Commit Graph

14 Commits

Author SHA1 Message Date
Archez 13fce8258d
[Rando] Add Mix and Decouple support to Boss Entrances (#3261)
* initial support for mixing boss entrances in the mixed pool

* support decouple for boss entrances

* missed decouple change

* add blue warp exits to boss rooms in location access

* add entrance get helper methods

* fix assumed targets not using root in entrance name

* add dedicated blue warp entrances and handle blue warp changes during generation

* change bluewarp handling in game to use unique blue warp entrances

* handle blue warps in entrance tracker

* fix overriding all jabu and water temple rooms

* fix grotto returns when exiting boss rooms/dungeons

* fix blue warp logic by tracking original connected region key

* use entrance enums

* remove unneeded entrance values

* fix decouple generation crash

* fix jabu mq backwards logic
2024-02-15 19:14:24 -06:00
Adam Bird a6b4e0b7fd
Fix entrance tracker crash (#3502) 2023-12-17 11:06:01 -05:00
inspectredc 80ef399c52
Entrance Docs (#3332)
* transition variables renamed

* transition circle

* transition wipe

* sand storm

* remaining sceneloadflag rename

* transition trigger macros

* transition mode enum

* transition type enum

* tc set params

* creg debug transitions

* introduce entrance table + return entrance indices + entrance info macros

* randomizer entrance pass through

* cleanup some missing scene enums

* randomizer entrance tracker pass through

* randomizer grotto pass through

* gSaveContext.entranceIndex

* misc lists

* z_select pass through

* respawn entrance index

* nextEntranceIndex

* add missing include
2023-11-19 14:29:56 -05:00
Malkierian 70a83f647f
Check Tracker Update (#2668)
* Initial commit. What works so far:

Data file loads, saves, deletes, and is created properly.
 - Need to run `HasItemBeenCollected` when creating in case of mid-seed regen.
Organized checks into maps set by area.
Areas show in tracker.

 - Checks pulled from checkObjectsByArea are not currently listed.
 - Areas are being assumed completed and hidden at the start.

* Checks now populate. Still not counting area totals properly.

* Don't track RC_LINKS_POCKET in the data file, and instead manually add it in every time a save is load. rcObjects doesn't contain Link's Pocket location (duh).

* Moved ItemReceive hook to randomizer_check_tracker.cpp.

Skipped items are properly sorted and formatted.

Saved items contribute to an area's gotten/skipped checks on load.

Changed skipped items default main color to gray.

General code cleanup.

* Skipped checks now contribute to area totals for area completion logic.

* Mid-menu rework transfer.

* Started check lookup on item receive.
Tried to enable scum checking on save.

* Fixed scum check on save.

* More code cleanup, which revealed some issues with loading and saving. Loading now works 100%, but entries in checkTrackerData are disappearing in code somewhere, causing issues with later checks.

Scummed color now displays properly.

Collected but unsaved displays properly.

Unchecked, Skipped, Seen and Scummed checks all have arrows for skipping/unskipping.

Counts a little messed up, probably double adding skips.

* Fixed item counts being off across resets. Restarts were fine.

* Beginning of rework for individual check updates. Adds `Actor lastCheck` to PlayState to allow assigning of last actor to give an item. This allows precise tracking of GS, freestanding PoH, etc. Works for chests too. Currently does not work for shops, unknown for normal NPC gives. Doesn't track last gives for non-checks, like drops from grass, pots, crates, etc.

* Actor-based checks fully fleshed out, but can't help with sale-based checks. Implemented `pendingSaleCheck` to back out of an RC check cycle if `gSaveContext->pendingSale` is not NONE when `OnItemReceive` is called, processed through `OnSaleEnd`. This should be the final change necessary to streamline the checks.

* Temporary hook to message box close to tie in trackers for non-gs/chest actors that aren't added to `GetCheckFromActor`. This triggers a 2-frame countdown to check with `HasItemBeenCollected` since half of the methods in there aren't updated until after a text box closes.

Added scene tracking to get last scene so that checks in scenes that span several overworld areas could be tied to their areas properly.

Modified tracker data creation to apply Link's Pocket and Song from Impa conditionally based on randomizer settings instead of just being assumed to be done. May need modification for checking click and drag spoiler loading.

Removed the scene equivalence check from CheckChecks so that an entire area is checked each time to avoid issues with, e.g., leaving a shop before a pending sale finishes.

* Changed check data creation to use RSKs from gRandomizer to account for settings loaded from drag and drop spoilers.

* Beginning of tracker code organization.

Changed check color defaults.

* Reverted moving tracker colors to header.

Some individual check fixes.

* Missed something from previous merge?

* Removed last remnant of removed performance mode.

* Better handle checking when skullsanity is off.

* Song checks sceneIDs don't match the scenes they're actually in for some reason. Removed that check.

