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); }
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); }
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); }
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()]);