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Progressive Sword, Coin prompts, Goal locking, oh my
It's time for a hodgepodge update, did a lot of work on the ER branch to support the Generic Entrance Rando development, and with it also fixed / improved other things, so you're getting them all.
Biggest note: this now consolidates the Generic ER work being done, the Minit ER work being done (including the shuffled maps with no logic in the first ER update), and the existing randomization work.
Depending on if the Generic ER data is available in your install ER settings will either utilize them or fall back on map shuffle as before, but if you turn ER off they will act the same and not change the workflow
As for a real changelog, this pulls in a lot of work done to support Generic Entrance Rando, which includes:
- properly defining two-way static connections and their logic
- updating some missing entrances
- properly defining logic when two different directions of movement need different items (i.e. the box to miner's chest)
- properly defining all unrandomized door entrances for if they are ever added to the rando pool
- reformatted rules text to be inline with styling guidelines
- consolidated static connections
- added framework to define vanilla connections so er_rules and rules can be consolidated in the future
- fixed some invalid coordinates based on testing
Some refactors happened that should not affect gameplay
- events are handled more generically and some other things like the hotel residents and the bridge being turned on were added as events
- ER will try to be loaded and if it can't will fall back on map shuffling like the last release
- reused region/location setup info is handled in a common method
- flush goal is now handled as an event as well
And general cleanup of comments and TODOs that are not needed
And some things people will actually care about
Logic updates:
- Game gen will now detect a single player game and hint to the item shuffler to put a random choice of swim/wateringCan/Sword to lessen the chance that it runs out of swaps and fails
- ItemGlove now correctly is accessible with just swim
Some client updates:
- check the goal settings before marking a game as complete
- added proper handling of Progressive Swords (both forwards and reverse)
Some game updates:
- updates to correct vanilla stairs in certain locations, to reduce the amount of ER-Entrance and DeathPoll calls done when respawning.
- add coin popup when adding coins to inventory and handle progressive sword(s)
- adding progSword handler script that was missed
- updates to support goal locking
- remove debugging logging, leaving only useful log messages
- updating early fixes to despawns so they despawn again but only when already sent
and removed lock on island shack now that die to dog house exists - potential update to edge case where dying and picking up an item crashes the game