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authorChristopher Leggett <chris@leggett.dev>2024-04-22 13:29:05 -0400
committerGitHub <noreply@github.com>2024-04-22 13:29:05 -0400
commit4c75fd14a77018a2dfce2679e8e8a15af6f233b1 (patch)
tree3dc7e4d43792c835f80d7b15da89c3f38b4a968c /soh/src/code
parent43e8eec6bd417ce119f505419670a4476b520035 (diff)
Fix hint generation bugs on develop-rando (#4001)
* Fix hint generation bugs on develop-rando 1. Fixed Ganon Non-hint text from loading as Saria's Magic Hint. 2. Fixed Ganon Non-hint text from not getting saved correctly. 3. Fixed gossip stone hint generation from not generating any non-always hints on No Logic. For #3, the hint distribution and placement algorithm was bailing out too early when it wasn't able to place a hint. For No Logic, what it was doing was failing to place WOTH hints (since No Logic seeds don't calculate WOTH candidacy), returning the amount of hints it failed to place, and then it called the function to redistribute the hints, but did not call the function to attempt to place the remaining hints. Additionally, it was not accounting for the fact that we shouldn't redistribute the hints into the categories we failed to place a hint in, so it would redistribute hints right back into those categories. I changed it so that when DistributeHints gets called after PlaceHints fails to place the hint, it checks if the distribution settings copies attribute was set to 0. In this case, it breaks while looping for the type distribution settings, and moves on to the next category. Also, it now repeatedly attempts to distribute and place hints until PlaceHints returns 0 (meaning it placed all of its hints successfully). * Fixes some further seed-bleed type issues with hint generation.
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