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Description
Description
I am experiencing two related issues when trying to access the boss room via BaseMod / dev commands:
Map visibility issue
When using the standard map API to retrieve AbstractDungeon.map or AbstractDungeon.currMapNode, the boss room does not appear as a selectable node. This prevents normal navigation to the boss room through the map. It seems that boss stages are handled separately from the regular map structure, so standard map traversal logic does not detect them.
act boss command issue
Using new basemod.devcommands.act.ActCommand().execute(tokens, 1) to jump directly to the boss room causes the following unintended side effects:
- The player’s current hand is completely cleared.
- Cards from the deck are not shuffled into the draw pile, leaving the player with no playable cards at the start of the fight.
This behavior differs from the normal game flow, where entering a boss room preserves the player’s hand/deck correctly. It appears that ActCommand bypasses the full battle initialization flow, such as AbstractDungeon.nextRoomTransition() and associated hand/deck setup.
Expected behavior
- The boss room should be visible and selectable on the map.
- Jumping to the boss via a command should properly initialize the boss fight without clearing the hand or leaving the draw pile empty.
Steps to reproduce
- Attempt to get map nodes via
AbstractDungeon.maporAbstractDungeon.currMapNode→ boss room is not listed. - Run
act bosscommand via dev console → observe hand is cleared, and draw pile is empty.
Additional notes
- This seems related to how boss rooms are handled separately from normal map nodes.
ActCommanddoes not call the proper transition/initialization methods (AbstractDungeon.nextRoomTransition()) used in normal gameplay.