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|
#include "tracker_state.h"
#include <fmt/core.h>
#include <hkutil/string.h>
#include <list>
#include <map>
#include <mutex>
#include <set>
#include <sstream>
#include <tuple>
#include "ap_state.h"
#include "game_data.h"
#include "logger.h"
namespace {
struct Requirements {
bool disabled = false;
std::set<int> doors; // non-grouped, handles progressive
std::set<int> items; // all other items
std::set<int> rooms; // maybe
bool mastery = false; // maybe
bool panel_hunt = false; // maybe
void Merge(const Requirements& rhs) {
if (rhs.disabled) {
return;
}
for (int id : rhs.doors) {
doors.insert(id);
}
for (int id : rhs.items) {
items.insert(id);
}
for (int id : rhs.rooms) {
rooms.insert(id);
}
mastery = mastery || rhs.mastery;
panel_hunt = panel_hunt || rhs.panel_hunt;
}
};
class RequirementCalculator {
public:
void Reset() {
doors_.clear();
panels_.clear();
}
const Requirements& GetDoor(int door_id) {
if (!doors_.count(door_id)) {
Requirements requirements;
const Door& door_obj = GD_GetDoor(door_id);
if (door_obj.type == DoorType::kSunPainting) {
if (!AP_IsPilgrimageEnabled()) {
requirements.items.insert(door_obj.ap_item_id);
} else {
requirements.disabled = true;
}
} else if (door_obj.type == DoorType::kSunwarp) {
switch (AP_GetSunwarpAccess()) {
case kSUNWARP_ACCESS_NORMAL:
// Do nothing.
break;
case kSUNWARP_ACCESS_DISABLED:
requirements.disabled = true;
break;
case kSUNWARP_ACCESS_UNLOCK:
requirements.items.insert(door_obj.group_ap_item_id);
break;
case kSUNWARP_ACCESS_INDIVIDUAL:
case kSUNWARP_ACCESS_PROGRESSIVE:
requirements.doors.insert(door_obj.id);
break;
}
} else if (AP_GetDoorShuffleMode() == kNO_DOORS || door_obj.skip_item) {
requirements.rooms.insert(door_obj.room);
for (int panel_id : door_obj.panels) {
const Requirements& panel_reqs = GetPanel(panel_id);
requirements.Merge(panel_reqs);
}
} else if (AP_GetDoorShuffleMode() == kSIMPLE_DOORS &&
!door_obj.group_name.empty()) {
requirements.items.insert(door_obj.group_ap_item_id);
} else {
requirements.doors.insert(door_obj.id);
}
doors_[door_id] = requirements;
}
return doors_[door_id];
}
const Requirements& GetPanel(int panel_id) {
if (!panels_.count(panel_id)) {
Requirements requirements;
const Panel& panel_obj = GD_GetPanel(panel_id);
requirements.rooms.insert(panel_obj.room);
if (panel_obj.name == "THE MASTER") {
requirements.mastery = true;
}
if ((panel_obj.name == "ANOTHER TRY" || panel_obj.name == "LEVEL 2") &&
AP_GetLevel2Requirement() > 1) {
requirements.panel_hunt = true;
}
for (int room_id : panel_obj.required_rooms) {
requirements.rooms.insert(room_id);
}
for (int door_id : panel_obj.required_doors) {
const Requirements& door_reqs = GetDoor(door_id);
requirements.Merge(door_reqs);
}
for (int panel_id : panel_obj.required_panels) {
const Requirements& panel_reqs = GetPanel(panel_id);
requirements.Merge(panel_reqs);
}
if (AP_IsColorShuffle()) {
for (LingoColor color : panel_obj.colors) {
requirements.items.insert(GD_GetItemIdForColor(color));
}
}
panels_[panel_id] = requirements;
}
return panels_[panel_id];
}
private:
std::map<int, Requirements> doors_;
std::map<int, Requirements> panels_;
};
struct TrackerState {
std::map<int, bool> reachability;
std::set<int> reachable_doors;
std::set<int> reachable_paintings;
std::mutex reachability_mutex;
RequirementCalculator requirements;
std::map<int, std::map<std::string, bool>> door_reports;
bool pilgrimage_doable = false;
};
enum Decision { kYes, kNo, kMaybe };
TrackerState& GetState() {
static TrackerState* instance = new TrackerState();
return *instance;
}
class StateCalculator;
struct StateCalculatorOptions {
int start;
bool pilgrimage = false;
StateCalculator* parent = nullptr;
};
class StateCalculator {
public:
StateCalculator() = default;
explicit StateCalculator(StateCalculatorOptions options)
: options_(options) {}
void Calculate() {
std::list<int> panel_boundary;
std::list<int> painting_boundary;
std::list<Exit> flood_boundary;
flood_boundary.push_back(
