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Modularize enemy defeat count hook & fix counting bugs#5885

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serprex merged 17 commits intoHarbourMasters:develop-copperfrom
JordanLongstaff:hook-mod-enemy-defeat-counts
Jan 17, 2026
Merged

Modularize enemy defeat count hook & fix counting bugs#5885
serprex merged 17 commits intoHarbourMasters:develop-copperfrom
JordanLongstaff:hook-mod-enemy-defeat-counts

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@JordanLongstaff
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@JordanLongstaff JordanLongstaff commented Oct 25, 2025

Not just copy-pasted as one big hook; it's been broken up into multiple hooks by actor ID.

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@Pepper0ni
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I found several increment errors while testing:

Skullwalltula and Big Skulltula is incrementing Skull Kid instead and skull kid increments skullwalltula.
Blue bubbles are incrementing Green Bubble instead and vice versa. White bubble increments red bubble
Gold Skulltulas are incrementing Big Skulltula instead
beamos increment biri instead, biri increments big octo, big octo increments beamos
flying pots increment flying tiles and vice versa
stingers do not increment enemies killed at all in the boomerang chest room
dark link is not incrementing anything

@JordanLongstaff
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Are these errors present on develop too?

@Pepper0ni
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It seems to be bugged in completly different ways:
skullwaltulas track as gold skulls, gold skulls track as big skulls, and big skulls still track as skull kid, for example.
Seems like a mess and someone's going to have to go through and double check everything.

@JordanLongstaff
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I'm testing on develop and I haven't gone through everything yet, but so far all the issues you have mentioned are showing up there, too.
I think I should fix the issues, then treat this as a bug fix and move it to develop-copper.

@JordanLongstaff
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I'm gonna guess that most of these are simply misalignments between counters and labels. I can already confirm that to be true for the following:

Blue bubbles are incrementing Green Bubble instead and vice versa. White bubble increments red bubble

beamos increment biri instead, biri increments big octo, big octo increments beamos

@JordanLongstaff
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JordanLongstaff commented Dec 29, 2025

Are the enemy names meant to be kept in alphabetical order? I'm hesitant to change the order of the enum values because that'll mess up everyone's enemy defeat counts as opposed to just switching the labels.
I'm also wondering why we aren't using a table macro for the count/name mappings like we do with everything else? What we have instead is an array for the names, intended to be indexed by the enum but the names don't all match up.

@JordanLongstaff JordanLongstaff force-pushed the hook-mod-enemy-defeat-counts branch from d3d816f to ddbf75f Compare December 30, 2025 00:59
@JordanLongstaff JordanLongstaff changed the base branch from develop to develop-copper December 30, 2025 00:59
@JordanLongstaff JordanLongstaff changed the title Modularize enemy defeat count hook Modularize enemy defeat count hook & fix counting bugs Dec 30, 2025
@serprex
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serprex commented Dec 31, 2025

@JordanLongstaff cleaning up the code to be based less on implicit indexing would be good, but LGTM

@serprex serprex merged commit 7850fa8 into HarbourMasters:develop-copper Jan 17, 2026
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6 participants