* SaleEnd checks don't need the GetItemEntry parameter. Also set a flag that should prevent the check tracker from running during vanilla saves should that not be resolved by the time it's merged.

* Attempting to have only the relevant checks added to the tracker data, as well as showing vanilla checks for non-rando saves. Not working yet (everything is displayed in vanilla).

* Added vanilla check tracker population via `vanillaCheck` bool in `RandomizerCheckObject`. This is also added to `IsVisibleInImGui` to handle file loading and saving to eliminate checks that aren't part of vanilla or the rando seed.

Implemented deleted tracker data file recreation.

Added some extra item name text checks. Songs are still... tricky, so they stay blank.

Utilize local copies of the randomizer check objects that are applicable for performance purposes.

Fixed vanilla item-giving cutscene crashes when triggered mid-transition.

* Apparently not all toolchains can handle macro instantiation without all parameters, like VS can.

* Fixed scummed detail color not showing properly on tracker.

* Fixed dungeon area totals and GS checks not functioning properly.

* Major revamp of checking code. Doesn't rely on `GetCheckFromActor` at all anymore, but instead simply sets a flag to evaluate a number of checks in an area every frame until the check that was gotten is identified. With the new setup, it's much less hardware intensive, and at 60fps 6 checks per frame shows no noticeable effect on framerate. I can envision needing to add a collectedCount in order to account for times when two checks are gotten one right after the other.

Changed area scroll to happen from `OnTransitionEnd`, and allow for scrolling in bazaar (was disabled previously because it would jump back and forth between Kak and Market while you were in one).

Also setup area check order updating by area instead of all at the same time.

* Fixed shooting gallery not reporting proper area.

Prevent checks from actually happening if area is RCAREA_INVALID, now that all areas are reporting something if they have checks.

Fixed `GetCheckArea()` not updating checks for standard scenes.

Lots of vanilla tracking updates, mainly manual checks for gems, medallions and songs, since the often don't have proper scenes in the data.

Prevent vanilla from triggering check loops if junk items are collected.

Fixed sorting based on saved vs collected.

Prevent item name display for vanilla runs.

Change coloring of checks so the check name reflects status in vanilla runs.

* Fixed "Recheck Area" button erroneously adding to an area's check totals?

* Fix DMC vanilla checks.

* Fix check tracker data recreation on data file loss.

Removed redundant file exists check from SaveTrackerDataHook, as it doesn't matter if it exists or not at that point.

Limited check loops to 3 to avoid infinite check loops on non-check/junk item pickup.

Added more checks to disable tracker operations if a save is not running.

Changed check ordering to put boss reward and heart container checks at the end of whatever RCSHOW group they belong to.

* Fixed IsRunning calculation.

Further improving vanilla checking.

Starting framework for checking medallions, stones, and songs on data file recreation.

Fixed medallion check collection.

Added GIFT_FROM_SAGES to check list for vanilla file for tracking light medallion.

Added check loop limitation to prevent infinite checking after picking up junk item from the ground.

* Finished vanilla file recreation and recheck (songs and dungeon rewards all check properly now). This includes deku shield with KF shop item 3.

Finished Gift from Raoru light medallion tracking for vanilla.

Commented all CheckByScene functionality for now.

* Fixed new save data file creation.

Disabled entrance area calculation for now, as it only tracks the previous entrance for some reason.

Fixed area detection for ToT checks.

* GetCheckArea() now utilizes EntranceData almost exclusively, via either `gSaveContext.entranceIndex` or the entrance tracker's `currentGrottoId` in the case of grottos.

This also means that EVERYTHING CAN AUTOSCROLL NOW. Entrance shuffles are now much easier to track.

Autoscroll is now also triggered on save, just in case someone isn't autosaving and has a lot of checks that get converted to saved.

* Fixed missing GS check in LW.

* Added area scroll on toggling Show Hidden Items. May configure differently later.

Fixed area detection for entrances in Gerudo Fortress/Valley and Collossus. Haunted wasteland doesn't autoscroll due to a bug in `OnTransitionEnd` hook, but checks still evaluate properly there.

Rely on scene-based area detection if scene is a main overworld or dungeon scene.

* Fixed grotto detection when shuffle is off.

* Small code cleanup.

Fixed Colossus hand chest checks.

* Missing lus bump from merge conflict resolution

* Fixed Colossus Grotto making `GetCheckArea` return Wasteland.

* Improved OnItemReceive processing for non-token GS checks, since they can sometimes take long enough for the checking process to time out before the item is registered as received.

* First attempt at thread safety for tracker data file writing. Seems to work, but might need more testing.

* Fixed Recheck Area not unskipping items that register as saved.

Improved delayed saving with autosaving, as the autosave triggered quite often before the tracker data save, making things not properly register as saved.