{.source_room = -1, .destination_room = options_.start});
bool reachable_changed = true;
while (reachable_changed) {
reachable_changed = false;
std::list<Exit> new_boundary;
std::list<int> new_panel_boundary;
for (int panel_id : panel_boundary) {
if (solveable_panels_.count(panel_id)) {
continue;
}
Decision panel_reachable = IsPanelReachable(panel_id);
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<int> new_painting_boundary;
for (int painting_id : painting_boundary) {
if (reachable_paintings_.count(painting_id)) {
continue;
}
Decision painting_reachable = IsPaintingReachable(painting_id);
if (painting_reachable == kYes) {
reachable_paintings_.insert(painting_id);
reachable_changed = true;
PaintingExit cur_painting = GD_GetPaintingExit(painting_id);
if (AP_GetPaintingMapping().count(cur_painting.internal_id) &&
AP_GetCheckedPaintings().count(cur_painting.internal_id)) {
Exit painting_exit;
PaintingExit target_painting =
GD_GetPaintingExit(GD_GetPaintingByName(
AP_GetPaintingMapping().at(cur_painting.internal_id)));
painting_exit.source_room = cur_painting.room;
painting_exit.destination_room = target_painting.room;
painting_exit.type = EntranceType::kPainting;
new_boundary.push_back(painting_exit);
}
} else if (painting_reachable == kMaybe) {
new_painting_boundary.push_back(painting_id);
}
}
for (const Exit& room_exit : flood_boundary) {
if (reachable_rooms_.count(room_exit.destination_room)) {
continue;
}
bool valid_transition = false;
Decision exit_usable = IsExitUsable(room_exit);
if (exit_usable == kYes) {
valid_transition = true;
} else if (exit_usable == kMaybe) {
new_boundary.push_back(room_exit);
}
if (valid_transition) {
reachable_rooms_.insert(room_exit.destination_room);
reachable_changed = true;
#ifndef NDEBUG
std::list<int> room_path = paths_[room_exit.source_room];
room_path.push_back(room_exit.destination_room);
paths_[room_exit.destination_room] = room_path;
#endif
const Room& room_obj = GD_GetRoom(room_exit.destination_room);
for (const Exit& out_edge : room_obj.exits) {
if (out_edge.type == EntranceType::kPainting &&
AP_IsPaintingShuffle()) {
continue;
}
if (out_edge.type == EntranceType::kSunwarp &&
AP_IsSunwarpShuffle()) {
continue;
}
new_boundary.push_back(out_edge);
}
if (AP_IsPaintingShuffle()) {
for (int out_edge : room_obj.paintings) {
new_painting_boundary.push_back(out_edge);
}
}
if (AP_IsSunwarpShuffle()) {
for (int index : room_obj.sunwarps) {
if (AP_GetSunwarpMapping().count(index)) {
const SunwarpMapping& sm = AP_GetSunwarpMapping().at(index);
new_boundary.push_back(
{.source_room = room_exit.destination_room,
.destination_room = GD_GetRoomForSunwarp(sm.exit_index),
.door = GD_GetSunwarpDoors().at(sm.dots - 1),
.type = EntranceType::kSunwarp});
}
}
}
if (AP_HasEarlyColorHallways() && room_obj.name == "Starting Room") {
new_boundary.push_back(
{.source_room = room_exit.destination_room,
.destination_room = GD_GetRoomByName("Color Hallways"),
.type = EntranceType::kPainting});
}
if (AP_IsPilgrimageEnabled()) {
int pilgrimage_start_id = GD_GetRoomByName("Hub Room");
if (AP_IsSunwarpShuffle()) {
for (const auto& [start_index, mapping] :
AP_GetSunwarpMapping()) {
if (mapping.dots == 1) {
pilgrimage_start_id = GD_GetRoomForSunwarp(start_index);
}
}
}
if (room_exit.destination_room == pilgrimage_start_id) {
new_boundary.push_back(
{.source_room = room_exit.destination_room,
.destination_room = GD_GetRoomByName("Pilgrim Antechamber"),
.type = EntranceType::kPilgrimage});
}
} else {
if (room_obj.name == "Starting Room") {
new_boundary.push_back(
{.source_room = room_exit.destination_room,
.destination_room = GD_GetRoomByName("Pilgrim Antechamber"),
.door =
GD_GetDoorByName("Pilgrim Antechamber - Sun Painting"),
.type = EntranceType::kPainting});
}
}
for (int panel_id : room_obj.panels) {
new_panel_boundary.push_back(panel_id);
}
}
}
flood_boundary = new_boundary;
panel_boundary = new_panel_boundary;
painting_boundary = new_painting_boundary;
}
// Now that we know the full reachable area, let's make sure all doors are
// evaluated.
