HarbourMasters / HarbourMasters/Lighthouse

Implement jiggy thresholds for jigsaw puzzles

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rando
Dominant language
C
Stars
431
Forks
38
Avg merge
1d 22h
Merged PRs (30d)
26

Description

Currently logic uses a checkpoint system to guarantee the right amount of jiggies to completely the paintings in any order. There's an issue with this approach when a player can open a later level while only having done levels before a certain checkpoint. Also on top of that, Archipelago simply can't use something like this.

So the proposal is to swap jigsaw puzzles to use jiggy thresholds instead. So instead of using up the jiggies, just having an X amount of them unlocks whatever the jigsaw puzzle unlocks. There's some in-game work that needs to be done for this as well which I'm not entirely sure how it would look just yet though.

When this is implemented, shuffling levels into the pool should also be pretty simple.

Contributor guide

No contributing guide indexed for this repository

Research direction

Start by locating the checkpoint logic for jigsaw puzzles and the in-game code that unlocks paintings or later levels. Determine how jiggy thresholds should work without consuming jiggies, including the Archipelago case; done means puzzles unlock from the required total and level shuffling no longer depends on checkpoints.

Written by the indexing model from the issue text.

Assessment

Tech stack
c
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
35/100

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