forked from liza/Questionable
Update for post-ARR quest battles
This commit is contained in:
parent
fe1d86bf5b
commit
2ada2fa9dc
@ -1,5 +1,5 @@
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<Project>
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<Project>
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<PropertyGroup Condition="$(MSBuildProjectName) != 'GatheringPathRenderer'">
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<PropertyGroup Condition="$(MSBuildProjectName) != 'GatheringPathRenderer'">
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<Version>4.19</Version>
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<Version>4.20</Version>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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@ -21,8 +21,7 @@ internal static class SinglePlayerDutyOptionsExtensions
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Assignment(nameof(SinglePlayerDutyOptions.Enabled),
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Assignment(nameof(SinglePlayerDutyOptions.Enabled),
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dutyOptions.Enabled, emptyOptions.Enabled)
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dutyOptions.Enabled, emptyOptions.Enabled)
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.AsSyntaxNodeOrToken(),
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.AsSyntaxNodeOrToken(),
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Assignment(nameof(SinglePlayerDutyOptions.Notes),
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AssignmentList(nameof(SinglePlayerDutyOptions.Notes), dutyOptions.Notes)
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dutyOptions.Notes, emptyOptions.Notes)
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.AsSyntaxNodeOrToken(),
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.AsSyntaxNodeOrToken(),
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Assignment(nameof(SinglePlayerDutyOptions.Index),
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Assignment(nameof(SinglePlayerDutyOptions.Index),
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dutyOptions.Index, emptyOptions.Index)
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dutyOptions.Index, emptyOptions.Index)
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@ -100,6 +100,28 @@
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2
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2
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]
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]
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},
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},
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{
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"Position": {
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"X": 86.662384,
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"Y": 28.34813,
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"Z": -627.5218
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},
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"TerritoryId": 156,
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"InteractionType": "WalkTo",
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"Fly": true,
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"SkipConditions": {
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"StepIf": {
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"CompletionQuestVariablesFlags": [
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null,
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null,
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null,
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null,
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null,
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32
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]
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}
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}
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},
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{
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{
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"DataId": 1009143,
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"DataId": 1009143,
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"Position": {
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"Position": {
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@ -109,7 +131,6 @@
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},
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},
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"TerritoryId": 156,
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"TerritoryId": 156,
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"InteractionType": "Interact",
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"InteractionType": "Interact",
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"Fly": true,
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"$": "1 112 0 0 0 2 -> 2 96 0 0 0 34",
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"$": "1 112 0 0 0 2 -> 2 96 0 0 0 34",
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"CompletionQuestVariablesFlags": [
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"CompletionQuestVariablesFlags": [
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null,
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null,
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@ -28,7 +28,16 @@
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"Z": -328.66406
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"Z": -328.66406
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},
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},
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"TerritoryId": 155,
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"TerritoryId": 155,
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"InteractionType": "SinglePlayerDuty"
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"InteractionType": "SinglePlayerDuty",
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"SinglePlayerDutyOptions": {
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"Enabled": false,
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"TestedBossModVersion": 292,
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"Notes": [
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"WIP: Needs to be re-tested",
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"AI doesn't move after starting the instance, so enemies won't be triggered",
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"(First Barrier) If the player is too far south, after being stunned by Vishap's roar, AI doesn't move out of the AOE and dies to the Cauterize"
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]
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}
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}
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}
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]
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]
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},
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},
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@ -46,6 +46,10 @@
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},
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},
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"TerritoryId": 155,
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"TerritoryId": 155,
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"InteractionType": "SinglePlayerDuty",
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"InteractionType": "SinglePlayerDuty",
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"SinglePlayerDutyOptions": {
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"Enabled": true,
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"TestedBossModVersion": 292
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},
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"Fly": true
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"Fly": true
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}
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}
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]
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]
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@ -31,7 +31,10 @@
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"InteractionType": "SinglePlayerDuty",
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"InteractionType": "SinglePlayerDuty",
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"SinglePlayerDutyOptions": {
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"SinglePlayerDutyOptions": {
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"Enabled": true,
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"Enabled": true,
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"TestedBossModVersion": 292
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"TestedBossModVersion": 292,
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"Notes": [
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"Will not move into melee range to kill the gate; Alphinaud will kill it after a while"
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]
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}
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}
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}
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}
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]
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]
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@ -81,8 +81,10 @@ internal sealed class PartyWatchDog : IDisposable
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return;
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return;
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byte memberCount = groupManager->MainGroup.MemberCount;
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byte memberCount = groupManager->MainGroup.MemberCount;
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_logger.LogDebug("Terrritory {TerritoryId} with {MemberCount} members", _uncheckedTeritoryId, memberCount);
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bool isInAlliance = groupManager->MainGroup.IsAlliance;
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if (memberCount > 1)
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_logger.LogDebug("Territory {TerritoryId} with {MemberCount} members, alliance: {IsInAlliance}",
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_uncheckedTeritoryId, memberCount, isInAlliance);
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if (memberCount > 1 || isInAlliance)
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StopIfRunning("Other party members present");
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StopIfRunning("Other party members present");
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_uncheckedTeritoryId = null;
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_uncheckedTeritoryId = null;
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@ -271,7 +271,7 @@ internal sealed class SinglePlayerDutyConfigComponent : ConfigComponent
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ImGui.BulletText("Will always use BossMod for combat (ignoring the configured combat module).");
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ImGui.BulletText("Will always use BossMod for combat (ignoring the configured combat module).");
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ImGui.BulletText("Only a small subset of quest battles have been tested - most of which are in the MSQ.");
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ImGui.BulletText("Only a small subset of quest battles have been tested - most of which are in the MSQ.");
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ImGui.BulletText("When retrying a failed battle, it will always start at 'Normal' difficulty.");
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ImGui.BulletText("When retrying a failed battle, it will always start at 'Normal' difficulty.");
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ImGui.BulletText("Please don't enable this option when using a BossMod fork (such as Reborn);\nwith the combat changes, it is unlikely to be compatible.");
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ImGui.BulletText("Please don't enable this option when using a BossMod fork (such as Reborn);\nwith the missing combat module configuration, it is unlikely to be compatible.");
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}
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}
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#if false
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#if false
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