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Allow for User Selected Enemies for Enemizer (#4236)
* Allow for User Selected Enemies for Enemizer * Updated CVar Entry List * ImGui Cvar Updates * GetSelectedEnemies Cvar Update * Populate List if empty and if menu selection changes for Enemy Randomizer/Enemy List * for loop for Menu Bar cvars, added enemyNameList table to get actor names * Update variable for macOS/Linux * Alphabetical Order you say?
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@ -13,56 +13,100 @@ extern "C" {
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extern "C" uint32_t ResourceMgr_IsSceneMasterQuest(s16 sceneNum);
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const char* enemyCVarList[] = {
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CVAR_ENHANCEMENT("RandomizedEnemyList.Armos"), CVAR_ENHANCEMENT("RandomizedEnemyList.Arwing"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.BabyDodongo"), CVAR_ENHANCEMENT("RandomizedEnemyList.Bari"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Beamos"), CVAR_ENHANCEMENT("RandomizedEnemyList.BigSkulltula"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.BigStalchild"), CVAR_ENHANCEMENT("RandomizedEnemyList.Biri"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.BlackKnuckle"), CVAR_ENHANCEMENT("RandomizedEnemyList.BlueTektite"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Bubble"), CVAR_ENHANCEMENT("RandomizedEnemyList.ClubMoblin"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.DarkLink"), CVAR_ENHANCEMENT("RandomizedEnemyList.Dinolfos"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Dodongo"), CVAR_ENHANCEMENT("RandomizedEnemyList.FireKeese"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.FloorTile"), CVAR_ENHANCEMENT("RandomizedEnemyList.Floormaster"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.FlyingPeahat"), CVAR_ENHANCEMENT("RandomizedEnemyList.FlyingPot"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Freezard"), CVAR_ENHANCEMENT("RandomizedEnemyList.Gibdo"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.GohmaLarva"), CVAR_ENHANCEMENT("RandomizedEnemyList.Guay"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.IceKeese"), CVAR_ENHANCEMENT("RandomizedEnemyList.InvisSkulltula"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Keese"), CVAR_ENHANCEMENT("RandomizedEnemyList.LargeBaba"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.LikeLike"), CVAR_ENHANCEMENT("RandomizedEnemyList.Lizalfos"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.MadScrub"), CVAR_ENHANCEMENT("RandomizedEnemyList.NormalWolfos"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.PeahatLarva"), CVAR_ENHANCEMENT("RandomizedEnemyList.Redead"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.RedTektite"), CVAR_ENHANCEMENT("RandomizedEnemyList.Shabom"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.ShellBlade"), CVAR_ENHANCEMENT("RandomizedEnemyList.Skulltula"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.SmallBaba"), CVAR_ENHANCEMENT("RandomizedEnemyList.SmallStalchild"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Spike"), CVAR_ENHANCEMENT("RandomizedEnemyList.Stalfos"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.Stinger"), CVAR_ENHANCEMENT("RandomizedEnemyList.Tailparasan"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.TorchSlug"), CVAR_ENHANCEMENT("RandomizedEnemyList.Wallmaster"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.WhiteKnuckle"), CVAR_ENHANCEMENT("RandomizedEnemyList.WhiteWolfos"),
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CVAR_ENHANCEMENT("RandomizedEnemyList.WitheredBaba"),
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};
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const char* enemyNameList[] = {
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"Armos", "Arwing", "Baby Dodongo", "Bari",
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"Beamos", "Big Skulltula", "Stalchild (Big)", "Biri",
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"Iron Knuckle (Black)", "Blue Tektite", "Bubble", "Club Moblin",
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"Dark Link", "Dinolfos", "Dodongo", "Fire Keese",
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"Floor Tile", "Floormaster", "Flying Peahat", "Flying Pot",
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"Freezard", "Gibdo", "Gohma Larva", "Guay",
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"Ice Keese", "Invisible Skulltula", "Keese", "Large Deku Baba",
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"Like-Like", "Lizalfos", "Mad Scrub", "Wolfos (Normal)",
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"Peahat Larva", "Redead", "Red Tektite", "Shabom",
