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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-11-21 14:22:47 +00:00
fixed issue with 100% and Best Ending producing the same results with the same seed.
also made it more efficient.
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@ -67,7 +67,7 @@ function C:randomize()
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self:_logSettings()
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local seed = self:_seedRngesus()
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local seed = self:_seedRngesus(self.obj) -- append obj string in order to shuffle differently depending on the objective
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self:_updateSharecode(seed)
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local tscFiles = self:_createTscFiles(dirStage)
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@ -117,9 +117,9 @@ function C:_mountDirectory(path)
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return true, dirStage
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end
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function C:_seedRngesus()
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function C:_seedRngesus(suffix)
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local seedstring = self.customseed or tostring(os.time())
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local seed = ld.encode('string', 'hex', ld.hash('sha256', seedstring))
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local seed = ld.encode('string', 'hex', ld.hash('sha256', seedstring .. suffix))
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local s1 = tonumber(seed:sub(-8, -1), 16) -- first 32 bits (from right)
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local s2 = tonumber(seed:sub(-16, -9), 16) -- next 32 bits
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@ -157,14 +157,6 @@ function C:getObjective()
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end
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function C:_shuffleItems(tscFiles)
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-- ensure unique randomization between settings with the same seed
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local function shuffle(t)
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if self.obj == "objBadEnd" then return _.shuffle(_.shuffle(t)) end
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if self.obj == "objNormalEnd" then return _.shuffle(_.shuffle(_.shuffle(t))) end
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if self.obj == "objAllBosses" then return _.shuffle(_.shuffle(_.shuffle(_.shuffle(t)))) end
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return _.shuffle(t)
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end
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local obj = self:getObjective()[1]
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obj.name = obj.name .. (", %s"):format(self.worldGraph.spawn)
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obj.script = obj.script .. self.worldGraph:getSpawnScript()
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@ -175,10 +167,10 @@ function C:_shuffleItems(tscFiles)
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if self.worldGraph:StartPoint() then
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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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_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
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elseif self.worldGraph:Camp() then
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-- give Dr. Gero a strong weapon... you'll need it
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self.worldGraph:getCamp()[1]:setItem(shuffle(self.itemDeck:getItemsByAttribute("weaponStrong"))[1])
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self.worldGraph:getCamp()[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponStrong"))[1])
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-- and some HP once you fight your way past the first few enemies
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self.worldGraph:getCamp()[2]:setItem(self.itemDeck:getByKey("capsule5G"))
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end
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@ -188,27 +180,27 @@ function C:_shuffleItems(tscFiles)
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self.worldGraph:getMALCO()[1]:setItem(self.itemDeck:getByKey("bomb"))
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end
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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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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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-- then fill puppies, for normal gameplay
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self:_fastFillItems(puppies, shuffle(self.worldGraph:getPuppySpots()))
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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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mandatory = _.shuffle(_.append(mandatory, puppies))
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puppies = {}
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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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self:_fastFillItems(optional, _.shuffle(self.worldGraph:getHellSpots()))
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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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-- place mandatory items with assume fill
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self:_fillItems(mandatory, shuffle(_.reverse(self.worldGraph:getEmptyLocations())))
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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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@ -216,7 +208,7 @@ function C:_shuffleItems(tscFiles)
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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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self:_fastFillItems(optional, _.shuffle(self.worldGraph:getEmptyLocations()))
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self:_generateHints()
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if tscFiles ~= nil then
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