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probably fix glaring hint issues (#3752)
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@ -572,7 +572,7 @@ static void CalculateWotH() {
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for (size_t j = 0; j < ctx->playthroughLocations[i].size(); j++) {
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//If removing this item and no other item caused the game to become unbeatable, then it is strictly necessary, so add it
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if (ctx->GetItemLocation(ctx->playthroughLocations[i][j])->IsHintable()
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&& IsBeatableWithout(ctx->playthroughLocations[i][j], true)) {
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&& !(IsBeatableWithout(ctx->playthroughLocations[i][j], true))) {
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ctx->GetItemLocation(ctx->playthroughLocations[i][j])->SetWothCandidate();
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}
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}
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@ -585,20 +585,21 @@ static void CalculateWotH() {
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//Calculate barren locations and assign Barren Candidacy to all locations inside those areas
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static void CalculateBarren() {
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auto ctx = Rando::Context::GetInstance();
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std::array<bool, RA_MAX> IsBarren = {true};
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std::array<bool, RA_MAX> NotBarren = {}; //I would invert this but the "initialise all as true" syntax wasn't working
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for (RandomizerCheck loc : ctx->allLocations) {
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Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
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RandomizerArea locArea = itemLoc->GetArea();
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// If a location has a major item or is a way of the hero location, it is not barren
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if (IsBarren[locArea] == true && locArea > RA_LINKS_POCKET && (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate())) {
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IsBarren[locArea] = false;
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}
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Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
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RandomizerArea locArea = itemLoc->GetArea();
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bool test = (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate());
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// If a location has a major item or is a way of the hero location, it is not barren
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if (NotBarren[locArea] == false && locArea > RA_LINKS_POCKET && (itemLoc->GetPlacedItem().IsMajorItem() || itemLoc->IsWothCandidate())) {
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NotBarren[locArea] = true;
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}
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}
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for (RandomizerCheck loc : ctx->allLocations) {
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Rando::ItemLocation* itemLoc = ctx->GetItemLocation(loc);
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if (IsBarren[itemLoc->GetArea()]){
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if (!NotBarren[itemLoc->GetArea()]){
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itemLoc->SetBarrenCandidate();
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}
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}
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@ -1060,7 +1060,7 @@ void HintTable_Init() {
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hintTable[RHT_OUTSIDE_GANONS_CASTLE] = HintText::Exclude({
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// obscure text
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Text{ "outside Ganon's Castle", /*french*/ "les alentours du Château&de Ganon",
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Text{ "outside Ganon's Castle", /*french*/ "les alentours du Château de Ganon",
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/*spanish*/ "el exterior del Castillo de Ganon" },
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});
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@ -494,8 +494,8 @@ static std::vector<RandomizerCheck> FilterHintability(std::vector<RandomizerChec
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std::function<bool(RandomizerCheck)> extraFilter = NoFilter){
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auto ctx = Rando::Context::GetInstance();
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return FilterFromPool(locations, [extraFilter, ctx](const RandomizerCheck loc) {
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return ctx->GetItemLocation(loc)->IsHintable() && !(ctx->GetItemLocation(loc)->IsHintedAt()
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&& extraFilter(loc));
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return ctx->GetItemLocation(loc)->IsHintable() && !(ctx->GetItemLocation(loc)->IsHintedAt())
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&& extraFilter(loc);
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});
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}
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@ -1033,7 +1033,8 @@ void CreateStoneHints() {
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// If we have Rainbow Bridge set to Greg, add a hint for where Greg is
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(ctx->GetOption(RSK_RAINBOW_BRIDGE).Is(RO_BRIDGE_GREG) &&
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ctx->GetItemLocation(loc)->GetPlacedRandomizerGet() == RG_GREG_RUPEE)) &&
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ctx->GetItemLocation(loc)->IsHintable() && !(ctx->GetItemLocation(loc)->IsHintedAt());
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ctx->GetItemLocation(loc)->IsHintable() &&
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!(ctx->GetOption(RSK_GREG_HINT) && (IsReachableWithout({RC_GREG_HINT}, loc, true)));
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});
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for (auto& hint : conditionalAlwaysHints) {
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