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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-12-23 21:56:43 +00:00
starts work on completable logic
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@ -413,6 +413,29 @@ local function _itemData()
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obj100Percent = objective("100%", "<FL+6004<IT+0005")
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}
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local function initializeHints(item)
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local hintArray = {
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--mandatory = {"a required item"},
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puppy = {"a puppy", "a living being"},
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--helpful = {"a helpful item"},
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--useless = {"a useless item"},
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weapon = {"a weapon"},
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--weaponSN = {"a weapon that breaks blocks"},
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--weaponStrong = {"a strong weapon"},
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flight = {"a method of flight", "flight"},
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missileLauncher = {"a Missile upgrade"}
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}
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item.hints = item.hints or {} -- initialize item's hints array if not already
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-- loop through item's attributes and add any matching hints from the hintArray table
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for k,v in ipairs(item.attributes) do
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for k2,v2 in ipairs(hintArray[v] or {}) do
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table.insert(item.hints, v2)
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end
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end
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end
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local array = {}
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for k, t in pairs(data) do
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t.key = k
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@ -427,29 +450,6 @@ local function _itemData()
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return array
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end
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local function initializeHints(item)
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local hintArray = {
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--mandatory = {"a required item"},
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puppy = {"a puppy", "a living being"},
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--helpful = {"a helpful item"},
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--useless = {"a useless item"},
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weapon = {"a weapon"},
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--weaponSN = {"a weapon that breaks blocks"},
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--weaponStrong = {"a strong weapon"},
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flight = {"a method of flight", "flight"},
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missileLauncher = {"a Missile upgrade"}
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}
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item.hints = item.hints or {} -- initialize item's hints array if not already
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-- loop through item's attributes and add any matching hints from the hintArray table
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for k,v in ipairs(t.attributes) do
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for k2,v2 in ipairs(hintArray[v] or {}) do
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table.insert(t.hints, v2)
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end
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end
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end
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local C = Class:extend()
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function C:new()
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@ -457,7 +457,7 @@ function endgame:new(worldGraph)
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self.locations.hellB3.getPrebuiltHint = prebuilt
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self.requirements = function(self, items)
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return _has(items, "eventSue") and _has(items, "ironBond") and self.world.regions.lastCave:canAccess(items)
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return self.world:canBeatGame(items)
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end
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end
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@ -560,6 +560,39 @@ function worldGraph:getSpawnScript()
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if self:Camp() then return baseStartScript .. "<FL+6202<TRA0040:0094:0014:0009" end
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end
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function worldGraph:canBeatGame(items, obj)
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if obj == "objBadEnd" then
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end
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local function normalReqs(self, items) return _has(items, "eventRocket") and _has(items, "eventSue") and self.regions.plantation:canAccess(items) end
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if obj == "objNormalEnd" then return normalReqs(self, items) end
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local function bestReqs(self, items) return normalReqs(self, items) and _has(items, "ironBond") and _count(items, "booster", 2) end
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if obj == "objBestEnd" then return bestReqs(self, items) end
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local function bossReqs(self, items)
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if not (bestReqs(self, items) and _has(items, "weaponBoss")) then return false end
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-- Igor, Balrog 1, Balrog 3, Core, Sisters
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if not (_has(items, "eventSue") and _has(items, "eventToroko") and _has(items, "eventCore")) then return false end
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-- Balrog 2, Balfrog
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if not (_has(items, "rustyKey") and _has(items, "gumKey") and self.regions.grasstownEast:canAccess(items)) then return false end
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-- Curly, Omega
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if not (self.regions.upperSandZone:canAccess(items)) then return false end
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-- Toroko+
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if not self.regions.lowerSandZone.king:canAccess(items) then return false end
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-- Puu Black, Monster X
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if not (self.regions.labyrinthW:canAccess(items) and _has(items, "clinicKey")) then return false end
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-- Ironhead
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if not self.regions.waterway:canAccess(items) then return false end
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-- Ma Pignon
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if not self.regions.mimigaVillage.maPignon:canAccess(items) then return false end
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-- Remaining bosses are all covered by the normal requirements
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return true
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end
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if obj == "objAllBosses" then return bossReqs(self, items) end
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return false -- removing ANY items from 100% makes a seed uncompletable
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end
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function worldGraph:getLocations()
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local locations = {}
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for key, region in pairs(self.regions) do
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@ -47,6 +47,7 @@ function C:new()
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self.sharecode = ""
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self.mychar = ""
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self.shuffleMusic = false
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self.completableLogic = true
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end
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function C:setPath(path)
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@ -194,7 +195,9 @@ function C:_shuffleItems(tscFiles)
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end
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-- next fill hell chests, which cannot have mandatory items
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self:_fastFillItems(optional, _.shuffle(self.worldGraph:getHellSpots()))
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if not self.completableLogic then
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self:_fastFillItems(optional, _.shuffle(self.worldGraph:getHellSpots()))
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end
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-- add map system AFTER filling hell chests so that it gets placed somewhere accessible in every objective
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optional = _.append(optional, self.itemDeck:getByKey("mapSystem"))
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@ -225,8 +228,15 @@ function C:_fillItems(items, locations)
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repeat
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local item = _.pop(itemsLeft)
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local assumed = self.worldGraph:collect(itemsLeft)
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local filter = function(k,v) return not v:hasItem() and v:canAccess(assumed) end
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if self.completableLogic and self.worldGraph:canBeatGame(assumed) then
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filter = function(k,v) return not v:hasItem() end
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end
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local fillable = _.filter(locations, filter)
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local fillable = _.filter(locations, function(k,v) return not v:hasItem() and v:canAccess(assumed) end)
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if #fillable > 0 then
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logDebug(("Placing %s at %s"):format(item.name, fillable[1].name))
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fillable[1]:setItem(item)
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@ -356,6 +366,7 @@ function C:_updateSettings()
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Settings.settings.musicBeta = self.music.betaEnabled
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Settings.settings.musicFlavor = self.music.flavor
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Settings.settings.noFallingBlocks = self.worldGraph.noFallingBlocks
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Settings.settings.completableLogic = self.completableLogic
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Settings:update()
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end
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@ -40,6 +40,7 @@ function C:getDefaults()
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musicBeta = false,
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musicFlavor = "Shuffle",
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noFallingBlocks = false,
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completableLogic = true, --TODO: MAKE FALSE BY DEFAULT AFTER TESTING
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csversion = 0
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}
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end
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@ -71,6 +72,7 @@ function C:serialize()
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line = line .. tab .. ("musicBeta = %s,\r\n"):format(self.settings.musicBeta)
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line = line .. tab .. ("musicFlavor = %q,\r\n"):format(self.settings.musicFlavor)
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line = line .. tab .. ("noFallingBlocks = %s,\r\n"):format(self.settings.noFallingBlocks)
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line = line .. tab .. ("completableLogic = %s,\r\n"):format(self.settings.completableLogic)
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line = line .. tab .. ("csversion = %s,\r\n"):format(self.settings.csversion)
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return line .. "}"
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