Random Event Helpers: Overlay & Info #18
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A few of the early solvers should probably be refactored; as I developed more solvers the structure was refined. I haven't had the need to revisit some of the older ones (if it isn't broke...). Here are some hardships / interesting parts of the solvers. Surprise Exam ModelsThere are a ton of specific models used in this random. Luckily the "choose 3" and "select next" tests use the same models. The models are classified as a particular type and they can belong to multiple types. For instance, a platebody model can be used in a question related to mining/smithing or for melee/armor questions. The model ids are somewhat grouped, so it may be possible to iterate over a bunch of them (until you stop seeing the gray-textured models) and classify each, but for now I've just been documenting as they come. (See ExamItemModel for the list) Certer ModelsThe same issue as above ^. I only recently started documenting the models, but I think there are a lot less than the surprise exam. Certer models seem to be the same as the Quiz Master event. MazeCurrently unsolved. I'm not super familiar with pathing -- though my first attempt was BFS using collision maps (for determining walls/doors), but managing that map was very sticky. ie. BFS/DFS to find the closest viable door, then from that door, find the next, etc. However, the spawns are deterministic, ie. there is list of spawn locations and only a single correct solution per spawn. The wiki has a list of spawns and solutions, so implementing those paths shouldn't be too bad. Prison PeteThe widget model Ids appear to be well defined, however there are multiple balloon animal NPCs. (Ids: 369, 370, 371 and 5488, 5489, 5490, 5491, 5492, 5493) -- unsure if these change overtime or what their intended use is. GravediggerThis was an interesting one to explore! The gravestones and coffins have unique Ids, and building a map of the correct types was straight forward. Captain ArnavThe Arnav solver checks for the models and text of the slot reels to determine the correct location, ideally we'd use varbits instead. |
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Wrapping up some of the helper functionality, thought I'd post some screenshots here (that I'll probably end up using for documentation). I'll update this as I get the applicable randoms.
Feel free to add any ideas or comments!
Pinball Solver
Highlights the correct pinball post.
Beekeeper
Evil Bob (Fishing)
Prison Pete
Pulling the lever displays a widget with a model Id which is mapped to an NPC Id. Weirdly, balloon animals have quite the variation of NPCs (see below)
Freaky Forester
Molly
Currently only highlights the twin's tile, the claw and positioning are pretty wonky so I'll leave that up to the player.
Capt. Arnav
Still a bit of work to be done, optimizing the way they're chosen and probably providing feedback about the current state (eg. highlighting the up/down arrows instead, changing the outline to red when not in the correct position, etc).
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