public List <IRewardSource> PlaceSaneItems(MT19337 rng, FF1Rom rom)
        {
            _rom = rom;

            var incentivePool = _incentivesData.IncentiveItems.Where(x => _allTreasures.Contains(x)).ToList();
            var forcedItems   = _incentivesData.ForcedItemPlacements.ToList();
            var removedItems  = _incentivesData.RemovedItems.ToList();

            var unincentivizedQuestItems =
                ItemLists.AllQuestItems
                .Where(x => !incentivePool.Contains(x) &&
                       _allTreasures.Contains(x) &&
                       !forcedItems.Any(y => y.Item == x) &&
                       !removedItems.Contains(x))
                .ToList();

            var shards = new List <Item>();

            var treasurePool = _allTreasures.ToList();

            bool jingleGuaranteedDefenseItem = true;
            bool jingleGuaranteedPowerItem   = true;

            if (_flags.GuaranteedDefenseItem != GuaranteedDefenseItem.None && !(_flags.ItemMagicMode == ItemMagicMode.None) && !incentivePool.Contains(Item.PowerRod))
            {
                unincentivizedQuestItems.Add(Item.PowerRod);
                jingleGuaranteedDefenseItem = false;
            }

            if (_flags.GuaranteedPowerItem != GuaranteedPowerItem.None && !(_flags.ItemMagicMode == ItemMagicMode.None) && !incentivePool.Contains(Item.PowerGauntlets))
            {
                unincentivizedQuestItems.Add(Item.PowerGauntlets);
                jingleGuaranteedPowerItem = false;
            }

            foreach (var incentive in incentivePool)
            {
                treasurePool.Remove(incentive);
            }
            foreach (var placement in forcedItems)
            {
                treasurePool.Remove(placement.Item);
            }
            foreach (var questItem in unincentivizedQuestItems)
            {
                treasurePool.Remove(questItem);
            }
            foreach (var item in removedItems)
            {
                treasurePool.Remove(item);
            }
            while (treasurePool.Remove(Item.Shard))
            {
                shards.Add(Item.Shard);
            }

            ItemPlacementContext ctx = new ItemPlacementContext
            {
                Forced         = forcedItems,
                Incentivized   = incentivePool,
                Unincentivized = unincentivizedQuestItems,
                Shards         = shards,
                Removed        = removedItems,
                AllTreasures   = treasurePool.ToList(),
            };

            ItemPlacementResult  result      = DoSanePlacement(rng, ctx);
            List <IRewardSource> placedItems = result.PlacedItems;

            treasurePool = result.RemainingTreasures;

            //setup jingle for "incentive treasures", the placed items should just be key items, loose incentive items
            if (_flags.IncentiveChestItemsFanfare)
            {
                foreach (var placedItem in placedItems)
                {
                    //dont make shards jingle that'd be annoying
                    //dont make free items that get replaced, aka cabins, jingle
                    if (placedItem is TreasureChest && placedItem.Item != Item.Shard &&
                        placedItem.Item != ReplacementItem)
                    {
                        if ((placedItem.Item == Item.PowerGauntlets && !jingleGuaranteedPowerItem) || (placedItem.Item == Item.PowerRod && !jingleGuaranteedDefenseItem))
                        {
                            continue;
                        }

                        rom.Put(placedItem.Address - FF1Rom.TreasureOffset + FF1Rom.TreasureJingleOffset, new byte[] { (byte)placedItem.Item });
                    }
                }
            }

            // 8. Place all remaining unincentivized treasures or incentivized non-quest items that weren't placed
            var itemLocationPool = _incentivesData.AllValidItemLocations.ToList();

            itemLocationPool = itemLocationPool.Where(x => !x.IsUnused && !placedItems.Any(y => y.Address == x.Address)).ToList();

            MoreConsumableChests.Work(_flags, treasurePool, rng);

            if ((bool)_flags.GuaranteedMasamune && !incentivePool.Contains(Item.Masamune) && (bool)_flags.SendMasamuneHome)
            {
                // Remove Masamune from treasure pool (This will also causes Masamune to not be placed by RandomLoot)
                treasurePool.Remove(Item.Masamune);
            }

