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feat: custom lightbeams #178
feat: custom lightbeams #178
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still needs a bit more testing. Seems that hole objectives can stick between randos |
the more I look at this, the more I want to change how I did it. The current issue I'm seeing is that when a collectible is placed in a room that already exists, the path between the key door and the key aren't lit up properly. The way I think this can be solved is by using a generic This might make it easier to add into labyrinth for later use |
ok so I'm starting full-time work so I will probably abandon this pr for a while :( For future reference: Do a simple path finding alg to get path from key/flag to the room that has that as a req. Need to figure out how to make hubs/collectibles/all+collectibles show better. Perhaps a single toggle for show collectibles that simply tacks onto the current illumination. |
Upon attempting this again. Fuck this feature. |
Fixes #98
Adds a "Illumination Style" option when "Illuminate rooms" is not set to off. The options for this are:
So in its current state, "collectibles" does not work for repeated rooms as the repeated room will just override the hole objectives so I disabled it for now. I also left room for gems to be added but idk about adding them as it may take out the puzzle aspect of labyrinth.
For the rulesets, I think A-D should use "collectibles", E-F should use "default", and G-H can use "collectibles" or "default", but I'll wait to add any of that until you decide