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[Rando] Treesanity, randomizing overworld trees.#5003

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turbofist wants to merge 55 commits intoHarbourMasters:developfrom
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[Rando] Treesanity, randomizing overworld trees.#5003
turbofist wants to merge 55 commits intoHarbourMasters:developfrom
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@turbofist
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@turbofist turbofist commented Feb 5, 2025

Adds Treesanity, shuffles items into trees, roll into them to obtain the item.
Trees have a special appearence when holding items.

  • Tree hints
  • Randomized trees compatible with GS trees
  • Custom appearance for trees containing items
  • Most compatible locations added

image

@turbofist
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Noticed I was using the wrong hint format for some checks, fixed that as well.

@turbofist
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Just finished up the last thing I wanted to work on, trees instantly reverting to their normal appearance once a check has been collected, if there are no other remarks I feel finished with the first iteration of treesanity.

@serprex
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serprex commented Feb 28, 2025

@turbofist on discord someone was asking about trees:

Got a question: Are all the trees in hyrule field near the bombable rock grotto (the one with like 25 trees surrounding it) supposed to randomized or is it just a select few because I only have like 8 with triforce markings

@turbofist
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@turbofist on discord someone was asking about trees:

Got a question: Are all the trees in hyrule field near the bombable rock grotto (the one with like 25 trees surrounding it) supposed to randomized or is it just a select few because I only have like 8 with triforce markings

This is intended, these trees are not recognized as individual actors as they are spawned from other actors, I will see if there is something that can be done about this eventually, and I will make this more clear in the rando menu description.

@Pepper0ni
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Pepper0ni commented Apr 7, 2025

just giving you a bump to make sure you know that thanks to clang-format there are probably significant conflicts to fix, but I'm in a position where I can review and test this soon

@lilacLunatic
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lilacLunatic commented Apr 13, 2025

According to multiple user reports, checks for Tree in Northwest HF 2, Tree in South East HF 4, Tree in HF near Grotto are bugged.

} else if (this->actor.home.rot.z != 0) {
this->actor.home.rot.z &= 0x1FFF;
this->actor.home.rot.z |= 0xE000;
if (GameInteractor_Should(VB_TREE_DROP_ITEM, true, this)) {
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this should probably be false, as it's running code in non-rando it shouldn't

}
} else {
Item_DropCollectibleRandom(play, &this->actor, &dropsSpawnPt, this->unk_14C << 4);
if (GameInteractor_Should(VB_TREE_DROP_ITEM, (this->unk_14C >= 0) && (this->unk_14C < 0x64), this)) {
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this condition does not exist in original code

@serprex serprex mentioned this pull request May 26, 2025
@Malkierian
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Closing since this was rolled into #5541. Credit will be given in the PR merge there.

@Malkierian Malkierian closed this Jun 18, 2025
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5 participants