            // Use cabins to balance item population
            int poolDifference = itemLocationPool.Count() - treasurePool.Count();

            if (poolDifference < 0)
            {
                for (int i = 0; i > poolDifference; i--)
                {
                    treasurePool.Remove(Item.Cabin);
                }
            }
            else if (poolDifference > 0)
            {
                treasurePool.AddRange(Enumerable.Repeat(Item.Cabin, poolDifference));
            }

            Debug.Assert(treasurePool.Count() == itemLocationPool.Count());


            List <IRewardSource> normalTreasures = new();

            var randomizeTreasureMode = (_flags.RandomizeTreasure == RandomizeTreasureMode.Random) ? (RandomizeTreasureMode)rng.Between(0, 2) : _flags.RandomizeTreasure;

            if (randomizeTreasureMode != RandomizeTreasureMode.None)
            {
                IItemGenerator generator;

                // We want to leave out anything incentivized (and thus already placed), but
                // add all the other stuff that you can't find in vanilla.
                var randomTreasure = treasurePool.ToList();

                if (randomizeTreasureMode == RandomizeTreasureMode.DeepDungeon)
                {
                    generator = new DeepDungeonItemGenerator(itemLocationPool, rom.UnusedGoldItems, removedItems, normalTreasures, (_flags.GameMode == GameModes.DeepDungeon), _flags.Etherizer, rom);
                }
                else
                {
                    generator = new ItemGenerator(randomTreasure, rom.UnusedGoldItems, removedItems, _flags.WorldWealth);
                }

                treasurePool = treasurePool.Select(treasure => generator.GetItem(rng)).ToList();
            }

            if ((bool)_flags.BetterTrapChests && randomizeTreasureMode != RandomizeTreasureMode.DeepDungeon)
            {
                // First we'll make a list of all 'notable' treasure.
                var notableTreasureList = new List <Item>()
                                          .Concat(ItemLists.UberTier)
                                          .Concat(ItemLists.LegendaryWeaponTier)
                                          .Concat(ItemLists.LegendaryArmorTier)
                                          .Concat(ItemLists.RareWeaponTier)
                                          .Concat(ItemLists.RareArmorTier);
                // Convert the list to a HashSet since we'll be doing lookups in it.
                var notableTreasure = new HashSet <Item>(notableTreasureList);

                // We sort the treasure pool based on value (sort of) and pull out the highest ranked ones to put
                // in the trap chests we picked out.
                var notableTreasurePool = treasurePool.Where(item => notableTreasure.Contains(item)).ToList();

                // Since some chests might be incentivized, remove those that aren't in the pool.
                var trapChestPool = TrapChests.Where(chest => itemLocationPool.Contains(chest));

                foreach (var chest in trapChestPool)
                {
                    // It seems unlikely that is possible, but just in case.
                    if (!notableTreasurePool.Any())
                    {
                        break;
                    }

                    // Pick a random treasure and place it.
                    var treasure = notableTreasurePool.SpliceRandom(rng);
                    placedItems.Add(NewItemPlacement(chest, treasure));

                    // Since it was placed, remove both the item and location from the remaining pool.
                    treasurePool.Remove(treasure);
                    itemLocationPool.Remove(chest);
                }

                // This should still be true at the end, so make sure it is
                Debug.Assert(treasurePool.Count() == itemLocationPool.Count());
            }

            if (randomizeTreasureMode == RandomizeTreasureMode.DeepDungeon && _flags.DeepDungeonGenerator == DeepDungeonGeneratorMode.Progressive)
            {
                placedItems.AddRange(normalTreasures);
            }
            else
            {
                treasurePool.Shuffle(rng);
                itemLocationPool.Shuffle(rng);

                var leftovers = treasurePool.Zip(itemLocationPool, (treasure, location) => NewItemPlacement(location, treasure));
                placedItems.AddRange(leftovers);
            }

