Colosseum: blue suit logic#2792
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- Walking a mochtroid across sand and without dash did seem very hard. I couldn't get anywhere.
- Missing the sand IBJ usually means a lost blue suit. You aren't protected from mochtoids while IBJing and ending the IBJ isn't safe because you might lose it to the sand.
- Spike platforming with blue suit usually means extra hits and more tech.
- I thought there would be more reason to add ComplexCarryBlueSuit and canTrickyCarryBlueSuit but there hasn't really been much need. If walking onto sand is trivial and falling onto sand only happens in Collosseum, then a notable is fine. Depends if Sand halls and maybe sand holes would use a similar Sand Walk tech.
| "canJumpIntoIBJ" | ||
| "canJumpIntoIBJ", | ||
| {"or": [ | ||
| {"noBlueSuit": {}}, |
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I'd put this under noBlueSuit. The strat is fairly different, if possible.
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Oh yeah, it already had noBlueSuit on it from the damage boost otherRequires. I wasn't thinking correctly about everything going on with this strat, including the spike platforming. With save states I can get it to work, but it's really difficult and I'm not sure on the minimal amount of spike hits, will just leave it as a FIXME.
| ]}, | ||
| {"or": [ | ||
| {"noBlueSuit": {}}, | ||
| {"notable": "Blue Suit Sand Walk"} |
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can't be used with springball option so It'd be assuming you can do the somewhat difficult jump morphs.
| "id": 12, | ||
| "name": "Blue Suit Sand Walk", | ||
| "note": [ | ||
| "To land on the sand without losing blue suit,", |
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I tried many different ways of landing on the sand and its as if there's a random chance of losing your blue suit. Aiming down to bounce and then moving after the bounce, and falling in downback were very fun. If the intent of your instructions is normalized movement, I'd like them to say they are, to more strongly get the message accross. I suspect I was losing it when jumping from a very high platform instead of walking off.
I also have a lot of problems with suitless hijump on sand losing blue suit easily.
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Expanded the note on the notable now, to give a lot more details about how to do the normalized movement.
Right, it probably needs some more refinement. Going left to right, it seems you can avoid letting a Mochtroid near you while in IBJ, but from right to left it may be unavoidable (at least without HiJump). Unmorphing to reset fall speed a few tiles above the sand seems to have a fairly good probability of success, as a way to continue after reaching a high Mochtroid with IBJ. So one interesting thing is that landing on sand with blue suit doesn't reset your vertical subpixels, and this seems to be the cause of the apparent RNG failures. Walking off or jumping from other platforms puts you onto the sand with certain subpixels, but after jumping from the sand onto the sand again, you end up with different subpixels (and different ones depending on the type of jump, such as whether you break spin or not). So after several jumps your subpixels could end up on ones that happen to be bad. I'm thinking about abandoning the detailed "notable" description and just putting more details on dedicated strats. Because it seems like you really need full-room traversal instructions, depending on your exact equipment, in order to eliminate or minimize the risk of losing the blue suit. |
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Ok, found a reliable way to deal with the Mochtroids right-to-left: https://videos.maprando.com/video/10126 . Will write it up. |
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Ok, added a lot more detail in the notes. There's no more spike platforming or suitless traversal with blue suit in this PR now; those could be added later if reasonable setups are found. |
We might eventually want to make techs canComplexCarryBlueSuit and canTrickyCarryBlueSuit, but for now I wasn't sure if it's justified: so far there doesn't seem to be a lot of general knowledge that these tech would encompass; instead there is some room-specific knowledge (i.e. knowing how to land on sand without losing blue, which seems to work better as a notable), and some general tricky movement, e.g. to avoid accidentally killing enemies like Mochtroids when you want to freeze them to use as platforms. So for now I'm just proposing we instead use helpers h_complexCarryBlueSuit and h_trickyCarryBlueSuit.
The strats that cross the whole room using Ice can probably work ok with blue suit (e.g.with h_trickyToCarryBlueSuit) but it's tough and I didn't want to figure it out, so left these as
blueSuitChecked: false.