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Relocate awkward enemies #707

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merged 6 commits into from
Jun 17, 2024

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lahm86
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@lahm86 lahm86 commented Jun 16, 2024

Resolves #311.

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Description

Adds an option to shift awkward enemies to avoid forced damage or difficult situations in tight corridors e.g. being unable to target the T-rex with no room to move around in. Some cases may remain, but for those there should be a "way out" as it were e.g. The Deck room 65, where you can lure the enemy outside.

The biggest update is related to the eels in TR2. These have always been an issue as they don't just cover one tile so can interfere with levers, pickups etc. They will always be off the ground now when on land, and when underwater they will be positioned higher to allow any pickups to be had.

The location files (the bulk of this change) are trview-generated, so can be skipped over.

@lahm86 lahm86 added enhancement New feature or request TR1 TR2 TR3 labels Jun 16, 2024
@lahm86 lahm86 added this to the 1.9.0 milestone Jun 16, 2024
@lahm86 lahm86 self-assigned this Jun 16, 2024
@lahm86 lahm86 requested review from rr-, chreden and makotocchi June 16, 2024 18:43
@lahm86 lahm86 force-pushed the issue-311-relocate-enemies branch from 06b7024 to 7aa1db4 Compare June 16, 2024 20:20
@@ -216,3 +218,10 @@ Because of the increased limits in TR3, most levels have had their number of ene
| CITY.TR2 | 13 | 2 | 6 |
| CHAMBER.TR2 | 7 | 3 | 4 |
| _STPAUL.TR2_ | _2_ | _2_ | _2_ |

# Awkward enemies
Some enemy placements can cause problems by default, such as causing forced damage or difficulty in getting passed them. The UI option to move awkward enemies will - in most cases - move these enemies to better positions.
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Typo passed->past?

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Thanks.

@lahm86 lahm86 merged commit d17e7eb into LostArtefacts:master Jun 17, 2024
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@lahm86 lahm86 deleted the issue-311-relocate-enemies branch June 17, 2024 08:21
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Handle awkward enemy locations
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