* merge cleanup

* Converted check tracker data to the sectional saves, adding `CheckTrackerData` to `SaveContext`.

Implemented section ID returning and fullSave boolean passing to section functions from my PR temporarily for it to work properly.

Moved `RandomizerCheckTrackerData` enum to `randomizerTypes.h` to accommodate that.

Changed `Randomizer_SaveInit` to a `SaveManager::InitFunc` to allow for other randomizer-dependent sections to be initialized after that. Required a little refactoring to maintain intro cutscene skip when starting a randomizer file.

* Revert section index return and randomizer init changes. Will need to wait on yet more changes to main.

* Fixed check tracker initialization (shouldn't be tied to window initialization), restored saving/loading functionality.

* Removed `CheckTracker::Init` and put SaveManager calls in `CheckTrackerWindow::InitElement`. Also a bit of cleanup from transition back to save file use.

* Fixed tracker displaying check categories while file not loaded.

* Fix Darunia's Joy check not marking in vanilla.

* Fix autosave not triggering change from collected to saved in tracker data.

* Changed default colors for scummed and collected display.

* Merge upgrade code cleanup.

* Add `OnTransitionEnd` calls to sandstorm transitions both to and from Wasteland. Also improved `gSaveContext.lastScene` assignment for both transition types. Allowed a bit of cleanup in `GetCheckArea`.

* Added `StateButton`, a button like `ArrowButton` but that allows text instead of arrow icons. Apparently the changes from ArrowButton to StateButton happened in a previous commit...

* Changed section name to `trackerDataCheck` to force SoH to load it after the randomizer section, as it required some randoSettings to be loaded first, and nothing else I tried to make the randomizer section load before it worked. This hacks a solution to checks not displaying on fast file load to a specific slot.

F*** you, SaveManager, and f*** you too, JSON.

* Forgot to change the section string for loading with the name change.

* Fix check ordering for checks that trigger the autosave.

* Adds option to remove right-side shop items (slots 1-4) from the tracker list. Enabled by default.

* Fix default state of Hide Shop Right Checks checkbox.

* Fixes grotto and great fairy scrolling and checks.

Fixes array overflow from `checkTrackerData` which was creating the issue trying to load the base and randomizer sections first, among other things.

That also fixed the massive file loads that were being exhibited in debug mode.

* Fix shooting galleries being set as collected again when being played a second time after getting the checks.

* Fix Bazaar autoscroll.

* Add Saria's Song to `GetCheckFromActor` and removed some limitations from the messageCloseCheck function to make that check track properly.

* Fix Song from Impa check.

Implemented prevention for multiple "collections" of great fairies, just in case getting the health refill would trigger it with the previous setup.

* Fix ice traps on GS tokens not triggering OnItemReceive.

* Complete fix for ice trap collection from GS.

Add autoscroll when clicking "Expand All".

* Add `OnShopSlotChange` with cursorSlot and basePrice parameters.

* Fixed include in en_ossan for shop slot hook.

Added registration for `OnShopSlotChange` in the tracker, storing the price in a new `price` field in `CheckTrackerData`.

Added "seen" functionality to shop checks. Displays the model item name upon first entering a shop, adding the price and switching to trickName (if it's an ice trap) upon navigating to the slot in buy mode, triggered by an invisible "identified" status that mirrors "seen" in every other way.

Added tooltips to most options for check tracker color picking to describe what each status actually means.

* `std::format` pls

* So apparently std::format just decided to break with the latest merge from develop, but fmt::format exists and works?

* Removed the last vestiges of `locationsSkipped`. Other general code and formatting cleanups.

Moved `IsGameRunning` to `OTRGlobals` so the item tracker could also access it.

Used preceding to "fix" item and bottle display in the item tracker on startup.

* Some more code cleanup.

Removed "Recheck Area" button and relevant code.

Backported changes to Anchor branch applicable for single-player, including making a checkAreas vector and structuring the frame by frame checks around that. Also includes fix for Silver Gauntlets and Mirror Shield check collection crash associated with those changes.

Fixed Kakariko Bazaar "seen" updates.

Fixed tracker window not showing on initial load like it should.

* Forgot 1 formatting fix.

* Removed conditions for showing Song from Impa (isn't junk under certain conditions, so should show all the time).

* Fix vanilla checks, add Zelda's Letter and Malon's Egg to manual check collection.

Fix autoscroll while in child stealth section.

* Fix crash in Happy Mask Shop in OnSlotChange (referenced non-existent shop id in a tracker-specific enum).

* General code cleanup.

* Missed one reversion.

* One more.

* Fix column alignment in `randomizer_check_objects`.

* Fix file encoding on `randomizer_check_tracker`. Again.

* Fix indentation for `actualItemtrackerItemMap`. Also removed unnecessary parts of the map.

* Rename `HasEqItem` to `HasEquipment`.

