Esempio n. 1
0
        public static PlayerState GetStateWithItems(Randomiser randomiser, List <Item> currentItems)
        {
            PlayerState state = new PlayerState(randomiser);

            state.CollectItem(randomiser.StartingWeapon);

            foreach (Item item in currentItems)
            {
                state.CollectItem(item);
            }

            List <Location> requiredLocations = randomiser.GetPlacedRequiredItemLocations();
            List <Location> reachableLocations;

            do
            {
                reachableLocations = state.GetReachableLocations(requiredLocations);
                foreach (Location location in reachableLocations)
                {
                    state.CollectItem(location.Item);
                    state.collectedLocations.Add(location.Name, true);
                }

                state.ResetCheckedAreasAndEntrances();
            } while (reachableLocations.Count > 0);

            return(state);
        }
Esempio n. 2
0
 public PlayerState(Randomiser randomiser)
 {
     Randomiser         = randomiser;
     areaChecks         = new Dictionary <string, bool>();
     entraceChecks      = new Dictionary <string, bool>();
     collectedLocations = new Dictionary <string, bool>();
     collectedItems     = new Dictionary <string, int>();
 }
 public PlayerState(Randomiser randomiser)
 {
     this.randomiser    = randomiser;
     StartingArea       = randomiser.GetArea("Village of Departure");
     areaChecks         = new Dictionary <string, bool>();
     entraceChecks      = new Dictionary <string, bool>();
     collectedLocations = new Dictionary <string, bool>();
     collectedItems     = new Dictionary <string, int>();
 }
        public static bool AnkhSoftlockCheck(Randomiser randomiser)
        {
            foreach (Location guardianToSkip in randomiser.GetPlacedLocationsOfType(LocationType.Guardian))
            {
                PlayerState state = new PlayerState(randomiser)
                {
                    SoftlockCheck = true
                };
                state.CollectItem(randomiser.StartingWeapon);

                int             guardiansEncountered = 0;
                List <Location> requiredLocations    = randomiser.GetPlacedRequiredItemLocations();

                List <Location> reachableLocations;
                do
                {
                    reachableLocations = state.GetReachableLocations(requiredLocations);
                    foreach (Location location in reachableLocations)
                    {
                        state.collectedLocations.Add(location.Name, true);
                        if (location.LocationType == LocationType.Guardian)
                        {
                            if (!location.Equals(guardianToSkip))
                            {
                                state.CollectItem(location.Item);
                                guardiansEncountered++;
                            }
                        }
                        else
                        {
                            state.CollectItem(location.Item);
                        }
                    }

                    state.RemoveFalseCheckedAreasAndEntrances();
                } while (reachableLocations.Count > 0);

                if (guardiansEncountered >= state.collectedItems["Ankh Jewel"])
                {
                    return(false);
                }
            }
            return(true);
        }
        public static bool CanBeatGame(Randomiser randomiser)
        {
            PlayerState state = new PlayerState(randomiser);

            state.CollectItem(randomiser.StartingWeapon);

            List <Location> requiredLocations = randomiser.GetPlacedRequiredItemLocations();
            List <Location> reachableLocations;

            do
            {
                reachableLocations = state.GetReachableLocations(requiredLocations);
                foreach (Location location in reachableLocations)
                {
                    state.CollectItem(location.Item);
                    state.collectedLocations.Add(location.Name, true);
                }

                state.RemoveFalseCheckedAreasAndEntrances();
            } while (reachableLocations.Count > 0);

            return(state.CanBeatGame());
        }
        public static bool EntrancePlacementCheck(Randomiser randomiser)
        {
            PlayerState state    = new PlayerState(randomiser);
            ItemPool    itemPool = new ItemPool(FileUtils.LoadItemFile());

            if (randomiser.Settings.ShopPlacement == ShopPlacement.Original)
            {
                randomiser.PlaceShopItems(itemPool);
            }

            if (randomiser.Settings.MantraPlacement == MantraPlacement.Original)
            {
                randomiser.PlaceMantras(itemPool);
            }

            foreach (Item item in itemPool)
            {
                state.CollectItem(item);
            }

            List <Location> requiredLocations = randomiser.GetPlacedLocations();
            List <Location> reachableLocations;

            do
            {
                reachableLocations = state.GetReachableLocations(requiredLocations);
                foreach (Location location in reachableLocations)
                {
                    state.CollectItem(location.Item);
                    state.collectedLocations.Add(location.Name, true);
                }

                state.RemoveFalseCheckedAreasAndEntrances();
            } while (reachableLocations.Count > 0);

            //check to see if its possible to beat the game with this configuration
            if (!state.CanBeatGame())
            {
                return(false);
            }

            //check to see if all locations are accessable
            foreach (Location location in randomiser.GetLocations())
            {
                if (!location.CanReach(state))
                {
                    return(false);
                }
            }

            //check to see if its possible to actually escape
            state.EscapeCheck  = true;
            state.StartingArea = randomiser.GetArea("Immortal Battlefield Main");
            List <string> exitNames = new List <string>()
            {
                "Cliff", "Gate of Guidance", "Mausoleum of Giants", "Village of Departure", "Gate of Illusion", "Nibiru"
            };

            foreach (string exitName in exitNames)
            {
                state.ClearCheckedAreasAndEntrances();
                if (state.CanReach(exitName))
                {
                    return(true);
                }
            }
            return(false);
        }