New Content Sea Changes

Also to track - progress in each zone to get the unblemished pearl
Anemone Mine, Dive Bar, Madness Reef, Marinara Trench, The Briniest Deepests
 
Adding to the list: track the status of the bulkhead hatch from Down at the Hatch at The Wreck of the Edgar Fitzsimmons

Added in r28706. This adds a property "_lastFitzsimmonsHatch" which is the turncount of the last time you opened the Hatch.
 
If you ask grandpa about "currents" at any time, this sets "intenseCurrents" changed from false to true, even if you have not found the stashbox or trailmap.

It would be nice to have a property to track the unlocks in the Elementary School (janitor's closet, bathroom, teacher's lounge).

We need to add a property to track defeating The Nautical Seaceress (or update 'questL13Final')
 
Last edited:
Yeah. I finished my 11 runs in this path before the nerfs came, so I won't be implementing via personal experience, but:

- canAdventure in the Merkin Temple (Center Door) now depends on immaculate pearls, or something?
Ryo has in in-progress PR to handle pearl tracking. One might hope he'd make canAdventure accommodate it. :)
- I thought about a preference for defeating the Nautical Seaceress, but perhaps questL13Final would suffice? You'll still need to finish the Boot, the Skate Park, and Mom, but we have properties to track all of those.
- FWIW, I have all sorts of council text saved where they remind you to do this and that, but, meh. We could use such to make sure the above mentioned quest properties are not "finished", but, again, meh.
Unlocks in the Elementary School would be nice.

What does Grandpa say if you ask him about currents before you have seen them?
 
I submitted a PR to track unlocks in the Elementary School

I spent some time digging around bit I am not sure how best to track defeating the Nautical Seaceress.
It should be added as an alternate monster map in MonsterDatabase.java
And maybe checking for a Thwaitgold lobster statuette drop like is done in Ed in ResultProcessor.java
Code:
      case ItemPool.SCARAB_BEETLE_STATUETTE:
        QuestDatabase.setQuestProgress(Quest.FINAL, QuestDatabase.FINISHED);
        break;
But this is pushing the limits of what I understand about Kolmafia code.

ok, I submitted a PR. Could use some review and feedback.
 
Last edited:
I haven't looked at your PR yet (soon), but detecting the Nautical Seaceress:

- I put a check in FightRequest.updateFinalRoundData to update dolphin whistle progress - i.e. seaPoints.
It is right after the code which tracks momSeaMonkeeProgress after defeating monsters in the Abyss.

There are a fair number of monsters in the "won" part of that method which update quest data type stuff - and that same method calls QuestManager.updateQuestData(FightRequest.lastResponseText, monster), which is specifically intended to handle that.

- QuestManager.updateFightLost handles losing fights and QuestManager.updateQuestData handles winning fights.

--> Rename QuestManager.updateQuestData to QuestManager.updateFightWon?
--> Move monster won quest updating out of FightRequest?

- We could/should add Nautical Seaceress in a path-specific map in MonsterDatabase.
- I guess QuestManager could update Quest.FINAL when you defeat the Nautical Seaceress.

I'll look at your PR now.
 
KoLCharacter.desertBeachAccessible sets "lastDesertUnlock" if kingLiberated(), but this is not true for this path
 
There must be a way to disable KoLMafia's "helper" for the gladiator combats in the arena. I want to blast through without switching weapons and can't figure out how to disable that feature.

As Veracity mentions this is in the relay browser. I would like to use the obsidian nutcracker to boost spell damage but KoLmafia keeps switching to the weapon the character would use to fight if the skills had been learned.
 
Last edited:
There isn't currently a way to disable the Relay Warning.

Certain others are once per session:
Code:
  private static boolean ignoreBoringDoorsWarning = false;
  public static boolean ignoreDesertWarning = false;
  public static boolean ignoreDesertWeaponWarning = false;
  private static boolean ignoreDesertOffhandWarning = false;
  public static boolean ignoreMacheteWarning = false;
  public static boolean ignoreMohawkWigWarning = false;
  private static boolean ignorePoolSkillWarning = false;
  private static boolean ignoreFullnessWarning = false;
which means the first time you say "skip it" it remembers and won't nag you again.

But the Colosseum doesn't even have that feature, so it will nag you for every fight.

(The reason some of those are "public" and others are "private" is because we have tests for the "public" ones. I though it might be because of preferences, but no.)

It would be easy to add a flag which will stop nagging you for the rest of the session if you say "nah, I'm good" once in the Colosseum.
 
Another helper that isn't help is MP restoring before the Shub fight. I've no clue of that would be easy to disable in code.
 
I set my restore option to not restore MP. That might give you what you want.
I did that lost the fight, turned MP restoring back on. Farmed more crayon shavings, turned MP restoring off, won the fight and turned MP restoring back on again. It would be nice if that one location didn't restore MP, since it is always a bad idea.
 
Entering the [Mer-kin Temple (Center Door)] with 5+ unblemished pearl will remove 5 pearls from your inventory, but Mafia does not track this.

We would also need some Quest tracker property to show that you have turned in 5 pearls.
 
We also need to change canAdventure for the Center Door to add the requirement of 5+ unblemished pearls.
And add mores tests for the Center Door.

Do you have HTML for successfully entering with 5 pearls?
 
We also need to change canAdventure for the Center Door to add the requirement of 5+ unblemished pearls.
And add mores tests for the Center Door.

Do you have HTML for successfully entering with 5 pearls?
I don't have the html for this, but I can grab it on my next run... probably Monday.
 
At the center door without enough pearls:
Code:
<table  width=95%  cellspacing=0 cellpadding=0><tr><td style="background-color: blue" align=center ><b style="color: white">Results:</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td>The five guards each hold out a hand.  They look as though they are expecting a tip or a bribe.  Seeing your confusion, one of the mimes finding an oyster somewhere in the sea, opening it, taking out a pearl, wiping it down, gazing in astonishment at the lack of blemish on the pearl, then handing the pearl to themselves, and then stepping away from the door.  That guard should really consider taking up a career in mimery!</td></tr></table></center></td></tr><tr><td height=4></td></tr></table>

With 5+ pearls:
Code:
<table width="95%" cellspacing="0" cellpadding="0"><tbody><tr><td style="background-color: blue" align="center"><b style="color: white">Results:</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tbody><tr><td>You hand each of the five guards an unblemished pearl.  They mime their thanks and step aside.  I guess all mer-kin guards are expert mimes.</td></tr></tbody></table></center></td></tr><tr><td height="4"></td></tr></tbody></table>
 
Back
Top