* Slightly better indentation for `actualItemTrackerItemMap`.

* Add magic bean salesman to vanilla check tracking, and genericized deku shield to trigger KF shop item 3 wherever you get the shield.

Renamed `vanillaCheck` to `vanillaHundoCheck` to (supposedly) clarify the meaning of the usage.

* One more rename to `vanillaCompletion` to avoid possible confusion with 100% speedrun conditions.

* give me a break XD

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Changes suggested by briaguya (rename `RandomizerCheckShow` to `Status`, unused code, newline formatting)

* Remove unused `itemNames` table.

* Remove `IsGameRunning` in favor of `GameInteractor::IsSaveLoaded`.

* Restore anti-spoiler functionality for dungeons with dungeon maps.

* Review cleanup.

* Fix prices not showing for Kak bazaar items.

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-10-04 10:03:36 -05:00
Pepe20129 45b7520dcb
Add scene table (#3131)
* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp
2023-09-01 11:46:19 -05:00
briaguya 2308ab8823
build soh with LUS 1.0.0 (#2881)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00
Garrett Cox 2ea72f835a
Cleanup cvars that are set on boot (#2863) 2023-05-10 09:08:35 -04:00
Kenix3 77987a42cf
Bump LUS (#2855)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace
2023-05-07 23:01:12 -04:00
Kenix3 4980ae8dcc
Lus updates (#2822)
* Changes for LUS renames in ResourceManager and Archive.

* Moves WriteSaveFile and ReadSaveFile to SaveManager.

* Removes ImGui namespace.

* Bump LUS

* Update soh/soh/GameMenuBar.cpp

* Bump LUS

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-05-03 20:46:26 -04:00
Adam Bird f7bb807940
[Game Interactor] Add LoadGame and ExitGame hooks (#2542)
* add loadgame/exitgame GI hooks

* implement loadgame/exitgame hooks in game code

* move entrance tracker data lifecycle to hooks

* update cosmetic editor to update onloadgame hook
2023-02-26 23:04:57 -05:00
Malkierian 868689ce3e
Entrance tracker tweaks (#2446)
* Hide return transitions for dungeon, grotto and interior entrances when "Decouple entrances" is off.

* "Highlight last entrance" now highlights the override reverseIndex entry in the list if "Decouple entrances" is off, to correspond with not displaying return directions for the same setting (without this, nothing gets highlighted with the return transitions hidden with "Decouple entrances" off).

* Removed unnecessary printf

* Moved redundancy check to filtering loop instead of display loop.

Introduced setting to optionally force showing redundant entrances when decoupled is off.

Formatting changes suggested by Archez.

* Changed "show redundant" to "hide reverse" where applicable, and change

Added option disabling based on Decouple Entrances.

* Finished descriptive comment.

* Moved "Hide reverse" to left column of tracker settings.

Changed to PaddedEnhancementCheckbox, changed checkbox padding accordingly, and set default to true.

* Restore tooltip to Hide Reverse option, fix default value.

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>

* Restored padding underneath last option in entrance tracker List Items section.

---------

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-02-17 07:38:07 -05:00
Adam Bird 261db2c3e1
Rando: Boss Entrance Shuffle (#2194)
* sync 3ds upstream logic changes for boss rooms

* add boss shuffle settings and handling to 3ds code

* add boss shuffle handling to game code

* repair authentically bugged entrances for boss shuffle

* add boss entrances to the entrance tracker

* unset hint area for boss rooms to fix altar hint

* update boss reward hints to not mention dungeons

* one more boss heart container hint fix

* reorder entrance rando funcs

* support closed forest with boss shuffle and simple boss room entrance pairs in shuffle table

* fix death warp in boss rooms without saving; fix KD boss room in tracker

* remove boss shuffle check from dungeon open checks and some cleanups

* add boss shuffle to preset clear

* remove dungeon entry exit connection from boss rooms

* another no hint fix for boss shuffle

* undo change for exact location hints

* clarify comments
2023-01-20 01:00:12 -05:00
briaguya ba13e6b2c4 refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-01-17 00:33:56 -05:00
Adam Bird 8337e4e24f
Rando: Entrance Tracker v1 (#2005)
* initial pass for entrance tracker

* add search meta tags to entrance tracker data; clear entrance tracker on title screen

* rename to use playstate/play

* fix lus imports

* move discovered entrance info to SohStats struct

* Add scene info and highlighting to entrance tracker

* hide undiscovered text when searching

* add comments for entrance tracker

* fix merge conflict error

* account for zora river -> hyrule field water entrance in tracker

* fix assignement error

* remove unneeded defaults from debug file init

* adjust entrance tracker settings and add more search tags

* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names

* add reverse index to entrance tracker data to compare with instead of using strings

* rename variables
2022-12-06 23:44:14 -05:00