for (const Door& door : GD_GetDoors()) {
int discard = IsDoorReachable(door.id);
}
}
const std::set<int>& GetReachableRooms() const { return reachable_rooms_; }
const std::map<int, Decision>& GetDoorDecisions() const {
return door_decisions_;
}
const std::set<int>& GetSolveablePanels() const { return solveable_panels_; }
const std::set<int>& GetReachablePaintings() const {
return reachable_paintings_;
}
const std::map<int, std::map<std::string, bool>>& GetDoorReports() const {
return door_report_;
}
bool IsPilgrimageDoable() const { return pilgrimage_doable_; }
std::string GetPathToRoom(int room_id) const {
if (!paths_.count(room_id)) {
return "";
}
const std::list<int>& path = paths_.at(room_id);
std::vector<std::string> room_names;
for (int room_id : path) {
room_names.push_back(GD_GetRoom(room_id).name);
}
return hatkirby::implode(room_names, " -> ");
}
private:
Decision IsNonGroupedDoorReachable(const Door& door_obj) {
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 AreRequirementsSatisfied(
const Requirements& reqs, std::map<std::string, bool>* report = nullptr) {
if (reqs.disabled) {
return kNo;
}
Decision final_decision = kYes;
for (int door_id : reqs.doors) {
const Door& door_obj = GD_GetDoor(door_id);
Decision decision = IsNonGroupedDoorReachable(door_obj);
if (report) {
(*report)[door_obj.item_name] = (decision == kYes);
}
if (decision != kYes) {
final_decision = decision;
}
}
for (int item_id : reqs.items) {
bool has_item = AP_HasItem(item_id);
if (report) {
(*report)[AP_GetItemName(item_id)] = has_item;
}
if (!has_item) {
final_decision = kNo;
}
}
for (int room_id : reqs.rooms) {
bool reachable = reachable_rooms_.count(room_id);
if (report) {
std::string report_name = "Reach \"" + GD_GetRoom(room_id).name + "\"";
(*report)[report_name] = reachable;
}
if (!reachable && final_decision != kNo) {
final_decision = kMaybe;
}
}
if (reqs.mastery) {
int achievements_accessible = 0;
for (int achieve_id : GD_GetAchievementPanels()) {
if (solveable_panels_.count(achieve_id)) {
achievements_accessible++;
if (achievements_accessible >= AP_GetMasteryRequirement()) {
break;
}
}
}
bool can_mastery =
(achievements_accessible >= AP_GetMasteryRequirement());
if (report) {
(*report)["Mastery"] = can_mastery;
}
if (!can_mastery && final_decision != kNo) {
final_decision = kMaybe;
}
}
if (reqs.panel_hunt) {
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++;
}
}
bool can_level2 =
(counting_panels_accessible >= AP_GetLevel2Requirement() - 1);
if (report) {
std::string report_name =
std::to_string(AP_GetLevel2Requirement()) + " Panels";
(*report)[report_name] = can_level2;
}
if (!can_level2 && final_decision != kNo) {
final_decision = kMaybe;
}
}
return final_decision;
}
Decision IsDoorReachable_Helper(int door_id) {
if (door_report_.count(door_id)) {
door_report_[door_id].clear();
} else {
door_report_[door_id] = {};
}
return AreRequirementsSatisfied(GetState().requirements.GetDoor(door_id),
&door_report_[door_id]);
}
Decision IsDoorReachable(int door_id) {
if (options_.parent) {
return options_.parent->IsDoorReachable(door_id);
}
if (door_decisions_.count(door_id)) {
return door_decisions_.at(door_id);
}
Decision result = IsDoorReachable_Helper(door_id);
if (result != kMaybe) {
door_decisions_[door_id] = result;
}
return result;
}
Decision IsPanelReachable(int panel_id) {
return AreRequirementsSatisfied(GetState().requirements.GetPanel(panel_id));
}
Decision IsPaintingReachable(int painting_id) {
const PaintingExit& painting = GD_GetPaintingExit(painting_id);
if (painting.door) {
return IsDoorReachable(*painting.door);
}
return kYes;
}
Decision IsExitUsable(const Exit& room_exit) {
if (room_exit.type == EntranceType::kPilgrimage) {
if (options_.pilgrimage || !AP_IsPilgrimageEnabled()) {
return kNo;
}
if (AP_GetSunwarpAccess() != kSUNWARP_ACCESS_NORMAL) {
for (int door_id : GD_GetSunwarpDoors()) {
