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Important Check hints don't prevent Sometimes hints from generating#2490

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fenhl merged 1 commit into
OoTRandomizer:Devfrom
fenhl:important-check-sometimes
Nov 25, 2025
Merged

Important Check hints don't prevent Sometimes hints from generating#2490
fenhl merged 1 commit into
OoTRandomizer:Devfrom
fenhl:important-check-sometimes

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@fenhl

@fenhl fenhl commented Nov 22, 2025

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Fixes #2487. The fix I ended up going with is to extend the bookkeeping for how an area or location has been “already hinted” to not only special-case Always hints but also Important Check hints, and to ignore Important Check hints when generating “specific” hints (Sometimes, Dual, Song, etc).

Testing

Confirmed that the repro case from #2487 (comment) is fixed.

@fenhl fenhl added Type: Bug Something isn't working Status: Needs Review Someone should be looking at it Component: Hints related to how we help the player labels Nov 22, 2025
@shirosoluna

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To make sure I understand this, a few questions:

  1. Does this mean that location = 0 hints will no longer generate at all? Such as if Haunted Wasteland is 0 Important Items then it wont get a hint from the distro?

  2. For locations that were hinted > 0 checks, it won't generate a sometime hint for them at all anymore? For example if Fire has 3 important checks, then it won't generate any of the sometimes hints for fire like hammer chest because it was already hinted by an important check? Or is that the ignore part of it and they will generate

@fenhl

fenhl commented Nov 24, 2025

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  1. Does this mean that location = 0 hints will no longer generate at all? Such as if Haunted Wasteland is 0 Important Items then it wont get a hint from the distro?

No, they will still generate.

  1. For locations that were hinted > 0 checks, it won't generate a sometime hint for them at all anymore? For example if Fire has 3 important checks, then it won't generate any of the sometimes hints for fire like hammer chest because it was already hinted by an important check? Or is that the ignore part of it and they will generate

Before this PR, the Sometimes hint wouldn't generate in this scenario. With this PR, it will generate again.

@shirosoluna

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  1. Does this mean that location = 0 hints will no longer generate at all? Such as if Haunted Wasteland is 0 Important Items then it wont get a hint from the distro?

No, they will still generate.

  1. For locations that were hinted > 0 checks, it won't generate a sometime hint for them at all anymore? For example if Fire has 3 important checks, then it won't generate any of the sometimes hints for fire like hammer chest because it was already hinted by an important check? Or is that the ignore part of it and they will generate

Before this PR, the Sometimes hint wouldn't generate in this scenario. With this PR, it will generate again.

So then what does it actually do, it sounds like you just reverted the change?
So the Important Check distro behaves as normal, what does that mean to extend the book-keeping?

@fenhl

fenhl commented Nov 24, 2025

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I didn't revert the change, I added a special case to make this specific interaction work like it did before the change.

The bookkeeping is a detail of how I implemented this: Previously, locations already hinted by Always hints were tracked separately from those already hinted by other hint types to allow Barren hints to ignore them (to fix the issue where an area with an Always hint could never be hinted Barren; fixed in #1443). With this PR, locations already hinted by Important Check hints are now also tracked separately to allow Sometimes/Dual/etc hints to ignore them.

@jdunn596 jdunn596 left a comment

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Looks good to me. Not sure if you want another pair of eyes or not

@fenhl fenhl removed the Status: Needs Review Someone should be looking at it label Nov 25, 2025
@fenhl fenhl added this to the next milestone Nov 25, 2025
@fenhl fenhl merged commit 45b5a0a into OoTRandomizer:Dev Nov 25, 2025
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@fenhl fenhl deleted the important-check-sometimes branch November 25, 2025 21:57
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Important Check Hint Broken

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