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#include "tracker_state.h"
#include <list>
#include <map>
#include <mutex>
#include <set>
#include <sstream>
#include <tuple>
#include "ap_state.h"
#include "game_data.h"
namespace {
struct TrackerState {
std::map<int, bool> reachability;
std::mutex reachability_mutex;
};
enum Decision { kYes, kNo, kMaybe };
TrackerState& GetState() {
static TrackerState* instance = new TrackerState();
return *instance;
}
Decision IsDoorReachable_Helper(int door_id,
const std::set<int>& reachable_rooms,
const std::set<int>& solveable_panels) {
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 kMaybe;
}
for (int panel_id : door_obj.panels) {
if (!solveable_panels.count(panel_id)) {
return kMaybe;
}
}
return kYes;
} else if (AP_GetDoorShuffleMode() == kSIMPLE_DOORS &&
!door_obj.group_name.empty()) {
return AP_HasItem(door_obj.group_ap_item_id) ? kYes : kNo;
} else {
bool has_item = AP_HasItem(door_obj.ap_item_id);
if (!has_item) {
for (const ProgressiveRequirement& prog_req : door_obj.progressives) {
if (AP_HasItem(prog_req.ap_item_id, prog_req.quantity)) {
has_item = true;
break;
}
}
}
return has_item ? kYes : kNo;
}
}
Decision IsPanelReachable_Helper(int panel_id,
const std::set<int>& reachable_rooms,
const std::set<int>& solveable_panels) {
const Panel& panel_obj = GD_GetPanel(panel_id);
if (!reachable_rooms.count(panel_obj.room)) {
return kMaybe;
}
if (panel_obj.name == "THE MASTER") {
int achievements_accessible = 0;
for (int achieve_id : GD_GetAchievementPanels()) {
if (solveable_panels.count(achieve_id)) {
achievements_accessible++;
if (achievements_accessible >= AP_GetMasteryRequirement()) {
break;
}
}
}
return (achievements_accessible >= AP_GetMasteryRequirement()) ? kYes
: kMaybe;
}
if ((panel_obj.name == "ANOTHER TRY" || panel_obj.name == "LEVEL 2") &&
AP_GetLevel2Requirement() > 1) {
int counting_panels_accessible = 0;
for (int solved_panel_id : solveable_panels) {
const Panel& solved_panel = GD_GetPanel(solved_panel_id);
if (!solved_panel.non_counting) {
counting_panels_accessible++;
}
}
return (counting_panels_accessible >= AP_GetLevel2Requirement() - 1)
? kYes
: kMaybe;
}
for (int room_id : panel_obj.required_rooms) {
if (!reachable_rooms.count(room_id)) {
return kMaybe;
}
}
for (int door_id : panel_obj.required_doors) {
Decision door_reachable =
IsDoorReachable_Helper(door_id, reachable_rooms, solveable_panels);
if (door_reachable == kNo) {
const Door& door_obj = GD_GetDoor(door_id);
return (door_obj.is_event || AP_GetDoorShuffleMode() == kNO_DOORS)
? kMaybe
: kNo;
} else if (door_reachable == kMaybe) {
return kMaybe;
}
}
for (int panel_id : panel_obj.required_panels) {
if (!solveable_panels.count(panel_id)) {
return kMaybe;
}
}
if (AP_IsColorShuffle()) {
for (LingoColor color : panel_obj.colors) {
if (!AP_HasItem(GD_GetItemIdForColor(color))) {
return kNo;
}
}
}
return kYes;
}
} // namespace
void RecalculateReachability() {
std::set<int> reachable_rooms;
std::set<int> solveable_panels;
std::list<int> panel_boundary;
std::list<Exit> flood_boundary;
flood_boundary.push_back({.destination_room = GD_GetRoomByName("Menu")});
if (AP_HasEarlyColorHallways()) {
flood_boundary.push_back(
{.destination_room = GD_GetRoomByName("Outside The Undeterred")});
}
bool reachable_changed = true;
while (reachable_changed) {
reachable_changed = false;
std::list<int> new_panel_boundary;
for (int panel_id : panel_boundary) {
if (solveable_panels.count(panel_id)) {
continue;
}
Decision panel_reachable =
IsPanelReachable_Helper(panel_id, reachable_rooms, solveable_panels);
if (panel_reachable == kYes) {
solveable_panels.insert(panel_id);
reachable_changed = true;
} else if (panel_reachable == kMaybe) {
new_panel_boundary.push_back(panel_id);
}
}
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()) {
Decision door_reachable = kMaybe;
if (room_exit.sunwarp) {
if (AP_GetSunwarpAccess() == kSUNWARP_ACCESS_NORMAL) {
door_reachable = kYes;
} else if (AP_GetSunwarpAccess() == kSUNWARP_ACCESS_DISABLED) {
door_reachable = kNo;
} else {
door_reachable = IsDoorReachable_Helper(
*room_exit.door, reachable_rooms, solveable_panels);
}
} else {
door_reachable = IsDoorReachable_Helper(
*room_exit.door, reachable_rooms, solveable_panels);
}
if (door_reachable == kYes) {
valid_transition = true;
} else if (door_reachable == kMaybe) {
new_boundary.push_back(room_exit);
}
} else if (room_exit.pilgrimage) {
Decision pilgrimage_reachable = kYes;
if (AP_GetSunwarpAccess() == kSUNWARP_ACCESS_DISABLED) {
pilgrimage_reachable = kNo;
}
if (pilgrimage_reachable == kYes) {
for (int door_id : GD_GetPilgrimageDoors(
AP_GetSunwarpAccess() == kSUNWARP_ACCESS_UNLOCK ||
AP_GetSunwarpAccess() == kSUNWARP_ACCESS_PROGRESSIVE)) {
pilgrimage_reachable = IsDoorReachable_Helper(
door_id, reachable_rooms, solveable_panels);
if (pilgrimage_reachable != kYes) {
break;
}
}
}
if (pilgrimage_reachable == kYes) {
valid_transition = true;
} else if (pilgrimage_reachable == kMaybe) {
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);
}
}
}
for (int panel_id : room_obj.panels) {
new_panel_boundary.push_back(panel_id);
}
}
}
flood_boundary = new_boundary;
panel_boundary = new_panel_boundary;
}
std::map<int, bool> new_reachability;
for (const MapArea& map_area : GD_GetMapAreas()) {
for (size_t 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 &= (solveable_panels.count(panel_id) == 1);
}
}
new_reachability[location_section.ap_location_id] = reachable;
}
}
{
std::lock_guard reachability_guard(GetState().reachability_mutex);
std::swap(GetState().reachability, new_reachability);
}
}
bool IsLocationReachable(int location_id) {
std::lock_guard reachability_guard(GetState().reachability_mutex);
if (GetState().reachability.count(location_id)) {
return GetState().reachability.at(location_id);
} else {
return false;
}
}
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