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TAS Inventory management #138
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In case it might be helpful, I'm tracking a few key items in the auto splitter and I have this for the inventory memory reading: https://github.com/knutwalker/sea-of-stars-autosplitter/blob/6c7a6a1633a528fcdb8ed7a8ff661bb62c027c31/src/data.rs#L2024-L2054 Some observations
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It seems we came to the same conclusion for how we should handle these item objects i believe weapons follow a similar setup as items, which we will have to map to ids and add up at runtime. Thanks for the additional research! |
The code I've written so far is mostly to track and reason about these things, but if we can get some/all info from memory that is ofc better. I think the code will still be useful since we can use it to route and reason about things that we don't have yet. |
Shop inventory has been implemented, but there is a strange behavior in the memory bits when items are sold. This messes up the list exposed to the TAS. A bit unclear what's going on right now. |
We need to track how much money we are carrying and what items we have in our inventory/equipped. This kind of information can be used to manage the item route.
We could get some of this stuff from memory, but the pickups are also static, so as long as we are following a particular route we can make some assumptions about what we have based on what we have picked up.
Also need to have code for these things:
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