raidboss: Windurst Third Walk triggers#1061
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There is A Lot in here. Windurst ended up being substantially more complex than I had expected. I'm not really happy with some of this stuff, but this is the best I've got after a couple weeks of effort. There are some superfluous comments that will probably be best cleaned up before merging once this is fully reviewed.
Shantotto is mostly fine. I don't like the wide-open collection of
ActorSetPosfor the fire locations, butgetCombatantswould not return fully accurate positions for the ley lines when called during the tether mechanic, and this was the best compromise I could come up with.Alexander is fairly okay. I'm still not 100% sure on how to handle Radiant Sacrament, or whether that's even something we should bother with since it's got very clear visuals.
Promathia has a lot of annoying elements to it. I wasn't able to make any serious use of the
mapEffectdata that accompanies Empty Salvation, so the triggers currently operate off the Explosion casts at the puddle destinations. This works, but it's not quite as much warning for the user as I would like.We can't really reduce the amount of data collection we do for Promathia in any event. Post-intermission, Wheel of Impregnability and Bastion of Twilight are used at random during their positions in the timeline, so we need to ensure that all the various combinations with Pestilent Penance are handled.
The intermission sometimes calls Promyvion for a given player even if they aren't on its platform. I'm not sure whether this is a logic error on my part or something to do with
getCombatantsthat I don't fully understand.Shinryu/Hollow King are largely okay. It might be worth putting a
countdownSecondson the gaze/stop mechanics, but I didn't do that for this current iteration. Note that there's a missing timeline trigger for Gyre Charge, which I'll add in once the timeline package is merged.I'm marking this as a draft because I'm confident there are better ways to address some of the triggers I've included here. Because this has all ended up being so complex, there's a good chance I've missed some obvious improvements due to being too close to this for the past couple of weeks.