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Feat: Spirit Bear Kill Counter#199

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odtheking merged 4 commits intoodtheking:mainfrom
FlyModeZ:SpiritBearV2
Jul 29, 2025
Merged

Feat: Spirit Bear Kill Counter#199
odtheking merged 4 commits intoodtheking:mainfrom
FlyModeZ:SpiritBearV2

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@FlyModeZ
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Replacing "Not Spawned"

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Signed-off-by: FlyModeZ <[email protected]>
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Summary of Changes

Hello @FlyModeZ, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request significantly enhances the existing 'Spirit Bear' feature by introducing a kill counter and making its HUD display more informative and dynamic. It also refines the event detection mechanism to be more robust across different dungeon difficulties, providing a better user experience for tracking this specific in-game element.

Highlights

  • Feature Enhancement: I've implemented a Spirit Bear kill counter that is now displayed directly in the HUD, providing players with real-time tracking of defeated bears.
  • Dynamic Configuration: The maximum number of kills and the specific block locations tracked for Spirit Bear events now dynamically adjust based on the current dungeon difficulty (F4 or M4), ensuring accuracy across different floor variations.
  • HUD Refinement: The Spirit Bear HUD display has been refined to replace the 'Not Spawned' state with the new kill counter when the bear is not actively spawning or alive, providing more relevant information.
  • Improved Event Detection: The underlying logic for detecting Spirit Bear events has been improved to monitor multiple relevant block locations, enhancing the reliability of the kill counter and spawn timer.
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Code Review

This pull request introduces a kill counter for the Spirit Bear feature, which is a nice enhancement. The implementation correctly tracks kills on Floor 4 and Master Mode Floor 4 by monitoring block changes. The code is functional, but I've provided a couple of suggestions to improve readability and maintainability by reformatting very long lines and replacing magic numbers with named constants. Overall, a good addition.

Comment on lines 30 to 31
private val f4BlockLocations = hashSetOf(BlockPos(-3, 77, 33), BlockPos(-9, 77, 31), BlockPos(-16, 77, 26), BlockPos(-20, 77, 20), BlockPos(-23, 77, 13), BlockPos(-24, 77, 6), BlockPos(-24, 77, 0), BlockPos(-22, 77, -7), BlockPos(-18, 77, -13), BlockPos(-12, 77, -19), BlockPos(-5, 77, -22), BlockPos(1, 77, -24), BlockPos(8, 77, -24), BlockPos(14, 77, -23), BlockPos(21, 77, -19), BlockPos(27, 77, -14), BlockPos(31, 77, -8), BlockPos(33, 77, -1), BlockPos(34, 77, 5), BlockPos(33, 77, 12), BlockPos(31, 77, 19), BlockPos(27, 77, 25), BlockPos(20, 77, 30), BlockPos(14, 77, 33), BlockPos(7, 77, 34))
private val m4BlockLocations = hashSetOf(BlockPos(-2, 77, 33), BlockPos(-7, 77, 32), BlockPos(-13, 77, 28), BlockPos(-17, 77, 24), BlockPos(-21, 77, 18), BlockPos(-23, 77, 13), BlockPos(-24, 77, 7), BlockPos(-24, 77, 2), BlockPos(-23, 77, -4), BlockPos(-21, 77, -9), BlockPos(-17, 77, -14), BlockPos(-12, 77, -19), BlockPos(-6, 77, -22), BlockPos(-1, 77, -23), BlockPos(5, 77, -24), BlockPos(10, 77, -24), BlockPos(16, 77, -22), BlockPos(21, 77, -19), BlockPos(27, 77, -15), BlockPos(30, 77, -10), BlockPos(32, 77, -5), BlockPos(34, 77, 1), BlockPos(34, 77, 7), BlockPos(33, 77, 12), BlockPos(31, 77, 18), BlockPos(28, 77, 23), BlockPos(23, 77, 28), BlockPos(18, 77, 31), BlockPos(12, 77, 33), BlockPos(7, 77, 34))
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medium

These lines are very long, which harms readability and makes the code harder to maintain. Please consider reformatting them to span multiple lines.

For example:

private val f4BlockLocations = hashSetOf(
    BlockPos(-3, 77, 33), BlockPos(-9, 77, 31), BlockPos(-16, 77, 26),
    BlockPos(-20, 77, 20), BlockPos(-23, 77, 13), BlockPos(-24, 77, 6),
    // ... and so on
)

private inline val maxKills: Int get() = if (DungeonUtils.floor?.isMM == true) 30 else 25

private var kills = 0
private var timer = -1 // state: -1=NotSpawned, 0=Alive, 1+=Spawning
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medium

The timer variable uses magic numbers (-1, 0, and values > 0) to represent different states. While the comment is helpful, using named constants would make the code more self-documenting and maintainable.

Consider defining constants for the states and values at the object level:

private const val TIMER_NOT_SPAWNED = -1
private const val TIMER_ALIVE = 0
private const val SPAWN_TICKS = 68

These can then be used in onWorldLoad, onBlockChange, and the hud logic to improve clarity. For instance, using timer = TIMER_NOT_SPAWNED instead of timer = -1, and updating the condition in the hud to timer == TIMER_NOT_SPAWNED.

@FlyModeZ
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FlyModeZ commented Jul 22, 2025

nvm
why is my github action trolling me
the build in my repo is like broken

@odtheking
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Is this ready?

@FlyModeZ
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yes

Signed-off-by: FlyModeZ <[email protected]>
@FlyModeZ FlyModeZ requested a review from odtheking July 29, 2025 10:53
Signed-off-by: FlyModeZ <[email protected]>
@FlyModeZ FlyModeZ requested a review from odtheking July 29, 2025 11:07
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Great thx

@odtheking odtheking merged commit a45edf3 into odtheking:main Jul 29, 2025
1 check passed
@FlyModeZ FlyModeZ deleted the SpiritBearV2 branch August 7, 2025 15:43
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2 participants