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combo's Issues

8 new rare tiles

Hi. I have new tiles to submit for this project.

I've been running Veracity's BeachComber for a few years and I have encountered the following:

1 whale
1 message in a bottle
1 cursed cutlass
42 pieces of driftwood

I have prepared a spreadsheet of all my "scarce" (or is it "rare"?) squares.

I'm happy to provide it to you.

Or, I'd be happy to submit a pull request with the 8 new tiles. It's ready to go. I tried. It was rejected.

Unfortunately, I do not have permission to make a pull request. A pity, since you are not obligated to accept it, anyway. Give me permission to submit a PR and I will try again.

I'll attach the .xlsx file and you can do the work to find the new data. Fortunately, one of the columns is generated JSON lines that can be simply added to your data file.

BeachScarce.xlsx

[feature request] list out items/meat acquired

this is a request from a few folks on the KOL forums. both beachcomber & combbeach have some level of "stuff tracking" from every session you do with them; there is a reasonable request for combo to do this too at some point. pachinkoid has kindly generated some spec code for it. i did a quick pass of integrating it quickly and it is, well... not a quick integration. but i think it's a fine starting point, we just need to think through different functionalization of it to fit with how the codebase currently operates.

//class to hold the data
class Stuff {
  xText: string;
  xCount: number;
  
  constructor(n: string, c:number) {
  this.xText = n;
  this.xCount = c;
};

// this call does the formatting of the output
output ():String {
return("t" + this.xText + ":" + this.xCount);
};

add (c: Number) {
this.xCount = +this.xCount + +c;
};
  isEquals(x: String):Boolean {
  return(this.xText === x);
  };
  };
  
  function addStuff(s: Array<Stuff>, x:String, c: Number)
  {
  var b:Boolean = false;
  for (let i = +0; i < s.length; i++) {
  var t:Stuff = s[i];
  if ( s[i].isEquals(x) ) {
  s[i].add(c);
  b = true;
  break;
  };
  };
  if ( !b ) {
  let t = new Stuff(x,c);
  s.push(t);
  };
  };
  
  // this function outputs, format it as you will
  function dumpStuff(s: Array<Stuff>) {
  console.log("you got:");
  for (let i = 0; i < s.length; i++) {
  var t:Stuff = s[i];
  console.log(t.output ());
  };
  };
  
  console.clear();
  
  // instantiate the array
  var s:Array<Stuff> = [];
  
  //add stuff like this
  addStuff(s, "boots", 1);
  addStuff(s, "pants", 2);
  addStuff(s, "socks", 11);
  addStuff(s, "socks", 101);
  addStuff(s, "boots", 100);
  
  //output the finished list (at the end?)
  dumpStuff(s);

Suggestion: Change color of printed text when an uncombed rare tile is discovered

This is just an idea/suggestion, but it might be a nice little quality of life thing if, on the special occasion that a rare tile is uncombed, the printed text was set to a different color from the other three messages. For example:

("Our rare tile is uncombed, so let's go ahead and change that.", HIGHLIGHT); < set this to red
("Our rare tile is combed, but we found a twinkle!", HIGHLIGHT); < stays blue or yellow depending on dark mode
("Our rare tile is combed, but we found some rough sand. So I guess there's that.", HIGHLIGHT);
("We've exhausted all other options, so we're combing an already-combed tile.", HIGHLIGHT);

Thanks!

Extra context: https://discord.com/channels/466605739838930955/534709227260870656/1074789192493695018

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