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Force altar interaction order #523

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wjt opened this issue May 8, 2025 · 0 comments · Fixed by #561
Closed

Force altar interaction order #523

wjt opened this issue May 8, 2025 · 0 comments · Fixed by #561
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wjt commented May 8, 2025

Since #506, it has been possible to interact with an altar before it has been solved, in order to hear the melody.

The problem with this is that you can interact with the 2nd altar before solving the 1st, and yet you can't solve the 2nd altar when the 1st is unlit.

I think the sequence should be forced: only when the nth altar has been solved should the (n + 1)th altar be interactive.

@wjt wjt mentioned this issue May 12, 2025
@wjt wjt self-assigned this May 13, 2025
@wjt wjt moved this to In Progress in Threadbare MVP May 13, 2025
wjt added a commit that referenced this issue May 13, 2025
Commit c4bdddc changed the signs'
default behaviour so that each sign can be interacted with before it is
lit, allowing the player to see a demo of the corresponding melody. This
is a deliberate choice to make the puzzle easier, although it was made
configurable in case someone wants a harder puzzle.

However, that change introduced a problem. At the start of the puzzle,
only the melody for the first sign is accepted as input, but all four
signs were interactive, misleading the player.

Add an interactive_hints property to the MusicPuzzle logic node,
controlling whether the sign for the current step of the puzzle should
be interactive. Add code to propagate this through to the BonfireSigns.
Rename the corresponding property on BonfireSign and stop exporting it –
this is now a whole-puzzle setting, not a per-sign setting.

Fixes #523
@github-project-automation github-project-automation bot moved this from In Progress to Done in Threadbare MVP May 13, 2025
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