erosson / ch2plan

Clicker Heroes 2 skill tree planner
https://ch2.erosson.org
GNU General Public License v3.0
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Importing not working for builds with disconnected nodes #125

Open sschocke opened 3 years ago

sschocke commented 3 years ago

I have a perfectly valid save game running on production, but I can't import it here or copy and paste the tree planner. Reason being that I have some nodes selected that aren't attached to the start nodes.

This becomes perfectly viable later in the game after buying a transcension perk like Downpour for instance. It allows you to select ClickTorrent without having selected any other node, and also to branch out from ClickTorrent then instead of the starting node.

In my particular build, the ClickTorrent node and surrounds never meets up again with the other branch starting from the centre, and I am guessing this is causing your import engine to see it as invalid.

Tree planner export as an example:

338&1&2&3&4&355&397&6&5&8&15&37&52&53&430&342&418&293&14&11&372&409&403&393&419&337&428&10&26&46&47&620&601&546&475&549&550&481&558&557&552&518&517&563&519&471&520&523&524&525&483&504&503&502&501&521&522&485&599&547&7&33&50&51&194&201&199&146&202&280&222&149&12&30&48&49&124&74&75&459&79&80&462&340&367&339&368&343&390&313&380&386&385&440&391&344&331&317&413&425&301&422&424&400&292&210&209&208&207&148&223&224&236&239&273&215&221&219&220&157&218&156&217&213&182&152&179&180&249&252&257&176&177&137&330&383&382&365&311&548&560&556&493&115&117&118&116&57&59&42&130&89&61&457&551&566&561&602&611&615&498&347&346&345&291&140&175&181&141&619&618&542&541&489&595&590&607&500&659&81&108&450&644&645&290&451&643&105&120&447&114&674&660&661&324&297

erosson commented 3 years ago

Huh, I completely missed this. Thanks for the report. (In my defense, I mostly played wizard, who has no similar mechanics)

Looks like a few perks work the same way:


There's a few possible ways to fix this, made some notes below while thinking it through:

  1. finish perks (#78, #79), and base start nodes on chosen perks
    • best long-term solution
    • I haven't actually played in months, and lack the motivation needed to finish those anytime soon. anything easier to implement?
    • importing from the game is awkward, but doable. I'd have to guess what perks you've taken (even more implementation effort), or you have to choose perks before importing
  2. base start nodes on chosen perks (#78, #79), using the current incomplete/feature-flagged implementation (?enableTranscendNodes=1)
    • can't share links with these start nodes, because we haven't implemented perks in links yet
  3. set these as start nodes for everyone
    • easy to implement
    • very bad ux for planning builds without these perks, or only some of these perks
      • but you can plan in-game these days, making this site mostly useful for sharing builds, so maybe poor editing ux doesn't matter...?
  4. feature-flag these start nodes (until #78, #79 are done)
    • easy to implement
    • won't be widely used because no one will know it's there
  5. add a quick ui for enabling these start nodes
    • even more ui clutter
    • slightly harder implementation than 4's feature-flag
  6. allow these nodes when importing
    • can't edit trees imported with these nodes
  7. blindly trust imports; don't check for start location connectedness at all
    • easy to implement
    • wrong
    • can't edit trees imported with these nodes

currently leaning toward 4, or maybe 5