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Starting run with all item checks complete, further item drops process as if checks remain #15

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adampziegler opened this issue Aug 13, 2022 · 1 comment

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@adampziegler
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adampziegler commented Aug 13, 2022

AP 0.3.4, RoR 2 AP 1.1.3 (also reprducible in AP 0.3.2, RoR 2 AP 1.1.0, possibly earlier)

When connecting to a fully-item-checked player slot (i.e. dying or quitting after having done all checks but not completing the multiworld goal), the objective counter starts at X/X, but does not auto-complete or disappear - it acts as if there are still checks to be done. Each run restart sets the objective counter back to X/X.

image

The location progress bar also advances as if checks still need to be done:

image

...then the next item that would trigger a check increments the objective counter to X+1/X, as if an item check was sent to the multiworld, but grants no item:

image

Under normal circumstances, completing all check counts, coming from X-1/X -> X/X, the objective completes / crosses-out / disappears, and all item checks beyond that revert to normal local RoR 2 item drops.

@adampziegler
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adampziegler commented Aug 13, 2022

An error also shows in the log for after each item check sent out beyond the total (in this example, total item checks was 50).

Without Sacrifice enabled - item from chest open:

[Debug  :Archipelago] Sent out location ItemPickup51 (id: 37056)
[Error  : Unity Log] Unable to SpawnEffect.  Is null? True.  Name = ''.
  at RoR2.EffectManager.SpawnEffect (UnityEngine.GameObject effectPrefab, RoR2.EffectData effectData, System.Boolean transmit) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at Archipelago.RiskOfRain2.ArchipelagoItemLogicController.PickupDropletController_CreatePickupDroplet (On.RoR2.PickupDropletController+orig_CreatePickupDroplet_PickupIndex_Vector3_Vector3 orig, RoR2.PickupIndex pickupIndex, UnityEngine.Vector3 position, UnityEngine.Vector3 velocity) [0x00000] in <8abdc130a1504672875898881b80a5a8>:IL_0000 
  at DMD<>?1761905664.Hook<RoR2.PickupDropletController::CreatePickupDroplet>?404933760 (RoR2.PickupIndex , UnityEngine.Vector3 , UnityEngine.Vector3 ) [0x00000] in <fc752d909b77415aac0ef71f245021b8>:IL_0000 
  at RoR2.ChestBehavior.ItemDrop () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.AnimationEvents.ItemDrop () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 

Without Sacrifice enabled - item from 3D printer:

[Debug  :Archipelago] Sent out location ItemPickup52 (id: 37057)
[Error  : Unity Log] Unable to SpawnEffect.  Is null? True.  Name = ''.
  at RoR2.EffectManager.SpawnEffect (UnityEngine.GameObject effectPrefab, RoR2.EffectData effectData, System.Boolean transmit) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at Archipelago.RiskOfRain2.ArchipelagoItemLogicController.PickupDropletController_CreatePickupDroplet (On.RoR2.PickupDropletController+orig_CreatePickupDroplet_PickupIndex_Vector3_Vector3 orig, RoR2.PickupIndex pickupIndex, UnityEngine.Vector3 position, UnityEngine.Vector3 velocity) [0x00000] in <8abdc130a1504672875898881b80a5a8>:IL_0000 
  at DMD<>?1761905664.Hook<RoR2.PickupDropletController::CreatePickupDroplet>?404933760 (RoR2.PickupIndex , UnityEngine.Vector3 , UnityEngine.Vector3 ) [0x00000] in <fc752d909b77415aac0ef71f245021b8>:IL_0000 
  at RoR2.ShopTerminalBehavior.DropPickup () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at EntityStates.Duplicator.Duplicating.DropDroplet () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at EntityStates.Duplicator.Duplicating.FixedUpdate () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.EntityStateMachine.FixedUpdate () [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
[Error  : Unity Log] Unable to SpawnEffect from prefab named 'Chest1Starburst'

With Sacrifice enabled - item on enemy kill:

[Debug  :Archipelago] Sent out location ItemPickup54 (id: 37059)
[Error  : Unity Log] Unable to SpawnEffect.  Is null? True.  Name = ''.
  at RoR2.EffectManager.SpawnEffect (UnityEngine.GameObject effectPrefab, RoR2.EffectData effectData, System.Boolean transmit) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at Archipelago.RiskOfRain2.ArchipelagoItemLogicController.PickupDropletController_CreatePickupDroplet (On.RoR2.PickupDropletController+orig_CreatePickupDroplet_PickupIndex_Vector3_Vector3 orig, RoR2.PickupIndex pickupIndex, UnityEngine.Vector3 position, UnityEngine.Vector3 velocity) [0x00000] in <8abdc130a1504672875898881b80a5a8>:IL_0000 
  at DMD<>?1761905664.Hook<RoR2.PickupDropletController::CreatePickupDroplet>?-1254817792 (RoR2.PickupIndex , UnityEngine.Vector3 , UnityEngine.Vector3 ) [0x00000] in <92de60d167e84549ac975b8543d90658>:IL_0000 
  at RoR2.Artifacts.SacrificeArtifactManager.OnServerCharacterDeath (RoR2.DamageReport damageReport) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.GlobalEventManager.OnCharacterDeath (RoR2.DamageReport damageReport) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.HealthComponent.TakeDamage (RoR2.DamageInfo damageInfo) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.Projectile.ProjectileSingleTargetImpact.OnProjectileImpact (RoR2.Projectile.ProjectileImpactInfo impactInfo) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 
  at RoR2.Projectile.ProjectileController.OnCollisionEnter (UnityEngine.Collision collision) [0x00000] in <2b2f3d5000df48ae8f94a9b49e82d786>:IL_0000 

Seems consistent across all item sources - less frequent ones also checked: shrine offering, void item sacrifice pod, using Hunter rifle on boss creature, teleporter boss reward item

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