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Add sass when tracking things that are likely misheard #627

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Dec 20, 2024
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12 changes: 8 additions & 4 deletions src/TrackerCouncil.Smz3.Abstractions/ITrackerBossService.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,9 @@ public interface ITrackerBossService
/// <param name="admittedGuilt">
/// <see langword="true"/> if the command implies the boss was killed;
/// <see langword="false"/> if the boss was simply "tracked".
/// <param name="force">If the boss should be forced to be tracked while auto tracking</param>
/// </param>
public void MarkBossAsDefeated(IHasBoss region, float? confidence = null, bool autoTracked = false, bool admittedGuilt = false);
public void MarkBossAsDefeated(IHasBoss region, float? confidence = null, bool autoTracked = false, bool admittedGuilt = false, bool force = false);

/// <summary>
/// Marks a boss as defeated.
Expand All @@ -30,23 +31,26 @@ public interface ITrackerBossService
/// </param>
/// <param name="confidence">The speech recognition confidence.</param>
/// <param name="autoTracked">If this was tracked by the auto tracker</param>
/// <param name="force">If the boss should be forced to be tracked while auto tracking</param>
public void MarkBossAsDefeated(Boss boss, bool admittedGuilt = true, float? confidence = null,
bool autoTracked = false);
bool autoTracked = false, bool force = false);

/// <summary>
/// Un-marks a boss as defeated.
/// </summary>
/// <param name="boss">The boss that should be 'revived'.</param>
/// <param name="confidence">The speech recognition confidence.</param>
public void MarkBossAsNotDefeated(Boss boss, float? confidence = null);
/// <param name="force">If the boss should be forced to be untracked while auto tracking</param>
public void MarkBossAsNotDefeated(Boss boss, float? confidence = null, bool force = false);

/// <summary>
/// Un-marks a dungeon as cleared and, if possible, untracks the boss
/// reward.
/// </summary>
/// <param name="region">The dungeon that should be un-cleared.</param>
/// <param name="confidence">The speech recognition confidence.</param>
public void MarkBossAsNotDefeated(IHasBoss region, float? confidence = null);
/// <param name="force">If the boss should be forced to be untracked while auto tracking</param>
public void MarkBossAsNotDefeated(IHasBoss region, float? confidence = null, bool force = false);

public void UpdateAccessibility(Progression? actualProgression = null, Progression? withKeysProgression = null);

Expand Down
15 changes: 10 additions & 5 deletions src/TrackerCouncil.Smz3.Abstractions/ITrackerItemService.cs
Original file line number Diff line number Diff line change
Expand Up @@ -24,13 +24,14 @@ public interface ITrackerItemService
/// <param name="location">The location an item was tracked from</param>
/// <param name="giftedItem">If the item was gifted to the player by tracker or another player</param>
/// <param name="silent">If tracker should not say anything</param>
/// <param name="force">If the item should be forced to be tracked while auto tracking</param>
/// <returns>
/// <see langword="true"/> if the item was actually tracked; <see
/// langword="false"/> if the item could not be tracked, e.g. when
/// tracking Bow twice.
/// </returns>
bool TrackItem(Item item, string? trackedAs = null, float? confidence = null, bool tryClear = true,
bool autoTracked = false, Location? location = null, bool giftedItem = false, bool silent = false);
bool autoTracked = false, Location? location = null, bool giftedItem = false, bool silent = false, bool force = false);

/// <summary>
/// Tracks the specifies item and clears it from the specified dungeon.
Expand All @@ -41,7 +42,8 @@ bool TrackItem(Item item, string? trackedAs = null, float? confidence = null, bo
/// </param>
/// <param name="hasTreasure">The dungeon the item was tracked in.</param>
/// <param name="confidence">The speech recognition confidence.</param>
void TrackItemFrom(Item item, IHasTreasure hasTreasure, string? trackedAs = null, float? confidence = null);
/// <param name="force">If the item should be forced to be tracked while auto tracking</param>
void TrackItemFrom(Item item, IHasTreasure hasTreasure, string? trackedAs = null, float? confidence = null, bool force = false);

/// <summary>
/// Tracks the specified item and clears it from the specified room.
Expand All @@ -52,7 +54,8 @@ bool TrackItem(Item item, string? trackedAs = null, float? confidence = null, bo
/// </param>
/// <param name="area">The area the item was found in.</param>
/// <param name="confidence">The speech recognition confidence.</param>
void TrackItemFrom(Item item, IHasLocations area, string? trackedAs = null, float? confidence = null);
/// <param name="force">If the item should be forced to be tracked while auto tracking</param>
void TrackItemFrom(Item item, IHasLocations area, string? trackedAs = null, float? confidence = null, bool force = false);

/// <summary>
/// Sets the item count for the specified item.
Expand All @@ -62,7 +65,8 @@ bool TrackItem(Item item, string? trackedAs = null, float? confidence = null, bo
/// The amount of the item that is in the player's inventory now.
/// </param>
/// <param name="confidence">The speech recognition confidence.</param>
void TrackItemAmount(Item item, int count, float confidence);
/// <param name="force">If the item should be forced to be tracked while auto tracking</param>
void TrackItemAmount(Item item, int count, float confidence, bool force = false);

/// <summary>
/// Tracks multiple items at the same time
Expand All @@ -77,5 +81,6 @@ bool TrackItem(Item item, string? trackedAs = null, float? confidence = null, bo
/// </summary>
/// <param name="item">The item to untrack.</param>
/// <param name="confidence">The speech recognition confidence.</param>
void UntrackItem(Item item, float? confidence = null);
/// <param name="force">If the item should be forced to be untracked while auto tracking</param>
void UntrackItem(Item item, float? confidence = null, bool force = false);
}
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