add support for cross-episode quests

This commit is contained in:
Martin Michelsen
2025-11-28 12:40:14 -08:00
parent 23eb6b29a5
commit e02a006b60
12 changed files with 504 additions and 407 deletions
+41 -49
View File
@@ -9,6 +9,11 @@
#include "RareItemSet.hh"
#include "StaticGameData.hh"
// This file and ItemCreator.cc are essentially a direct reverse-engineering of the item creation algorithm in PSO GC.
// Only minor changes have been made to support BB (as described in the comments in the implementation) and to support
// cross-episode quests. The latter consists mostly of delaying table_index lookups and ItemPT table lookups until much
// later than in the original implementation; the actual logic for generating item data is the same.
class ItemCreator {
public:
ItemCreator(
@@ -20,7 +25,6 @@ public:
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set,
std::shared_ptr<const ItemParameterTable> item_parameter_table,
std::shared_ptr<const ItemData::StackLimits> stack_limits,
Episode episode,
GameMode mode,
Difficulty difficulty,
uint8_t section_id,
@@ -39,7 +43,7 @@ public:
DropResult on_specialized_box_item_drop(uint8_t area, float param3, uint32_t param4, uint32_t param5, uint32_t param6);
ItemData base_item_for_specialized_box(uint32_t param4, uint32_t param5, uint32_t param6) const;
std::vector<ItemData> generate_armor_shop_contents(size_t player_level);
std::vector<ItemData> generate_armor_shop_contents(Episode episode, size_t player_level);
std::vector<ItemData> generate_tool_shop_contents(size_t player_level);
std::vector<ItemData> generate_weapon_shop_contents(size_t player_level);
@@ -56,10 +60,16 @@ public:
void set_section_id(uint8_t new_section_id);
private:
inline std::shared_ptr<const CommonItemSet::Table> pt(Episode episode) const {
return this->common_item_set->get_table(episode, this->mode, this->difficulty, this->section_id);
}
inline std::shared_ptr<const CommonItemSet::Table> pt(uint8_t area) const {
return this->pt(episode_for_area(area));
}
phosg::PrefixedLogger log;
Version logic_version;
std::shared_ptr<const ItemData::StackLimits> stack_limits;
Episode episode;
GameMode mode;
Difficulty difficulty;
uint8_t section_id;
@@ -70,7 +80,6 @@ private:
std::shared_ptr<const TekkerAdjustmentSet> tekker_adjustment_set;
std::shared_ptr<const ItemParameterTable> item_parameter_table;
std::shared_ptr<const CommonItemSet> common_item_set;
std::shared_ptr<const CommonItemSet::Table> pt;
std::shared_ptr<const BattleRules> restrictions;
struct UnitResult {
@@ -102,42 +111,37 @@ private:
std::shared_ptr<RandomGenerator> rand_crypt;
bool are_rare_drops_allowed() const;
uint8_t normalize_area_number(uint8_t area) const;
DropResult on_monster_item_drop_with_area_norm(uint32_t enemy_type, uint8_t area_norm);
DropResult on_box_item_drop_with_area_norm(uint8_t area_norm);
uint8_t table_index_for_area(uint8_t area) const;
uint32_t rand_int(uint64_t max);
float rand_float_0_1_from_crypt();
template <size_t NumRanges>
uint32_t choose_meseta_amount(
const parray<CommonItemSet::Table::Range<uint16_t>, NumRanges> ranges,
size_t table_index);
uint32_t choose_meseta_amount(const parray<CommonItemSet::Table::Range<uint16_t>, NumRanges> ranges, size_t table_index);
bool should_allow_meseta_drops() const;
ItemData check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area_norm);
ItemData check_rare_specs_and_create_rare_box_item(uint8_t area_norm);
ItemData check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area_norm);
ItemData check_rare_spec_and_create_rare_enemy_item(uint32_t enemy_type, uint8_t area);
ItemData check_rare_specs_and_create_rare_box_item(uint8_t area);
ItemData check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area);
void generate_rare_weapon_bonuses(ItemData& item, uint32_t random_sample);
void generate_rare_weapon_bonuses(ItemData& item, Episode episode, uint32_t random_sample);
void deduplicate_weapon_bonuses(ItemData& item) const;
void set_item_kill_count_if_unsealable(ItemData& item) const;
void set_item_unidentified_flag_if_not_challenge(ItemData& item) const;
void set_tool_item_amount_to_1(ItemData& item) const;
void generate_common_item_variances(uint32_t area_norm, ItemData& item);
void generate_common_armor_slots_and_bonuses(ItemData& item);
void generate_common_armor_slot_count(ItemData& item);