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"ShellBlade", "Skulltula", "Small Deku Baba", "Stalchild (Small)",
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"Spike", "Stalfos", "Stinger", "Tailparasan",
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"Torch Slug", "Wallmaster", "Iron Knuckle (White)", "Wolfos (White)",
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"Withered Deku Baba",
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};
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static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
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{ ACTOR_EN_FIREFLY, 2 }, // Regular Keese
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{ ACTOR_EN_FIREFLY, 1 }, // Fire Keese
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{ ACTOR_EN_FIREFLY, 4 }, // Ice Keese
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{ ACTOR_EN_TEST, 2 }, // Stalfos
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{ ACTOR_EN_TITE, -1 }, // Tektite (red)
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{ ACTOR_EN_TITE, -2 }, // Tektite (blue)
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{ ACTOR_EN_WALLMAS, 1 }, // Wallmaster
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{ ACTOR_EN_DODONGO, -1 }, // Dodongo
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{ ACTOR_EN_PEEHAT, -1 }, // Flying Peahat (big grounded, doesn't spawn larva)
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{ ACTOR_EN_PEEHAT, 1 }, // Flying Peahat Larva
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{ ACTOR_EN_ZF, -1 }, // Lizalfos
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{ ACTOR_EN_ZF, -2 }, // Dinolfos
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{ ACTOR_EN_GOMA, 7 }, // Gohma larva (non-gohma rooms)
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{ ACTOR_EN_BUBBLE, 0 }, // Shabom (bubble)
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{ ACTOR_EN_AM, -1 }, // Armos
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{ ACTOR_EN_CLEAR_TAG, 1 }, // Arwing
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{ ACTOR_EN_DODOJR, 0 }, // Baby Dodongo
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{ ACTOR_EN_TORCH2, 0 }, // Dark Link
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{ ACTOR_EN_BILI, 0 }, // Biri (jellyfish)
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{ ACTOR_EN_TP, -1 }, // Electric Tailparasan
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{ ACTOR_EN_ST, 0 }, // Skulltula (normal)
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{ ACTOR_EN_ST, 1 }, // Skulltula (big)
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{ ACTOR_EN_ST, 2 }, // Skulltula (invisible)
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{ ACTOR_EN_BW, 0 }, // Torch Slug
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{ ACTOR_EN_EIYER, 10 }, // Stinger (land) (One in formation, sink under floor and do not activate)
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{ ACTOR_EN_MB, 0 }, // Moblins (Club)
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{ ACTOR_EN_DEKUBABA, 0 }, // Deku Baba (small)
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{ ACTOR_EN_DEKUBABA, 1 }, // Deku Baba (large)
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{ ACTOR_EN_AM, -1 }, // Armos (enemy variant)
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{ ACTOR_EN_DEKUNUTS, 768 }, // Mad Scrub (triple attack) (projectiles don't work)
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{ ACTOR_EN_VALI, -1 }, // Bari (big jellyfish)
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{ ACTOR_EN_BB, -1 }, // Bubble (flying skull enemy) (blue)
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{ ACTOR_EN_YUKABYUN, 0 }, // Flying Floor Tile
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{ ACTOR_EN_VM, 1280 }, // Beamos
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{ ACTOR_EN_FLOORMAS, 0 }, // Floormaster
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{ ACTOR_EN_RD, 1 }, // Redead (standing)
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{ ACTOR_EN_RD, 32766 }, // Gibdo (standing)
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{ ACTOR_EN_SB, 0 }, // Shell Blade
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{ ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba
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{ ACTOR_EN_RR, 0 }, // Like-Like
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{ ACTOR_EN_NY, 0 }, // Spike (rolling enemy)
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{ ACTOR_EN_ST, 1 }, // Skulltula (big)
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{ ACTOR_EN_SKB, 20 }, // Stalchild (big)
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{ ACTOR_EN_BILI, 0 }, // Biri (jellyfish)
