/*
  *  CharSelect segment is only valid when:
  *    1. The lobby is locked.
  *  & 2. Game is in the character selection screen.
  */
 public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
 {
     // Do not do game save checks in the splash screen as the save file may not be reloaded yet
     if (spelunky.CurrentLobbyType != LobbyType.Tutorial && spelunky.CurrentState != SpelunkyState.SplashScreen)
     {
         return(new SegmentStatus()
         {
             Type = SegmentStatusType.ERROR,
             Message = "The game save must be reset to lock the lobby."
         });
     }
     else if (spelunky.CurrentState != SpelunkyState.CharacterSelect)
     {
         return(new SegmentStatus()
         {
             Type = SegmentStatusType.INFO,
             Message = "Waiting for character selection screen."
         });
     }
     else
     {
         return(new SegmentStatus()
         {
             Type = SegmentStatusType.INFO,
             Message = "Waiting for character selection."
         });
     }
 }
 public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
 {
     return(new SegmentStatus()
     {
         Type = SegmentStatusType.INFO,
         Message = "Waiting for Olmec completion."
     });
 }
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        public bool Cycle(SpelunkyHooks spelunky)
        {
            if (CheckStatus(spelunky).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }

            var  lobbyType   = spelunky.CurrentLobbyType;
            bool shouldSplit = LastLobbyType == LobbyType.Breaking && lobbyType == LobbyType.DoorOpenNoGem;

            LastLobbyType = lobbyType;
            return(shouldSplit);
        }
        public bool Cycle(SpelunkyHooks spelunky)
        {
            var chars = spelunky.CharactersState;

            if (CheckStatus(chars, spelunky.PlayCount).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }
            else if (chars.NumUnlockedCharacters >= TargetUnlockCount)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
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        public bool Cycle(SpelunkyHooks spelunky)
        {
            var journal = spelunky.JournalState;

            if (CheckStatus(journal).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }
            else if (journal.NumUnlockedEntries >= TargetEntryUnlockCount)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        public bool Cycle(SpelunkyHooks spelunky)
        {
            if (CheckStatus(spelunky).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }

            var level = spelunky.CurrentLevel;
            var state = spelunky.CurrentState;

            bool shouldSplit =
                spelunky.TunnelManChapter == TunnelManChapter.EmptyCompleted &&
                spelunky.CurrentState == SpelunkyState.VictoryCutscene &&
                LastLevel == SpelunkyLevel.L4_4 && level == SpelunkyLevel.L4_4;

            LastLevel = level;

            return(shouldSplit);
        }
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        public bool Cycle(SpelunkyHooks spelunky)
        {
            if (CheckStatus(spelunky).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }

            var chapter   = spelunky.TunnelManChapter;
            var remaining = spelunky.TunnelManRemaining;

            bool shouldSplit =
                LastChapter == BeforeChapter && LastRemaining == BeforeRemaining &&
                chapter == AfterChapter && remaining == AfterRemaining;

            LastChapter   = chapter;
            LastRemaining = remaining;

            return(shouldSplit);
        }
        public bool Cycle(SpelunkyHooks spelunky)
        {
            if (CheckStatus(spelunky).Type == SegmentStatusType.ERROR)
            {
                return(false);
            }

            var state = spelunky.CurrentState;
            var charSelectCountdown = spelunky.CharSelectCountdown;

            bool shouldSplit =
                LastState == SpelunkyState.CharacterSelect && LastCharSelectCountdown == 0 &&
                state == SpelunkyState.CharacterSelect && charSelectCountdown != 0;

            LastState = state;
            LastCharSelectCountdown = charSelectCountdown;

            return(shouldSplit);
        }
Esempio n. 9
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 /*
  *  Tutorial segment is only valid when the tutorial is locked or breaking.
  */
 public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
 {
     if (LastLobbyType == LobbyType.DoorOpenNoGem && spelunky.CurrentLobbyType == LobbyType.DoorOpenNoGem)
     {
         return(new SegmentStatus()
         {
             Type = SegmentStatusType.ERROR,
             Message = "Lobby must be locked during the tutorial segment."
         });
     }
     else
     {
         return(new SegmentStatus()
         {
             Type = SegmentStatusType.INFO,
             Message = "Waiting for tutorial completion."
         });
     }
 }
Esempio n. 10
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        /*
         *  A tunnel man segment is only valid when:
         *    1. The current TM chapter <= BeforeChapter.
         *    2. If the current TM chapter == BeforeChapter, chapter remainder >= BeforeRemaining
         */
        public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
        {
            var chapter = spelunky.TunnelManChapter;

            if ((chapter > BeforeChapter && LastChapter > BeforeChapter) ||
                ((chapter == BeforeChapter && LastChapter == BeforeChapter) && (spelunky.TunnelManRemaining < BeforeRemaining && LastRemaining < BeforeRemaining)))
            {
                return(new SegmentStatus()
                {
                    Type = SegmentStatusType.ERROR,
                    Message = $"Tunnel Man has already received {Item} between the {Area1} and {Area2}."
                });
            }
            else
            {
                return(new SegmentStatus()
                {
                    Type = SegmentStatusType.INFO,
                    Message = $"Waiting for Tunnel Man to receive {Item} between the {Area1} and {Area2}."
                });
            }
        }
 public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
 {
     return(CheckStatus(spelunky.CharactersState, spelunky.PlayCount));
 }
Esempio n. 12
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 public SegmentStatus CheckStatus(SpelunkyHooks spelunky)
 {
     return(CheckStatus(spelunky.JournalState));
 }