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add custom monster targets #1961
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The "ruinguard" value is a placeholder until we can add more data.
This doesn't support floating point for now. We will need to implement that later.
This automates most of the stat input we would've needed to do by hand.
These are dependent on some arithmetic to calculate the particle count and element. May have to change these later if they do not work out.
Custom targets use a workaround for figuring out resist frozen: if the unit has type MONSTER_BOSS, set to true.
Right now it is tied to `go generate` and environment variable `EXCEL_BIN_OUTPUT`.
We need to parse a direct option struct in order to support variable types in the parameter.
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not a full review yet, just some comments before i go to sleep
For the enemies included in sim TODO: idk what the best approach would be. Depending on the impact of all the enemy data on wasm size/binary size, we could just put in all enemies. Outside of that, what heuristic that does not require manual input would we use to exclude certain enemies from being included in gcsim? |
regarding the failing linters: please fix them by changing the loop to |
pipeline/pkg/data/enemy/enemy.go
Outdated
// TODO: crutch to get enemy names | ||
e.textMap, err = textmap.NewTextMapSource(root + "/../TextMap/TextMapEN.json") | ||
if err != nil { | ||
return nil, err | ||
} | ||
return e, nil |
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is there a better way to get the EN textmap?
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Maybe something like here?
gcsim/pipeline/cmd/generate/main.go
Line 120 in 8d62c1e
"English": filepath.Join(cfg.excelPath, "TextMap", "TextMapEN.json"), |
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fixed a little, but the question is still open
maybe add a general textmap (en) to pipeline/cmd/generate/main.go
for cases like this?
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idk up to you
continue #1105