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{ ACTOR_EN_IK, 2 }, // Iron Knuckle (black, standing)
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{ ACTOR_EN_IK, 3 }, // Iron Knuckle (white, standing)
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{ ACTOR_EN_TITE, -2 }, // Tektite (blue)
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{ ACTOR_EN_BB, -1 }, // Bubble (flying skull enemy) (blue)
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{ ACTOR_EN_MB, 0 }, // Moblins (Club)
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{ ACTOR_EN_TORCH2, 0 }, // Dark Link
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{ ACTOR_EN_ZF, -2 }, // Dinolfos
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{ ACTOR_EN_DODONGO, -1 }, // Dodongo
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{ ACTOR_EN_FIREFLY, 1 }, // Fire Keese
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{ ACTOR_EN_YUKABYUN, 0 }, // Flying Floor Tile
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{ ACTOR_EN_FLOORMAS, 0 }, // Floormaster
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{ ACTOR_EN_PEEHAT, -1 }, // Flying Peahat (big grounded, doesn't spawn larva)
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{ ACTOR_EN_TUBO_TRAP, 0 }, // Flying pot
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{ ACTOR_EN_FZ, 0 }, // Freezard
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{ ACTOR_EN_CLEAR_TAG, 1 }, // Arwing
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{ ACTOR_EN_RD, 32766 }, // Gibdo (standing)
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{ ACTOR_EN_GOMA, 7 }, // Gohma larva (non-gohma rooms)
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{ ACTOR_EN_CROW, 0 }, // Guay
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{ ACTOR_EN_FIREFLY, 4 }, // Ice Keese
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{ ACTOR_EN_ST, 2 }, // Skulltula (invisible)
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{ ACTOR_EN_IK, 3 }, // Iron Knuckle (white, standing)
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{ ACTOR_EN_FIREFLY, 2 }, // Regular Keese
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{ ACTOR_EN_DEKUBABA, 1 }, // Deku Baba (large)
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{ ACTOR_EN_RR, 0 }, // Like-Like
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{ ACTOR_EN_ZF, -1 }, // Lizalfos
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{ ACTOR_EN_DEKUNUTS, 768 }, // Mad Scrub (triple attack) (projectiles don't work)
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{ ACTOR_EN_WF, 0 }, // Wolfos (normal)
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{ ACTOR_EN_WF, 1 }, // Wolfos (white)
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{ ACTOR_EN_PEEHAT, 1 }, // Flying Peahat Larva
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{ ACTOR_EN_RD, 1 }, // Redead (standing)
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{ ACTOR_EN_TITE, -1 }, // Tektite (red)
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{ ACTOR_EN_BUBBLE, 0 }, // Shabom (bubble)
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{ ACTOR_EN_SB, 0 }, // Shell Blade
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{ ACTOR_EN_ST, 0 }, // Skulltula (normal)
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{ ACTOR_EN_DEKUBABA, 0 }, // Deku Baba (small)
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{ ACTOR_EN_SKB, 1 }, // Stalchild (small)
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{ ACTOR_EN_SKB, 20 }, // Stalchild (big)
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{ ACTOR_EN_CROW, 0 } // Guay
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{ ACTOR_EN_NY, 0 }, // Spike (rolling enemy)
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{ ACTOR_EN_TEST, 2 }, // Stalfos
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{ ACTOR_EN_EIYER, 10 }, // Stinger (land) (One in formation, sink under floor and do not activate)
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{ ACTOR_EN_TP, -1 }, // Electric Tailparasan
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{ ACTOR_EN_BW, 0 }, // Torch Slug
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{ ACTOR_EN_WALLMAS, 1 }, // Wallmaster
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{ ACTOR_EN_WF, 1 }, // Wolfos (white)
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{ ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba
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// Doesn't work {ACTOR_EN_POH, 0}, // Poe (Seems to rely on other objects?)
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// Doesn't work {ACTOR_EN_POH, 2}, // Poe (composer Sharp) (Seems to rely on other objects?)
