* Fix issues with areas not being applied to the region itself, and Link's Pocket Propogating through randomised warps
* Address reviews
* address reviews again
* fix mac issues
* git pls
Stop passing checksByArea to functions in the same namespace.
Only get value of `HideFilteredAreas` once per frame.
Gate area and check evaluations behind checks being visible and search filter size greater than 0.
Proper function capitalization.
* Add rando enhancement "Mysterious Shuffled Items", which obfuscates shuffled freestanding/drawn-in-world items (PoH, tokens, shop items) with a custom question mark model (thanks Hato), and uses the "mysterious item" functionality of `GetMerchantMessage` for everything that supports it, regardless of hint status on generation.
* Reverted back to rando enhancement, but added condition for Mysterious Shuffle not being on for the gem rotation fix to apply.
* First attempt at changing to fake GetItemEntry instead of directly calling the mystery draw function. Needs more work.
* Updated CVar to reflect CVar rework values.
Added `IsCheckShuffled` as preliminary function for checking *only* if a check is shuffled, not necessarily if it is just visible on the tracker. This accounts for the difference between tokensanity and "Always Show GS On Tracker", where you don't want to obfuscate the latter.
* Bit of cleanup.
* Cross-platform building edits. If anyone has a better idea of how to handle this fake GIE, I'm all ears.
* Update to CVar macros.
* Fix freestanding item gives.
Fix mysterious item model colors.
* Fix bombchu bowling mystery.
* Remove bowling bomchus check obfuscation (unused, removed in v3).
* p
* Missed the prefix renames.
* More missed ones.
* Mostly finished cleanup.
Removed a few CVars and some related functionality.
* Bit more (prepping non-existent title card color editing).
* Resolve gCrowdControl.
* Final cleanup.
* Universal constant, not acceleration...
* Preset CVars.
* Incorporate LUS CMake CVar system.
Customize all LUS CMake CVars to align with plans for preset system.
Swap "gOverlayFont" usage back to LUS CVar macro.
* Change CMake sets to use the cache to allow for including LUS's file for the add_compile_defines and remove the duplication on SoH's side.
* Move SoH CMake CVars to `soh-cvars.cmake` for clarity.
* Hint text refactor WIP DOES NOT BUILD
* Update to show people DOES NOT BUILD
* stuck on wierd errors
* forgot to add
* expression error does not name a type
* commit in case anyone looks
* static assertion failed: T must be an integral type or an enum.
* fail without error, complaining about unrefernced things
* fix some issues, still linker bs
* restructure some trials, conditionalAlwaysHints and hint_list stuff
* builds and does not crash, but there's text issues
* fix text issues
* commit to push, halfway through trimming down log
* finish trimming spoiler logging
* post merge clean up
* plando mode seems to work, looking into song text wierdness
* push for debugging crash on HBA sign
* fix num and anju issues
* fix the damn sign
* Fix Windows build
Renames GetMessage to GetHintMessage (a different name could be chosen, but GetMessage conflicts with a macro in winuser.h)
Changes uint to size_t, uint does not seem to exist on Windows.
* fix biggoron
* remove some manual formatting that autoformat doesn't like
* fix some altar text
* fix more altar text
* last cleanup
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Fix hint generation bugs on develop-rando
1. Fixed Ganon Non-hint text from loading as Saria's Magic Hint.
2. Fixed Ganon Non-hint text from not getting saved correctly.
3. Fixed gossip stone hint generation from not generating any non-always hints on No Logic.
For #3, the hint distribution and placement algorithm was bailing out too early when it wasn't able
to place a hint. For No Logic, what it was doing was failing to place WOTH hints (since No Logic seeds
don't calculate WOTH candidacy), returning the amount of hints it failed to place, and then it called
the function to redistribute the hints, but did not call the function to attempt to place the remaining hints.
Additionally, it was not accounting for the fact that we shouldn't redistribute the hints into the categories we failed to
place a hint in, so it would redistribute hints right back into those categories. I changed it so that when DistributeHints
gets called after PlaceHints fails to place the hint, it checks if the distribution settings copies attribute was set to 0.
