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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-11-08 07:54:31 +00:00
splits sphere analysis and logging into separate functions
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@ -456,9 +456,7 @@ function endgame:new(worldGraph)
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self.locations.hellB1.getPrebuiltHint = prebuilt
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self.locations.hellB3.getPrebuiltHint = prebuilt
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self.requirements = function(self, items)
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return self.world:canBeatGame(items)
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end
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self.requirements = function(self, items) return false end -- just pretend you never get here
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end
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local hintRegion = Region:extend()
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@ -590,7 +588,8 @@ function worldGraph:canBeatGame(items, obj)
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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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return false -- I don't actually think the check below works as intended, false is sufficient for now since 100% and completable logic should be mutually exclusive anyway
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--return #items > #self:getLocations() - #self:getHintLocations() - 2 -- removing ANY items (besides in hell) from 100% makes a seed uncompletable
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end
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function worldGraph:getLocations()
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@ -664,7 +663,7 @@ function worldGraph:getFilledLocations(realOnly)
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local locations = {}
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for key, region in pairs(self.regions) do
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for k, location in pairs(region:getFilledLocations()) do
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if not realOnly or not (_.find(location.item.attributes,"abstract") or _.find(location.item.attributes,"mrLittle")) then table.insert(locations, location) end
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if not realOnly or not _.find(location.item.attributes,"abstract") then table.insert(locations, location) end
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end
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end
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return locations
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@ -48,6 +48,7 @@ function C:new()
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self.mychar = ""
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self.shuffleMusic = false
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self.completableLogic = true
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self.spheres = {}
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end
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function C:setPath(path)
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@ -77,7 +78,7 @@ function C:randomize()
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self:_generateHash()
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if self.shuffleMusic then self.music:shuffleMusic(tscFiles) end
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self:_analyzeSpheres()
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self:_logSpheres()
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self:_generateRoute()
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self:_writeModifiedData(tscFiles)
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@ -259,29 +260,54 @@ function C:_fastFillItems(items, locations)
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end
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end
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function C:_analyzeSpheres()
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local spheres = {}
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function C:_analyzeSpheres(forceUpdate)
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if not forceUpdate and #self.spheres > 0 then
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return self.spheres
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end
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self.spheres = {}
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local items = {}
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local locations
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local i = 0
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repeat
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i = i+1
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local collected
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collected, locations = self.worldGraph:collect(items, locations, true)
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local sphereItems = _.difference(collected, items)
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items = collected
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if #sphereItems == 0 then break end
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logSphere(("Sphere %i"):format(i))
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local sphere = {}
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for k,v in pairs(sphereItems) do
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if not self.worldGraph:_has({v}, "abstract") then
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logSphere(("\t %s: %s"):format(v.location_name, v.name))
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end
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table.insert(sphere, v)
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end
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if #sphere == 0 then break end
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table.insert(self.spheres, sphere)
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until false
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if self.obj ~= "objBadEnd" and self.obj ~= "objNormalEnd" then
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-- add the hell sphere at the very end, shh it works trust me
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local sphere = {}
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table.insert(sphere, self.worldGraph.regions.endgame.locations.hellB1.item)
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table.insert(sphere, self.worldGraph.regions.endgame.locations.hellB3.item)
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table.insert(self.spheres, sphere)
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end
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return self.spheres
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end
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function C:_logSpheres()
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local total = 0
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for i,sphere in ipairs(self:_analyzeSpheres()) do
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logSphere(("Sphere %i"):format(i))
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for i2,item in ipairs(sphere) do
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if not _.contains(item.attributes, "abstract") then
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total = total + 1
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end
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if not _.contains(item.attributes, "objective") then
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logSphere(("\t %s: %s"):format(item.location_name, item.name))
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end
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end
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end
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logSphere(("Maximum items to collect: %i"):format(total))
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end
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function C:_generateRoute()
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