randomizer: bring back item pool options (#6076)

This commit is contained in:
Philip Dubé
2026-01-02 22:36:51 +00:00
committed by GitHub
parent ef2b4cd42c
commit 480a1658b1
7 changed files with 8 additions and 7 deletions

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@@ -1,11 +1,11 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ResourceManagerHelpers.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "align_asset_macro.h"
#include "macros.h"
#include "variables.h"
#include "soh/ResourceManagerHelpers.h"
extern PlayState* gPlayState;
}

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@@ -574,7 +574,7 @@ void Region::ResetVariables() {
* In the second universe, the player went in as adult, possibly out of logic, and started wasting the keys to lock
child out.
* These Universes converge when the player has 7 keys (meaning adult can no longer lock child out) and adult is
known to be able to reach Statue room. This creates "Certain Access", which is tracked seperatly for each age.
known to be able to reach Statue room. This creates "Certain Access", which is tracked separatly for each age.
* Child Certain Access is simple, if we have 7 keys and child access, it's Certain Access.
* Adult Certain Access is also simple, adult is not key locked, so if they make it to a location, it's Certain
Access.

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@@ -926,7 +926,7 @@ ItemObtainability Randomizer::GetItemObtainabilityFromRandomizerGet(RandomizerGe
return OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Is(RO_BOMBCHU_BAG_NONE)
? CAN_OBTAIN
: (INV_CONTENT(ITEM_BOMBCHU) != ITEM_NONE ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE);
case RG_PROGRESSIVE_BOMBCHU_BAG: // RANDOTODO Do we want bombchu refills to exist seperatly from bombchu bags?
case RG_PROGRESSIVE_BOMBCHU_BAG: // RANDOTODO Do we want bombchu refills to exist separatly from bombchu bags?
// If so, this needs changing.
switch (OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Get()) {
case RO_BOMBCHU_BAG_NONE:

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@@ -2196,6 +2196,7 @@ void Settings::CreateOptions() {
WidgetContainerType::SECTION);
mOptionGroups[RSG_MENU_COLUMN_LOGIC_WINCON] = OptionGroup::SubGroup("",
std::initializer_list<OptionGroup*>{
&mOptionGroups[RSG_ITEM_POOL],
&mOptionGroups[RSG_MENU_SECTION_LOGIC],
&mOptionGroups[RSG_MENU_SECTION_WINCON],
},
@@ -2998,7 +2999,7 @@ void Context::FinalizeSettings(const std::set<RandomizerCheck>& excludedLocation
mqSet += 1;
break;
case RO_MQ_SET_RANDOM:
// 50% per dungeon, rolled seperatly so people can either have a linear distribtuion
// 50% per dungeon, rolled separatly so people can either have a linear distribtuion
// or a bell curve for the number of MQ dungeons per seed.
if (Random(0, 2)) {
dungeon->SetMQ();

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@@ -62,7 +62,7 @@ void Anchor::HandlePacket_AllClientState(nlohmann::json payload) {
clientsToRemove.push_back(clientId);
}
}
// (seperate loop to avoid iterator invalidation)
// (separate loop to avoid iterator invalidation)
for (auto& clientId : clientsToRemove) {
clients.erase(clientId);
}

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@@ -452,7 +452,7 @@ unordered_map<Mtx*, MtxF> FrameInterpolation_Interpolate(float step) {
}
void FrameInterpolation_StartRecord(void) {
previous_recording = move(current_recording);
previous_recording = std::move(current_recording);
current_recording = {};
current_path.clear();
current_path.push_back(&current_recording.root_path);

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@@ -92,7 +92,7 @@ void SkeletonPatcher::RegisterSkeleton(std::string& path, SkelAnime* skelAnime)
void SkeletonPatcher::UnregisterSkeleton(SkelAnime* skelAnime) {
// TODO: Should probably just use a dictionary here...
for (int i = 0; i < skeletons.size(); i++) {
for (size_t i = 0; i < skeletons.size(); i++) {
auto skel = skeletons[i];
if (skel.skelAnime == skelAnime) {