuestReqs} to {selected}");
                        }
                        int ashesCount = data.Location(scope).Count;
                        nodes[selected].AddShopCapacity(false, ashesCount);
                        nodes[selected].AddItem(false, false);
                        ret.Assign[key] = new HashSet <string> {
                            selected
                        };
                        if (ann.AreaEvents.TryGetValue(selected, out List <string> events))
                        {
                            ret.Assign[key].UnionWith(events);
                        }
                    }
                }
            }
            if (explain)
            {
                int raceModeCount = 0;
                foreach (string area in areas)
                {
                    int rmode = nodes[area].Count(false, true);
                    if (rmode > 0)
                    {
                        Console.WriteLine($"RACEMODE {area}: {rmode}");
                        raceModeCount += rmode;
                    }
                }
                Console.WriteLine($"TOTAL: {raceModeCount}");
            }

            Dictionary <string, string> forcemap = new Dictionary <string, string>();

            if (options["norandom"])
            {
                foreach (string item in itemOrder)
                {
                    ItemKey itemKey = ann.Items[item];
                    // Some hardcoding for Path of the Dragon which is not an actual item
                    if (item == "pathofthedragon")
                    {
                        forcemap[item] = "highwall_garden";
                    }
                    else
                    {
                        ItemLocation   loc = data.Data[itemKey].Locations.Values.First();
                        SlotAnnotation sn  = ann.Slot(loc.LocScope);
                        forcemap[item] = sn.Area;
                    }
                }
            }
            else if (preset?.Items != null)
            {
                foreach (KeyValuePair <string, string> entry in preset.Items)
                {
                    forcemap[entry.Key] = entry.Value;
                }
            }

            // Assign key items
            bool  debugChoices             = false;
            float scaling                  = options.GetNum("keyitemchainweight");
            Dictionary <string, Expr> reqs = CollapseReqs();

            foreach (string item in itemOrder)
            {
                List <string> allowedAreas = areas.Where(a => !reqs[a].Needs(item)).ToList();
                if (debugChoices)
                {
                    Console.WriteLine($"\n> {item} not allowed in areas: {string.Join(",", areas.Where(a => !allowedAreas.Contains(a)))}");
                }
                bool             redundant      = allowedAreas.Count == areas.Count;
                HashSet <string> neededForEvent = itemEvents.TryGetValue(item, out HashSet <string> ev) ? ev : null;
                allowedAreas.RemoveAll(a => ann.Areas[a].Until != null && (neededForEvent == null || !neededForEvent.Contains(ann.Areas[a].Until)));

                Dictionary <string, float> specialScaling = new Dictionary <string, float>();
                if (item == "smalllothricbanner")
                {
                    specialScaling = allowedAreas.Where(area => ann.Areas[area].BoringKeyItem).ToDictionary(area => area, _ => 1 / scaling);
                }
                // A bit hacky, but prevent Small Lothric Banner from being so prevalent in Firelink Shrine
                Dictionary <string, float> weights = allowedAreas.ToDictionary(area => area, area => Weight(area) * (specialScaling.TryGetValue(area, out float sp) ? sp : 1));

                if (debugChoices)
                {
                    Console.WriteLine($"> Choices for {item}: " + string.Join(", ", allowedAreas.OrderBy(a => weights[a]).Select(a => $"{a} {weights[a]}")));
                }
                string selected = WeightedChoice(random, allowedAreas, a => weights[a]);

                if (forcemap.TryGetValue(item, out string forced))
                {
                    if (explain && !allowedAreas.Contains(forced))
                    {
                        Console.WriteLine($"Key item {item} put in non-random location {forced} which isn't normally allowed by logic");
                    }
                    selected = forced;
                }
                AddItem(item, selected, forced != null);

                ItemKey itemKey = ann.Items[item];
                ret.Priority.Add(itemKey);
                ret.Assign[itemKey] = new HashSet <string> {
                    selected
                };
                // Areas should include events there. Except for bell charm being dropped by chained ogre, if that option is enabled
                // todo: check this works okay with racemode key items, and nothing else randomized.
                if (!(item == "younglordsbellcharm" && options["earlyhirata"]))
                {
                    if (ann.AreaEvents.TryGetValue(selected, out List <string> events))
                    {
                        ret.Assign[itemKey].UnionWith(events);
                    }
                }
                if (explain || debugChoices)
                {
                    Console.WriteLine($"Adding {item} to {string.Join(",", ret.Assign[itemKey])}");
                }

