Refactor GenerateItemPool and Ice Trap settings#5773
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serprex merged 21 commits intoHarbourMasters:developfrom Jan 3, 2026
Merged
Refactor GenerateItemPool and Ice Trap settings#5773serprex merged 21 commits intoHarbourMasters:developfrom
serprex merged 21 commits intoHarbourMasters:developfrom
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Pepe20129
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Sep 2, 2025
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I think we shouldn't negate .Is calls with ! and instead use .IsNot to avoid confusuion as the ! is easy to miss.
Imo, all switch statements should have defaults that assert to avoid us missing adding new cases in the future.
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serprex
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Sep 25, 2025
serprex
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Jan 3, 2026
| initTrickNames = true; | ||
| } | ||
| // Randomly get the easy, medium, or hard name for the given item id | ||
| return RandomElement(trickNameTable[id]); |
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should check if entry empty, in which case return Trap as placeholder name. can assert(false) to continue crashing in debug
serprex
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Jan 3, 2026
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
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Refactors the item pool to fix numerous bugs, especially with Plentiful item pools, makes ship exclusive items affected by item pool, and changes ice trap settings to be more clear and consistent to the user.
Full change-list:
-- Base Ice Traps: whether or not the item pool's normal ice traps are in the pool. This on and nothing else is equivalent to the old "Normal" setting.
-- Ice trap Count: A fixed number of additional ice traps, added at the same point as the base pool
-- Ice trap Percent: The chance for each junk item to be replaced with an Ice trap. Does not affect Lesser items. Setting this to 100 is the equivalent of Onslaught.
I have not been able to test this fully so please test various odd settings combinations and check the item pool to make sure everything is in proper counts. Plandomiser's "empty all locations" button is good for this.
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