Add trigger to call Level.TeleportTo() - #1146
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grog398 wants to merge 5 commits into
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microlith57
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Jul 19, 2026
Co-authored-by: microlith57 <microlith57@gmail.com>
Co-authored-by: microlith57 <microlith57@gmail.com>
# Conflicts: # Celeste.Mod.mm/Mod/Entities/TeleportTrigger.cs
Wartori54
requested changes
Aug 1, 2026
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| _nextLevel = data.Attr("nextLevel"); | ||
| _introType = data.Enum("introType", Player.IntroTypes.None); | ||
| _useWorldCoordinates = data.Bool("useWorldCoordinates"); |
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Does it make sense to ever use world coordinates? I feel like using world coords is just more cumbersome than room relative coords. Furthermore this could be a node instead.
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| if (!_useWorldCoordinates || level.Session.MapData.Levels.FirstOrDefault(l => l.Name == _nextLevel) is not { } nextLevel) return; | ||
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| _nearestSpawn += nextLevel.Position; |
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I don't think this is right, TeleportTo takes dest room relative coordinates, so it should be subtracted instead.
| return; | ||
| } | ||
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| if (!_useWorldCoordinates || level.Session.MapData.Levels.FirstOrDefault(l => l.Name == _nextLevel) is not { } nextLevel) return; |
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We should fail the teleport entirely (and maybe warn the user) instead of delaying the crash to somewhere else if the _nextLevel doesn't exist.
| player, | ||
| _nextLevel, | ||
| _introType, | ||
| _nearestSpawn); |
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It would be nice to allow for null values of _nearestSpawn since vanilla also implements that case.
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The rationale for this trigger is already described in the linked issue for this feature.
Some additional functionality added to the trigger not directly required to call Level.TeleportTo():