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[RANDO] Shuffle Pots #4592

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@aMannus aMannus commented Nov 28, 2024

This was far from a single person journey.

Credits to @DanaTheElf for providing the custom model for the pot.
Credits to @Caladius for helping me with a bunch of the grunt work and dungeon pot logic.
Credits to @Pepper0ni for the MQ dungeon pot logic.
And probably others that helped along the way that I already forgot about.

The meme is real. Including all needed logic now! This'll need a proper amount of playtesting still, but unless something comes up (like it always does) this should finally be complete now.

Includes hints per area (a hint per every single pot felt like a dumb way to go about it), selection between overworld/dungeon/all (and supports MQ), a custom model when a pot holds a randomized item, and glitchless logic support. Touches surprisingly little vanilla code, with the biggest one being the addition of the potIdentify to the OBJ_TSUBO (pot actor) struct.

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aMannus and others added 30 commits December 14, 2023 12:19
Removal of WriteIngameSpoilerLog call that was unneeded.
Updates to Parameters and RHT information
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The only thing apart from this I can think of is the ganondorf boss door stuff.

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soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c Outdated Show resolved Hide resolved
aMannus and others added 3 commits December 4, 2024 20:34
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
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found missing GTG pot things that are likely causing the issue I found

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Mostly non-critical/cleanup suggestions below. Dropping my approval preemptively anyways 👍

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soh/soh/Enhancements/randomizer/ShufflePots.cpp Outdated Show resolved Hide resolved
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Apart from the things Archez mentioned, looks good. The ganon boss door option can be added in another PR.

@Malkierian
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I will hold off on any other logic fix comments for now. I'd say address Archez's final comments and put in the ones I mentioned for Jabu, and we'll :shipit:

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Sorry, got one conflict to resolve. It should be simple.

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Bunch of logic issues I noticed, though I ignored some minor stuff that won't affect things that I will clean up later, otherwise the code review was good from what I could check.

GERUDO_TRAINING_GROUNDS,
GANONS_CASTLE
GANONS_CASTLE,
GERUDO_TRAINING_GROUNDS
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Why was this changed?

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When making the check in item_pool.cpp (for (uint8_t i = SCENE_DEKU_TREE; i <= SCENE_GERUDO_TRAINING_GROUND; i++) {) I noticed they were in a different order than the vanilla scene nums, so I rectified it.

soh/soh/Enhancements/randomizer/logic.cpp Outdated Show resolved Hide resolved
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8 participants