Adds Hint Tracker Window#6205
Conversation
Also implements the actual discovery process for gossip stone hints. Hides hints from the hint tracker until they have been "discovered".
Not ultimately what I'll go with, but commiting until I come up with something better. Especially the altar hints are kind of useless in this format when you can't see the medallion/stone icons. Also commented out the "IsDiscovered" check so I can easily see how they all look, will re-enable that later.
Also silences VSCode/clangd for both that file and randomzer_inf.h
|
This should probably get options for the Window Background and stuff before it gets merged but I can always add it later if you want to merge it now. |
|
OK if that all works I'm good on settings for now, at this point I'm not even sure what else I'd add. |
|
Found some issues with this surrounding multiple locations in one hint, some weird hints (got one that was Zora's Sapphire - No Hint somehow, suspect it was connected to a Junk hint), and handling duplicate hints and having two hints for the same area (doesn't look great when you have two WOTHs for the same area, even though it is probably hinting two different items it should probably display it smarter), and also I think it's not currently handing the "all trials" and "no trials" Trial hints correctly atm. Plus if I'm gonna be changing this much stuff anyway I'd like to see about adding some kind of indicator about whether or not a hint as been "resolved" (i.e. whether you've found the check or not). I may or may not follow through on that one, at least for certain situations. Namely, it can sometimes be intentionally unclear without more context whether or not an item satisfies a WOTH hint. Maybe I include it behind a toggle that can be off for races or something, idk we'll see. |
|
Giving hints RCSHOW could work. Exclude WOTH from resolving, or make it resolve on any progressive in hinted region |
|
I played a randomizer with this and it's a nice feature to have. Ship crashed several times while playing with the hint tracker, which I have not experienced on other builds. I did not find a way to reliably recreate the crash.
In case it's useful, here's my log file: https://gist.github.com/Peewi/5c529ce0498f4e4f00c7398d3cdd3496 I am unsure if it was tied to a specific hint stone, but at some point "No item - an isolated place" was added to the area hints section. I think it would be very useful if hints could be marked as done when you have collected the hinted items. It would then also be useful to have the option to hide/display finished hints. I also think it would be useful to be able to hide/display hints for junk items. If it is unclear when a way of the hero hint is done, perhaps it could show the number of major items that have been collected in that area? |
Adds a Hint Tracker for Randomizer. Hints appear categorized after you see them in-game. Probably not done iterating on this but it's functional now so it can get some playtesting. Most of the changes I've got left in mind are aesthetic and QoL changes (such as options for the window background, expand/collapse all buttons) rather than functional ones, with the exception of an "OnHintDiscovered" type of hook where I might move some logic to determine whether to show certain categories of hints.
Also includes a new Rando tab in the save editor, which currently only houses the flag table for the "hint discovered" flags, but we can definitely put more stuff in there later.
Build Artifacts