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add custom monster targets #1961

Merged
merged 44 commits into from
Mar 17, 2024
Merged

add custom monster targets #1961

merged 44 commits into from
Mar 17, 2024

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imring
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@imring imring commented Feb 2, 2024

continue #1105

  • Decide which mobs should be included in gcsim;
  • Finalize syntax;
  • Design storage for monster data;
  • Documentation.

skippi and others added 15 commits November 10, 2022 22:37
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.
@imring imring added kind: enhancement New feature or request area: pkg Related to core logic labels Feb 2, 2024
@k0l11 k0l11 mentioned this pull request Feb 3, 2024
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not a full review yet, just some comments before i go to sleep

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pkg/enemy/types.go Outdated Show resolved Hide resolved
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k0l11 commented Feb 6, 2024

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?

@k0l11 k0l11 self-assigned this Feb 8, 2024
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k0l11 commented Feb 10, 2024

regarding the failing linters: please fix them by changing the loop to for i := range a.Targets instead of for i, v := range a.Targets and then replacing the v with a.Targets[i] (slice name just an example)

Comment on lines 40 to 45
// 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?

"English": filepath.Join(cfg.excelPath, "TextMap", "TextMapEN.json"),

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@imring imring Mar 17, 2024

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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

@k0l11 k0l11 merged commit b1d4f1d into genshinsim:main Mar 17, 2024
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3 participants