            //chest order placement
            var chestOrderPool = treasurePool;

            if (_flags.ShardHunt)
            {
                //add the shards back into the chest order pool
                chestOrderPool = chestOrderPool.Concat(shards).ToList();
            }

            chestOrderPool.Shuffle(rng);

            for (int i = 0; i < chestOrderPool.Count; i++)
            {
                rom.Put(FF1Rom.TreasureChestOrderOffset + i, new byte[] { (byte)chestOrderPool[i] });
            }

            return(placedItems);
        }
Esempio n. 2
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        public List <IRewardSource> PlaceSaneItems(MT19337 rng)
        {
            var incentivePool = _incentivesData.IncentiveItems.Where(x => _allTreasures.Contains(x)).ToList();
            var forcedItems   = _incentivesData.ForcedItemPlacements.ToList();

            var unincentivizedQuestItems =
                ItemLists.AllQuestItems
                .Where(x => !incentivePool.Contains(x) &&
                       _allTreasures.Contains(x) &&
                       !forcedItems.Any(y => y.Item == x))
                .ToList();

            var treasurePool = _allTreasures.ToList();

            if ((bool)_flags.GuaranteedRuseItem)
            {
                unincentivizedQuestItems.Add(Item.PowerRod);
            }
            foreach (var incentive in incentivePool)
            {
                treasurePool.Remove(incentive);
            }
            foreach (var placement in forcedItems)
            {
                treasurePool.Remove(placement.Item);
            }
            foreach (var questItem in unincentivizedQuestItems)
            {
                treasurePool.Remove(questItem);
            }
            while (treasurePool.Remove(Item.Shard))
            {
                unincentivizedQuestItems.Add(Item.Shard);
            }

            ItemPlacementContext ctx = new ItemPlacementContext
            {
                Forced         = forcedItems,
                Incentivized   = incentivePool,
                Unincentivized = unincentivizedQuestItems,
                AllTreasures   = treasurePool.ToList(),
            };

            ItemPlacementResult result = DoSanePlacement(rng, ctx);
            var placedItems            = result.PlacedItems;

            treasurePool = result.RemainingTreasures;

            if ((bool)_flags.FreeBridge)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Bridge ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeAirship)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Floater ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeShip)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Ship ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeCanal)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Canal ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeCanoe)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Canoe ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeLute)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Lute ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }
            if ((bool)_flags.FreeTail || (bool)_flags.NoTail)
            {
                placedItems = placedItems.Select(x => x.Item != Item.Tail ? x : NewItemPlacement(x, ReplacementItem)).ToList();
            }

            if (_flags.Spoilers || Debugger.IsAttached)
            {
                Console.WriteLine($"ItemPlacement::PlaceSaneItems required {_sanityCounter} iterations.");
                Console.WriteLine("");
                Console.WriteLine("Item     Entrance  ->  Floor  ->  Source                             Requirements");
                Console.WriteLine("----------------------------------------------------------------------------------------------------");

                var sorted = placedItems.Where(item => item.Item != Item.Shard).ToList();
                sorted.Sort((IRewardSource lhs, IRewardSource rhs) => lhs.Item.ToString().CompareTo(rhs.Item.ToString()));
                sorted.ForEach(item =>
                {
                    if (_overworldMap.FullLocationRequirements.TryGetValue(item.MapLocation, out var flr))
                    {
                        var overworldLocation = item.MapLocation.ToString();
                        if (_overworldMap.OverriddenOverworldLocations != null && _overworldMap.OverriddenOverworldLocations.TryGetValue(item.MapLocation, out var overriden))
                        {
                            overworldLocation = overriden.ToString();
                        }

                        var itemStr = item.Item.ToString().PadRight(9);
                        var locStr  = $"{overworldLocation} -> {item.MapLocation} -> {item.Name} ".PadRight(60);
                        var changes = $"({String.Join(" OR ", flr.Item1.Select(mapChange => mapChange.ToString()).ToArray())})";
                        var reqs    = flr.Item2.ToString().CompareTo("None") == 0 ? "" : $" AND {flr.Item2.ToString()}";
                        Console.WriteLine($"{itemStr}{locStr}{changes}{reqs}");
                    }
                });
            }