Decision sub_decision = IsDoorReachable(door_id);
if (sub_decision != kYes) {
return sub_decision;
}
}
}
std::vector<std::tuple<int, int>> pilgrimage_pairs;
if (AP_IsSunwarpShuffle()) {
pilgrimage_pairs = std::vector<std::tuple<int, int>>(5);
for (const auto& [start_index, mapping] : AP_GetSunwarpMapping()) {
if (mapping.dots > 1) {
std::get<1>(pilgrimage_pairs[mapping.dots - 2]) = start_index;
}
if (mapping.dots < 6) {
std::get<0>(pilgrimage_pairs[mapping.dots - 1]) =
mapping.exit_index;
}
}
} else {
pilgrimage_pairs = {{6, 1}, {8, 3}, {9, 4}, {10, 5}};
}
for (const auto& [from_sunwarp, to_sunwarp] : pilgrimage_pairs) {
StateCalculator pilgrimage_calculator(
{.start = GD_GetRoomForSunwarp(from_sunwarp),
.pilgrimage = true,
.parent = this});
pilgrimage_calculator.Calculate();
if (!pilgrimage_calculator.GetReachableRooms().count(
GD_GetRoomForSunwarp(to_sunwarp))) {
return kMaybe;
}
}
pilgrimage_doable_ = true;
return kYes;
}
if (options_.pilgrimage) {
if (room_exit.type == EntranceType::kWarp ||
room_exit.type == EntranceType::kSunwarp) {
return kNo;
}
if (room_exit.type == EntranceType::kCrossroadsRoofAccess &&
!AP_DoesPilgrimageAllowRoofAccess()) {
return kNo;
}
if (room_exit.type == EntranceType::kPainting &&
!AP_DoesPilgrimageAllowPaintings()) {
return kNo;
}
}
if (room_exit.type == EntranceType::kSunwarp) {
if (AP_GetSunwarpAccess() == kSUNWARP_ACCESS_NORMAL) {
return kYes;
} else if (AP_GetSunwarpAccess() == kSUNWARP_ACCESS_DISABLED) {
return kNo;
}
}
if (room_exit.door.has_value()) {
return IsDoorReachable(*room_exit.door);
}
return kYes;
}
StateCalculatorOptions options_;
std::set<int> reachable_rooms_;
std::map<int, Decision> door_decisions_;
std::set<int> solveable_panels_;
std::set<int> reachable_paintings_;
std::map<int, std::map<std::string, bool>> door_report_;
bool pilgrimage_doable_ = false;
std::map<int, std::list<int>> paths_;
};
} // namespace
void ResetReachabilityRequirements() {
std::lock_guard reachability_guard(GetState().reachability_mutex);
GetState().requirements.Reset();
}
void RecalculateReachability() {
std::lock_guard reachability_guard(GetState().reachability_mutex);
StateCalculator state_calculator({.start = GD_GetRoomByName("Menu")});
state_calculator.Calculate();
const std::set<int>& reachable_rooms = state_calculator.GetReachableRooms();
const std::set<int>& solveable_panels = state_calculator.GetSolveablePanels();
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::set<int> new_reachable_doors;
for (const auto& [door_id, decision] : state_calculator.GetDoorDecisions()) {
if (decision == kYes) {
new_reachable_doors.insert(door_id);
}
}
std::set<int> reachable_paintings = state_calculator.GetReachablePaintings();
std::map<int, std::map<std::string, bool>> door_reports =
state_calculator.GetDoorReports();
std::swap(GetState().reachability, new_reachability);
std::swap(GetState().reachable_doors, new_reachable_doors);
std::swap(GetState().reachable_paintings, reachable_paintings);
std::swap(GetState().door_reports, door_reports);
GetState().pilgrimage_doable = state_calculator.IsPilgrimageDoable();
}
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;
}
}
bool IsDoorOpen(int door_id) {
std::lock_guard reachability_guard(GetState().reachability_mutex);
return GetState().reachable_doors.count(door_id);
}
bool IsPaintingReachable(int painting_id) {
std::lock_guard reachability_guard(GetState().reachability_mutex);
return GetState().reachable_paintings.count(painting_id);
}
const std::map<std::string, bool>& GetDoorRequirements(int door_id) {
std::lock_guard reachability_guard(GetState().reachability_mutex);
return GetState().door_reports[door_id];
}
bool IsPilgrimageDoable() {
std::lock_guard reachability_guard(GetState().reachability_mutex);
return GetState().pilgrimage_doable;
}
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