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@ -234,14 +278,41 @@ extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t *actorId, f32 *po
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return 1;
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}
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std::vector<EnemyEntry> selectedEnemyList;
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void GetSelectedEnemies() {
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selectedEnemyList.clear();
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_RANDOM) {
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for (int i = 0; i < 49; i++) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0)) {
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selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
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} else if (CVarGetInteger(enemyCVarList[i], 0)) {
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selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
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}
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}
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if (selectedEnemyList.size() == 0) {
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selectedEnemyList.push_back(randomizedEnemySpawnTable[0]);
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}
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} else {
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for (int i = 0; i < 49; i++) {
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selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
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}
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}
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}
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EnemyEntry GetRandomizedEnemyEntry(uint32_t seed) {
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if (selectedEnemyList.size() == 0) {
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GetSelectedEnemies();
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}
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_RANDOM_SEEDED) {
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uint32_t finalSeed = seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSettings()->GetSeed() : gSaveContext.sohStats.fileCreatedAt);
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Random_Init(finalSeed);
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uint32_t randomNumber = Random(0, RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE);
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return selectedEnemyList[randomNumber];
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} else {
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uint32_t randomSelectedEnemy = Random(0, selectedEnemyList.size());
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return selectedEnemyList[randomSelectedEnemy];
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}
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uint32_t randomNumber = Random(0, RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE);
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return randomizedEnemySpawnTable[randomNumber];
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}
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bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId, int16_t params, float posX) {
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@ -13,6 +13,10 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy);
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EnemyEntry GetRandomizedEnemyEntry(uint32_t seed);
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extern const char* enemyCVarList[];
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extern const char* enemyNameList[];
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extern void GetSelectedEnemies();
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#ifndef __cplusplus
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uint8_t GetRandomizedEnemy(PlayState* play, int16_t *actorId, f32 *posX, f32 *posY, f32 *posZ, int16_t *rotX, int16_t *rotY, int16_t *rotZ, int16_t *params);
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#endif
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@ -38,6 +38,7 @@
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#include "Enhancements/randomizer/randomizer_item_tracker.h"
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#include "Enhancements/randomizer/randomizer_settings_window.h"
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#include "Enhancements/resolution-editor/ResolutionEditor.h"
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#include "Enhancements/enemyrandomizer.h"
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// FA icons are kind of wonky, if they worked how I expected them to the "+ 2.0f" wouldn't be needed, but
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// they don't work how I expect them to so I added that because it looked good when I eyeballed it
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@ -1447,13 +1448,43 @@ void DrawEnhancementsMenu() {
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);
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UIWidgets::PaddedText("Enemy Randomizer", true, false);
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UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("RandomizedEnemies"), enemyRandomizerModes, ENEMY_RANDOMIZER_OFF);
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if (UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("RandomizedEnemies"), enemyRandomizerModes, ENEMY_RANDOMIZER_OFF)) {
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GetSelectedEnemies();
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}
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UIWidgets::Tooltip(
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"Replaces fixed enemies throughout the game with a random enemy. Bosses, mini-bosses and a few specific regular enemies are excluded.\n"
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"Enemies that need more than Deku Nuts + either Deku Sticks or a sword to kill are excluded from spawning in \"clear enemy\" rooms.\n\n"
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"- Random: Enemies are randomized every time you load a room\n"
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"- Random (Seeded): Enemies are randomized based on the current randomizer seed/file\n"
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);
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) == ENEMY_RANDOMIZER_RANDOM) {
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ImGui::Separator();
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if (ImGui::BeginMenu("Enemy List")) {
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UIWidgets::PaddedEnhancementCheckbox("Select All Enemies", CVAR_ENHANCEMENT("RandomizedEnemyList.All"), true, false);
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bool disabledEnemyList = CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0);
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ImGui::Separator();
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ImGui::BeginDisabled(CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0));
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ImGui::BeginTable("Enemy Table", 2);
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ImGui::TableNextColumn();
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for (int i = 0; i < RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE; i++) {
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if (UIWidgets::PaddedEnhancementCheckbox(enemyNameList[i], enemyCVarList[i], true, false, disabledEnemyList,
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"These options are disabled because \"Select All Enemies\" is enabled.",
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UIWidgets::CheckboxGraphics::Checkmark)) {
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GetSelectedEnemies();
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}
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if (i == RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE / 2) {
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ImGui::TableNextColumn();
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}
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}
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ImGui::EndTable();
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ImGui::EndDisabled();
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ImGui::EndMenu();
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}
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};
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ImGui::Separator();
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UIWidgets::PaddedEnhancementCheckbox("Randomized Enemy Sizes", CVAR_ENHANCEMENT("RandomizedEnemySizes"), true, false);
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UIWidgets::Tooltip("Enemies and Bosses spawn with random sizes.");
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