void generate_common_armor_or_shield_type_and_variances(char area_norm, ItemData& item);
void generate_common_tool_variances(uint32_t area_norm, ItemData& item);
uint8_t generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm);
void generate_common_item_variances(ItemData& item, uint8_t area);
void generate_common_armor_slots_and_bonuses(ItemData& item, Episode episode);
void generate_common_armor_slot_count(ItemData& item, Episode episode);
void generate_common_armor_or_shield_type_and_variances(ItemData& item, uint8_t area);
void generate_common_tool_variances(ItemData& item, uint8_t area);
uint8_t generate_tech_disk_level(uint32_t tech_num, uint8_t area);
void generate_common_mag_variances(ItemData& item);
void generate_common_weapon_variances(uint8_t area_norm, ItemData& item);
void generate_common_weapon_grind(ItemData& item, uint8_t offset_within_subtype_range);
void generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm);
void generate_common_weapon_special(ItemData& item, uint8_t area_norm);
void generate_common_weapon_variances(ItemData& item, uint8_t area);
void generate_common_weapon_grind(ItemData& item, uint8_t area, uint8_t offset_within_subtype_range);
void generate_common_weapon_bonuses(ItemData& item, uint8_t area);
void generate_common_weapon_special(ItemData& item, uint8_t area);
uint8_t choose_weapon_special(uint8_t det);
void generate_unit_stars_tables();
void generate_common_unit_variances(uint8_t stars, ItemData& item);
@@ -146,28 +150,18 @@ private:
void clear_item_if_restricted(ItemData& item) const;
static size_t get_table_index_for_armor_shop(size_t player_level);
static bool shop_does_not_contain_duplicate_armor(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_tech_disk(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_or_too_many_similar_weapons(
const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_item_by_data1_0_1_2(
const std::vector<ItemData>& shop, const ItemData& item);
void generate_armor_shop_armors(
std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_shields(
std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_units(
std::vector<ItemData>& shop, size_t player_level);
static bool shop_does_not_contain_duplicate_armor(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_tech_disk(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_or_too_many_similar_weapons(const std::vector<ItemData>& shop, const ItemData& item);
static bool shop_does_not_contain_duplicate_item_by_data1_0_1_2(const std::vector<ItemData>& shop, const ItemData& item);
void generate_armor_shop_armors(std::vector<ItemData>& shop, Episode episode, size_t player_level);
void generate_armor_shop_shields(std::vector<ItemData>& shop, size_t player_level);
void generate_armor_shop_units(std::vector<ItemData>& shop, size_t player_level);
static size_t get_table_index_for_tool_shop(size_t player_level);
void generate_common_tool_shop_recovery_items(
std::vector<ItemData>& shop, size_t player_level);
void generate_rare_tool_shop_recovery_items(
std::vector<ItemData>& shop, size_t player_level);
void generate_tool_shop_tech_disks(
std::vector<ItemData>& shop, size_t player_level);
void generate_common_tool_shop_recovery_items(std::vector<ItemData>& shop, size_t player_level);
void generate_rare_tool_shop_recovery_items(std::vector<ItemData>& shop, size_t player_level);
void generate_tool_shop_tech_disks(std::vector<ItemData>& shop, size_t player_level);
void generate_weapon_shop_item_grind(ItemData& item, size_t player_level);
void generate_weapon_shop_item_special(ItemData& item, size_t player_level);
@@ -175,11 +169,9 @@ private:
void generate_weapon_shop_item_bonus2(ItemData& item, size_t player_level);
template <typename IntT>
IntT get_rand_from_weighted_tables(
const IntT* tables, size_t offset, size_t num_values, size_t stride);
IntT get_rand_from_weighted_tables(const IntT* tables, size_t offset, size_t num_values, size_t stride);
template <typename IntT, size_t X>
IntT get_rand_from_weighted_tables_1d(const parray<IntT, X>& tables);
template <typename IntT, size_t X, size_t Y>
IntT get_rand_from_weighted_tables_2d_vertical(
const parray<parray<IntT, X>, Y>& tables, size_t offset);
IntT get_rand_from_weighted_tables_2d_vertical(const parray<parray<IntT, X>, Y>& tables, size_t offset);
};