                // Update weights
                reqs = CollapseReqs();
                // If item was not really needed, don't update weighhts
                if (redundant)
                {
                    if (explain)
                    {
                        Console.WriteLine($"{item} is redundant to another key item (does not uniquely make new areas available)");
                    }
                    continue;
                }
                // Heuristic which forms chains and spreads items across areas
                // Reduce weight for this area, and increase weight for areas which depend on the item
                AdjustWeight(selected, 1 / scaling);
                HashSet <string> addedAreas = new HashSet <string>();
                foreach (string area in areas)
                {
                    if (addedAreas.Contains(combinedWeights[area].First()))
                    {
                        continue;
                    }
                    if (reqs[area].Needs(item))
                    {
                        AdjustWeight(area, scaling);
                        addedAreas.Add(combinedWeights[area].First());
                    }
                }
            }
            // The last placed item has the highest priority
            ret.Priority.Reverse();

            // Now that all key items have been assigned, determine which areas are blocked by other areas.
            // This is used to determine lateness within the game (by # of items encountered up to that point).
            HashSet <string> getIncludedAreas(string name, List <string> path)
            {
                path = path.Concat(new[] { name }).ToList();
                if (!nodes.TryGetValue(name, out Node node))
                {
                    throw new Exception($"Bad options: no way to access area \"{name}\"");
                }
                if (ret.IncludedAreas.ContainsKey(name))
                {
                    if (ret.IncludedAreas[name] == null)
                    {
                        throw new Exception($"Loop from {name} to {node.Req} - path {string.Join(",", path)}");
                    }
                    return(ret.IncludedAreas[name]);
                }
                ret.IncludedAreas[name] = null;
                HashSet <string> result = new HashSet <string>();

                // Add all nodes for now, but remove items later
                if (areas.Contains(name) || ann.Events.ContainsKey(name) || ann.Items.ContainsKey(name))
                {
                    result.Add(name);
                }
                foreach (string free in node.Req.FreeVars())
                {
                    if (!(loops.ContainsKey(name) && loops[name].Contains(free)))
                    {
                        result.UnionWith(getIncludedAreas(free, path));
                    }
                }
                ret.IncludedAreas[name] = result;
                return(result);
            };
            foreach (Node node in nodes.Values)
            {
                getIncludedAreas(node.Name, new List <string>());
                // Redefine weights for quest selection
                node.Weight = 1;
                if (areas.Contains(node.Name))
                {
                    node.CumKeyCount = ret.IncludedAreas[node.Name].Where(n => nodes[n].Counts != null).Select(n => nodes[n].Count(true, true)).Sum();
                    if (explain && false)
                    {
                        Console.WriteLine($"Quest area {node.Name}: {node.Count(true, true)}/{node.CumKeyCount}: {string.Join(",", ret.IncludedAreas[node.Name])}");
                    }
                }
            }

            // Find out which items are required to access the ending, while items are still included in the graph.
            // For hints later.
            // Also do this in DS3 after deciding where to add hints.
            if (ret.IncludedAreas.TryGetValue("ashinareservoir_end", out HashSet <string> requiredForEnd))
            {
                List <ItemKey> requiredItems = requiredForEnd.Where(t => ann.Items.ContainsKey(t)).Select(t => ann.Items[t]).ToList();
                ret.NotRequiredKeyItems.UnionWith(ret.Priority.Except(requiredItems));
            }

            // The above DFS adds both items and areas together, so remove the items.
            foreach (string key in ret.IncludedAreas.Keys.ToList())
            {
                if (ann.Items.ContainsKey(key))
                {
                    ret.IncludedAreas.Remove(key);
                }
                else
                {
                    ret.IncludedAreas[key].RemoveWhere(v => ann.Items.ContainsKey(v));
                }
            }
            foreach (string area in unusedAreas)
            {
                ret.IncludedAreas[area] = new HashSet <string>();
            }

            // Make an area order
            List <string>            areaOrder = areas.OrderBy(a => nodes[a].CumKeyCount).ToList();
            Dictionary <string, int> areaIndex = Enumerable.Range(0, areaOrder.Count()).ToDictionary(i => areaOrder[i], i => i);

            string latestArea(IEnumerable <string> ns)
            {
                return(areaOrder[ns.Select(n => areaIndex.TryGetValue(n, out int i) ? i : throw new Exception($"No order for area {n}")).DefaultIfEmpty().Max()]);