            // 8. Place all remaining unincentivized treasures or incentivized non-quest items that weren't placed
            var itemLocationPool = _incentivesData.AllValidItemLocations.ToList();

            itemLocationPool = itemLocationPool.Where(x => !x.IsUnused && !placedItems.Any(y => y.Address == x.Address)).ToList();

            MoreConsumableChests.Work(_flags, treasurePool, rng);

            if ((bool)_flags.NoMasamune)
            {
                // Remove Masamune chest from shuffle
                treasurePool.Remove(Item.Masamune);
                treasurePool.Add(Item.Cabin);
            }
            else if ((bool)_flags.GuaranteedMasamune)
            {
                // Remove Masamune chest from shuffle, Remove Cabin from item pool
                itemLocationPool = itemLocationPool.Where(x => !x.Equals(ItemLocations.ToFRMasmune)).ToList();
                treasurePool.Remove(Item.Cabin);

                // Send Masamune Home is ignored when Masamune is incentivized
                if (!incentivePool.Contains(Item.Masamune))
                {
                    if ((bool)_flags.SendMasamuneHome)
                    {
                        // Remove Masamune from treasure pool (This will also causes Masamune to not be placed by RandomLoot)
                        treasurePool.Remove(Item.Masamune);
                        treasurePool.Add(Item.Cabin);
                    }
                }
            }

            foreach (var placedItem in placedItems)
            {
                incentivePool.Remove(placedItem.Item);
            }
            treasurePool.AddRange(incentivePool);

            Debug.Assert(treasurePool.Count() == itemLocationPool.Count());

            if ((bool)_flags.RandomLoot)
            {
                // We want to leave out anything incentivized (and thus already placed), but
                // add all the other stuff that you can't find in vanilla.
                var randomTreasure = treasurePool.ToList();
                randomTreasure.AddRange(ItemLists.CommonWeaponTier);
                randomTreasure.AddRange(ItemLists.CommonArmorTier);
                randomTreasure.Add(Item.CatClaw);
                randomTreasure.Add(Item.SteelArmor);

                ItemGenerator generator = new ItemGenerator(randomTreasure, _flags.WorldWealth);
                treasurePool = treasurePool.Select(treasure => generator.GetItem(rng)).ToList();
            }

            if ((bool)_flags.BetterTrapChests)
            {
                // First we'll make a list of all 'notable' treasure.
                var notableTreasureList = new List <Item>()
                                          .Concat(ItemLists.UberTier)
                                          .Concat(ItemLists.LegendaryWeaponTier)
                                          .Concat(ItemLists.LegendaryArmorTier)
                                          .Concat(ItemLists.RareWeaponTier)
                                          .Concat(ItemLists.RareArmorTier);
                // Convert the list to a HashSet since we'll be doing lookups in it.
                var notableTreasure = new HashSet <Item>(notableTreasureList);

                // We sort the treasure pool based on value (sort of) and pull out the highest ranked ones to put
                // in the trap chests we picked out.
                var notableTreasurePool = treasurePool.Where(item => notableTreasure.Contains(item)).ToList();

                // Since some chests might be incentivized, remove those that aren't in the pool.
                var trapChestPool = TrapChests.Where(chest => itemLocationPool.Contains(chest));

                foreach (var chest in trapChestPool)
                {
                    // It seems unlikely that is possible, but just in case.
                    if (!notableTreasurePool.Any())
                    {
                        break;
                    }

                    // Pick a random treasure and place it.
                    var treasure = notableTreasurePool.SpliceRandom(rng);
                    placedItems.Add(NewItemPlacement(chest, treasure));

                    // Since it was placed, remove both the item and location from the remaining pool.
                    treasurePool.Remove(treasure);
                    itemLocationPool.Remove(chest);
                }

                // This should still be true at the end, so make sure it is
                Debug.Assert(treasurePool.Count() == itemLocationPool.Count());
            }

            treasurePool.Shuffle(rng);
            itemLocationPool.Shuffle(rng);

            var leftovers = treasurePool.Zip(itemLocationPool, (treasure, location) => NewItemPlacement(location, treasure));

            placedItems.AddRange(leftovers);
            return(placedItems);
        }