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https://github.com/cave-story-randomizer/cave-story-randomizer
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fixes duplicate weapons
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5c530d318e
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@ -129,30 +129,36 @@ function C:_writePlaintext(tscFiles)
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end
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function C:_shuffleItems(tscFiles)
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-- first, fill one of the first cave spots with a weapon that can break blocks
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_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
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local mandatory = _.compact(_.shuffle(self.itemDeck:getMandatoryItems(true)))
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local optional = _.compact(_.shuffle(self.itemDeck:getOptionalItems(true)))
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local puppies = _.compact(_.shuffle(self.itemDeck:getItemsByAttribute("puppy")))
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if not self.puppy then
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-- first fill puppies
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-- then fill puppies, for normal gameplay
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self:_fastFillItems(puppies, _.shuffle(self.worldGraph:getPuppySpots()))
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else
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-- for puppysanity, shuffle puppies in with the mandatory items
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mandatory = _.shuffle(_.append(mandatory, puppies))
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puppies = {}
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end
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-- then fill one of the first cave spots with a weapon that can break blocks
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_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
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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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-- place mandatory items with assume fill
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self:_fillItems(mandatory, _.shuffle(_.reverse(self.worldGraph:getEmptyLocations())))
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-- place optional items with a simple random fill
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local opt = #optional
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local loc = #self.worldGraph:getEmptyLocations()
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if opt > loc then
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logWarning(("Trying to fill more optional items than there are locations! Items: %d Locations: %d"):format(opt, loc))
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end
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self:_fastFillItems(optional, _.shuffle(self.worldGraph:getEmptyLocations()))
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--assert(#self.worldGraph:getEmptyLocations() == 0, self.worldGraph:emptyString() .. "\r\n" .. self.itemDeck:unplacedString())
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self.worldGraph:writeItems(tscFiles)
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self.worldGraph:logLocations()
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end
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