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Three Musketeers: blue suit logic#2766

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osse101 merged 2 commits intovg-json-data:masterfrom
blkerby:ln-east-bluesuit-14
Mar 18, 2026
Merged

Three Musketeers: blue suit logic#2766
osse101 merged 2 commits intovg-json-data:masterfrom
blkerby:ln-east-bluesuit-14

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@blkerby blkerby commented Mar 16, 2026

Made an attempt to model the acid cycle:

  • Going down from the top-left by dodging Kihunters leaves you with a good acid cycle to go directly through the morph tunnel.
  • Taking a detour for the item with Bombs or Power Bombs takes close to a full acid cycle, so it still leaves you in a good state.
  • Other strats for going down are a little faster (e.g. using Screw or blue suit), so for now I put some extra heat frames in there, to account for needing to wait a bit for the acid if going right.
  • If coming from the right and collecting the item, the acid will be in a bad state for returning to the right. I added an obstacle to model this.
  • Ideally we would want to avoid adding extra heat frames if going up instead of right, but I didn't want to duplicate all the strats for this right now. Later I hope to support putting clearsObstacles inside of the requires, e.g. in an or, which will make this possible to do more cleanly.

@blkerby blkerby added Area:Lower Norfair Stuff in Lower Norfair Tech:Blue Suit labels Mar 16, 2026
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The [4, 1] B clears seem unnecessary.

  • [1, 4] includes partial cycle wait times and that's at odds with the role of the new obstacle. What's added is still an improvement.
  • Weak movement adding an extra acid cycle concerns me more than fixing the partial cycle correction handling.

"link": [2, 4],
"name": "Dashless",
"requires": [
{"or": [
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heatFrames 💦

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Good catch!

@@ -498,15 +611,20 @@
{"or": [
"SpaceJump",
"canWalljump",
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dashless would be canTrickyWalljump

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blkerby commented Mar 18, 2026

The [4, 1] B clears seem unnecessary.

The 4->1 strats take a varying amount of time and I didn't want to test which ones might put the acid into a bad cycle, since it is a niche scenario that you would go up to node 1 and then go back down without leaving the room. So it's just being conservative by assuming the acid cycle might be bad in that case. Doing 4->1 and then going back down I think would only be useful in order to unlock the door (e.g., to then farm back up in an earlier room, or possibly to speed up the return path where you would later loop around another way and be coming back from the top door). Even then you could just reset the room to get the acid back onto a good cycle. So clearing the obstacle is essentially a way to force the room reset, without having to explicitly add a resetRoom requirement, and while handling the possibility that you might not be able to reset the room for some reason.

* [1, 4] includes partial cycle wait times and that's at odds with the role of the new obstacle.  What's added is still an improvement.

Yeah, I wanted to be able to do an or to give an option of either clearing the obstacle or adding the partial cycle wait time; that would avoid adding the extra wait time for the case that you are only going to the item and returning directly back up. But since we can't currently express that in the schema except by duplicating all the strats, it didn't seem worth it so I left it as a FIXME. I am hoping to get to that schema work relatively soon after v121 release (after working out the new approach to cost metrics and obstacles in the randomizer).

* Weak movement adding an extra acid cycle concerns me more than fixing the partial cycle correction handling.

I think it's ok because of how the "Dodge Going Down" strat depends on the Kihunter's cycles: if you're doing it generally correctly (i.e. not getting hit by the Kihunters), then it doesn't really seem possible to do it slowly enough that you wouldn't make the acid cycle. I didn't really look much at all the kill strats that go down; a lot of them seem slow enough that an extra acid cycle could be accounted for by the heat multiplier, but in any case I didn't tighten them, so this PR shouldn't make them worse.

@osse101 osse101 merged commit 7977a85 into vg-json-data:master Mar 18, 2026
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@blkerby blkerby deleted the ln-east-bluesuit-14 branch April 2, 2026 03:35
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