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#include "tracker_state.h"
#include <list>
#include <map>
#include <set>
#include <tuple>
#include "ap_state.h"
#include "game_data.h"
namespace {
struct TrackerState {
std::map<std::tuple<int, int>, bool> reachability;
};
TrackerState& GetState() {
static TrackerState* instance = new TrackerState();
return *instance;
}
bool IsDoorReachable_Helper(int door_id, const std::set<int>& reachable_rooms);
bool IsPanelReachable_Helper(int panel_id,
const std::set<int>& reachable_rooms) {
const Panel& panel_obj = GD_GetPanel(panel_id);
if (!reachable_rooms.count(panel_obj.room)) {
return false;
}
if (panel_obj.name == "THE MASTER") {
int achievements_accessible = 0;
for (int achieve_id : GD_GetAchievementPanels()) {
if (IsPanelReachable_Helper(achieve_id, reachable_rooms)) {
achievements_accessible++;
if (achievements_accessible >= AP_GetMasteryRequirement()) {
break;
}
}
}
return (achievements_accessible >= AP_GetMasteryRequirement());
}
for (int room_id : panel_obj.required_rooms) {
if (!reachable_rooms.count(room_id)) {
return false;
}
}
for (int door_id : panel_obj.required_doors) {
if (!IsDoorReachable_Helper(door_id, reachable_rooms)) {
return false;
}
}
if (AP_IsColorShuffle()) {
for (LingoColor color : panel_obj.colors) {
if (!AP_HasColorItem(color)) {
return false;
}
}
}
return true;
}
bool IsDoorReachable_Helper(int door_id, const std::set<int>& reachable_rooms) {
const Door& door_obj = GD_GetDoor(door_id);
if (AP_GetDoorShuffleMode() == kNO_DOORS || door_obj.skip_item) {
if (!reachable_rooms.count(door_obj.room)) {
return false;
}
for (int panel_id : door_obj.panels) {
if (!IsPanelReachable_Helper(panel_id, reachable_rooms)) {
return false;
}
}
return true;
} else if (AP_GetDoorShuffleMode() == kSIMPLE_DOORS &&
!door_obj.group_name.empty()) {
return AP_HasItem(door_obj.group_name);
} else {
bool has_item = AP_HasItem(door_obj.item_name);
if (!has_item) {
for (const ProgressiveRequirement& prog_req : door_obj.progressives) {
if (AP_HasItem(prog_req.item_name, prog_req.quantity)) {
has_item = true;
break;
}
}
}
return has_item;
}
}
} // namespace
void RecalculateReachability() {
GetState().reachability.clear();
std::set<int> reachable_rooms;
std::list<Exit> flood_boundary;
flood_boundary.push_back({.destination_room = GD_GetRoomByName("Menu")});
bool reachable_changed = true;
while (reachable_changed) {
reachable_changed = false;
std::list<Exit> new_boundary;
for (const Exit& room_exit : flood_boundary) {
if (reachable_rooms.count(room_exit.destination_room)) {
continue;
}
bool valid_transition = false;
if (room_exit.door.has_value()) {
if (IsDoorReachable_Helper(*room_exit.door, reachable_rooms)) {
valid_transition = true;
} else if (AP_GetDoorShuffleMode() == kNO_DOORS) {
new_boundary.push_back(room_exit);
}
} else {
valid_transition = true;
}
if (valid_transition) {
reachable_rooms.insert(room_exit.destination_room);
reachable_changed = true;
const Room& room_obj = GD_GetRoom(room_exit.destination_room);
for (const Exit& out_edge : room_obj.exits) {
if (!out_edge.painting || !AP_IsPaintingShuffle()) {
new_boundary.push_back(out_edge);
}
}
if (AP_IsPaintingShuffle()) {
for (const PaintingExit& out_edge : room_obj.paintings) {
if (AP_GetPaintingMapping().count(out_edge.id)) {
Exit painting_exit;
painting_exit.destination_room = GD_GetRoomForPainting(
AP_GetPaintingMapping().at(out_edge.id));
painting_exit.door = out_edge.door;
new_boundary.push_back(painting_exit);
}
}
}
}
}
flood_boundary = new_boundary;
}
for (const MapArea& map_area : GD_GetMapAreas()) {
for (int section_id = 0; section_id < map_area.locations.size();
section_id++) {
const Location& location_section = map_area.locations.at(section_id);
bool reachable = reachable_rooms.count(location_section.room);
if (reachable) {
for (int panel_id : location_section.panels) {
reachable &= IsPanelReachable_Helper(panel_id, reachable_rooms);
}
}
GetState().reachability[{map_area.id, section_id}] = reachable;
}
}
}
bool IsLocationReachable(int area_id, int section_id) {
std::tuple<int, int> key = {area_id, section_id};
if (GetState().reachability.count(key)) {
return GetState().reachability.at(key);
} else {
return false;
}
}
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