trigger game complete on ganondorf kill

with this, in theory AP seeds should be beatable now, of course theres still a ton of work to do in terms of fleshing out some features
This commit is contained in:
CraftyBoss
2026-06-25 01:05:15 -07:00
parent e7eefbb0cb
commit c590018059
3 changed files with 12 additions and 0 deletions
+4
View File
@@ -4322,6 +4322,10 @@ int daAlink_c::procGanonFinishInit() {
dusk::m_speedrunInfo.stopRun();
}
}
if (dusk::archi::ArchipelagoContext::IsConnected()) {
dusk::archi::ArchipelagoContext::TryHandleGameComplete();
}
#endif
return 1;
@@ -727,6 +727,12 @@ void ArchipelagoContext::TryHandleDeathLink() {
}
}
bool ArchipelagoContext::TryHandleGameComplete() {
// TODO: maybe add support for other game completion types?
AP_StoryComplete();
return true;
}
void ArchipelagoContext::RequestAllLocationScout(bool isHint) {
std::set<int64_t> locations;
// TEMP: apworld has 475 locations with ids in sequential order, so add them all individually to location set
@@ -119,6 +119,8 @@ namespace dusk::archi
static void TryHandleDeathLink();
static bool TryHandleGameComplete();
// State Requesters
static void RequestAllLocationScout(bool isHint = false);