In this case, it breaks while looping for the type distribution settings, and moves on to the next category. Also, it now repeatedly
attempts to distribute and place hints until PlaceHints returns 0 (meaning it placed all of its hints successfully).
* Fixes some further seed-bleed type issues with hint generation.
* Standardized CVar macros to have `CVAR_` at the front instead of the end.
Removed excluded and replaced sequence macros.
* Missed a few developer CVars outside of `SohMenuBar.cpp`
* 1 more.
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Fix DEVELOPER_CVAR macro.
Add GENERAL_CVAR macro.
* Change Item Tracker CVars, including open window CVar.
* Swapped open window CVars.
* Swapped Entrance Tracker CVars.
* Swapped Check Tracker CVars.
Changed Item Tracker "HudEditMode" to "Draggable".
* Renamed `RANDOMIZER_CVAR` to `RANDO_ENHANCEMENT_CVAR`.
Swapped rando enhancement CVars.
* Mirroring last commit from part 1 in randomizer.cpp
* Another mirror from pt 1
* Add console commands for randomizing sfx and cosmetic groups
* Update naming and use constexpr
* Update soh/soh/Enhancements/debugconsole.cpp
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Forgot "gManualSeedEntry".
* Renamed CVars from "Mq..." to "MQ...".
* filter randomizer checks in tracker
Co-authored-by: Michael Stergianis <michael.stergianis@gmail.com>
* Adds an option to hide empty areas
Co-authored-by: Jamie Klassen <jamie@tenkeylabs.com>
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
* Removes extra whitespace
Co-authored-by: Jamie Klassen <jamie@tenkeylabs.com>
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
* Changes gCheckTrackerHideFilteredAreas to default to true
Refactors the for loop in shouldHideArea
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
* Addresses PR feedback
* https://github.com/HarbourMasters/Shipwright/pull/4021#discussion_r1538377614
* https://github.com/HarbourMasters/Shipwright/pull/4021#discussion_r1538381310
Co-authored-by: Jamie Klassen <jamie@tenkeylabs.com>
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
* Updates config variable to gTrackers.CheckTracker.HideFilteredAreas
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
* Adds check visibility guard to shouldHideArea
Refactors rcObject to check in passesTextFilter
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
---------
Signed-off-by: Michael Stergianis <michael.stergianis@gmail.com>
Co-authored-by: Michael Stergianis <michael.stergianis@gmail.com>
vb treasure chest game added new RCs for the treasure chest game (now there are RCs for each of the 5 keys and each of the 5 non key chests), but the location area table only had the keys, this adds the items
* Clean up grayed out items in file select.
Tie personal notes saving to `OnExitGame()` to account for save scum resets.
Hide text input box (but not window) for personal notes when a save isn't loaded to prevent saving over a save's notes while in file select.
* Allow check tracker window to be visible and show the "Waiting for file load..." text in file select (ease of positioning).
* Fix key label text placement.
* Persist `areasSpoiled`, change trigger to `OnSceneTransition`.
Add `IsAreaSpoiled` for tie-in to Item Tracker.
Add `SetAreaSpoiled` to unify bitmagic.
* Add proper spoiling evaluation based on specific entrance IDs, or first check collection.
Add light yellow color for vanilla dungeon abbreviations to match the purple for MQ.
* Initialize `areasSpoiled` to 0, so 0 gets saved on file create.
* All new conditional statements around `GameInteractor::IsSaveLoaded()` were inverted. Fixed that.
* Change some c-style casts to `static_cast`.
* Few more cleanups, plus clarifying comment.
* vb bombchu bowling
* don't need it
* it's drawing the right thing but it's tiny
* scale
* no need to should, don't rescale every draw
* slightly safer
Due to a typo a few months ago, it was accidentally being ignored and
treated as Anywhere. Own Dungeon may have also been doing weird things,
but I'm not entirely sure.
* Add `SohModalWindow` and `SohModal`. Runs as window, always "visible", but not drawing if no popups are registered.
Adds error catching for save file corruption (malformed json) that renames the file in question to prevent future loading issues and uses `SohModalWindow` to inform the user of the error.
* Apply suggestions from code review
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>