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Timespinner: Add Boss Rando Type Options #4466

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@bendxn bendxn commented Jan 12, 2025

What is this fixing or adding?

Adding in the Boss Rando Type options that were added to the base randomizer a few versions ago so that they can be controlled via yaml.

How was this tested?

Manually generated seeds for each option type and verified in the Bestiary and Options screens that the expected setting was applied. Also manually verified that swapping between the seeds while the game was still open properly applied the options to each seed.

@github-actions github-actions bot added the waiting-on: peer-review Issue/PR has not been reviewed by enough people yet. label Jan 12, 2025
@@ -418,6 +469,11 @@ class TimespinnerOptions(PerGameCommonOptions, DeathLinkMixin):
trap_chance: TrapChance
traps: Traps

class HiddenBossRandoOverrides(BossRandoOverrides):
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Since this a new setting you dont need to add it to the BackwardsCompatiableTimespinnerOptions

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Ah cool I was wondering about that

@ScipioWright ScipioWright added is: enhancement Issues requesting new features or pull requests implementing new features. waiting-on: world-maintainer Issue/PR is waiting for feedback or approval by the maintainer of a world. labels Jan 13, 2025
@ScipioWright ScipioWright requested a review from Jarno458 January 13, 2025 15:31
@bendxn bendxn force-pushed the ts-boss-rando-options branch from 14a8973 to d514745 Compare January 13, 2025 16:58
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Did you consider using PlandoBosses instead?

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bendxn commented Jan 14, 2025

Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

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bendxn commented Jan 14, 2025

Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

After looking into it further I'm not sure if PlandoBosses would be a good fit for this. The client is the one responsible handling the different options at runtime, so we can't determine the order of bosses at generation time like other games that use PlandoBosses

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Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

After looking into it further I'm not sure if PlandoBosses would be a good fit for this. The client is the one responsible handling the different options at runtime, so we can't determine the order of bosses at generation time like other games that use PlandoBosses

Well, the client only does what the server told it todo, so we could generate bosses at generation time and just put the selected bosses in the slot_data and it will work just fine

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bendxn commented Jan 16, 2025

Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

After looking into it further I'm not sure if PlandoBosses would be a good fit for this. The client is the one responsible handling the different options at runtime, so we can't determine the order of bosses at generation time like other games that use PlandoBosses

Well, the client only does what the server told it todo, so we could generate bosses at generation time and just put the selected bosses in the slot_data and it will work just fine

Ah ok, so do you think I should go ahead and use PlandoBosses for this?

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Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

After looking into it further I'm not sure if PlandoBosses would be a good fit for this. The client is the one responsible handling the different options at runtime, so we can't determine the order of bosses at generation time like other games that use PlandoBosses

Well, the client only does what the server told it todo, so we could generate bosses at generation time and just put the selected bosses in the slot_data and it will work just fine

Ah ok, so do you think I should go ahead and use PlandoBosses for this?

when i though about adding the boss configuration to AP i did also think PlandoBosses would be a good way todo it, but at the same time i think it wont work for TImespinner because it allows some things like selecting what boss in what room and we dont offer that

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bendxn commented Jan 20, 2025

Did you consider using PlandoBosses instead?

I had not, mostly because I was not aware of its existence. I'll have to look at it to make sure it can work with how the client expects things to work

After looking into it further I'm not sure if PlandoBosses would be a good fit for this. The client is the one responsible handling the different options at runtime, so we can't determine the order of bosses at generation time like other games that use PlandoBosses

Well, the client only does what the server told it todo, so we could generate bosses at generation time and just put the selected bosses in the slot_data and it will work just fine

Ah ok, so do you think I should go ahead and use PlandoBosses for this?

when i though about adding the boss configuration to AP i did also think PlandoBosses would be a good way todo it, but at the same time i think it wont work for TImespinner because it allows some things like selecting what boss in what room and we dont offer that

Ah, is that different than saying what boss you get teleported to when you enter a specific boss location? That was going to be my plan, to fill in the locations list with the names of the bosses so it maps similarly to the client.

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