Prifddinas progress#387
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Added Prifddinas obstacle course, with portal support. The only thing that lacks is the third failable obstacle, as I'm not sure how to test this
-fixed portal behavior -fixed stop obstacle behavior
Arcuez
marked this pull request as ready for review
June 29, 2025 19:46
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My coding knowledge is EXTREMELY limited but I came up with a few fixes with the help of a friend. All these changes were made on Melleni's pull request. I don't really know how git works so I hope this ends up in the correct place.
Fixes
Fixed portal behavior
Fixed stop obstacle behavior
To do:
1- Portals instantly have clickable color even though player is in an animation/can't interact with portal yet.
2- When a portal is clicked on, the next obstacle is instantly colored as interactable even though the portal action isn't complete.
3- Third failable obstacle.
4- The portal check relies on player distance, this makes the timing where obstacle_stop is drawn inconsistent.
5- Obstacles change color before you interact with them. So if you red click an obstacle and reach it, but cancel the action by moving away from the last tile, it acts as if you've already interacted with it, highlighting the next obstacle. This issue seems to be present across all rooftop courses.
Possible fixes:
1- Classify portals similar to how obstacles are handled
2- When a portal is clicked on, wait for player to hit certain coordinates before drawing the next obstacle as clickable.
Player coords after each portal:
36241=3275, 6105, 2
36242=2268, 3389, 2
36243=2244, 3394, 2
36244=2247, 3405, 2
36245=2253, 3415, 2
36246=2262, 3426, 0
3- Each time a hitsplat is rendered, put an if statement checking the player coordinate. If the coordinate is the tile where you drop from the 3rd failable obstacle (3275, 6146, 0), highlight the ladder (ID=36232). Else completeCourse(); , highlighting the first obstacle.
4- No clue really.
5- Not sure if this is the efficient way but, the code could check player coords after each obstacle before hiding/coloring obstacles. Or if there's another way to check if the obstacle is completed, that would work too.