remove glitched key logic

This commit is contained in:
Demur Rumed 2025-04-12 00:23:32 +00:00
commit 21ac1c0e49
5 changed files with 26 additions and 72 deletions

View file

@ -163,7 +163,7 @@ void RegionTable_Init_FireTemple() {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return true;}), Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER_SIDE_ROOM, []{return true;}), Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER_SIDE_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5, 7);}), Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return false;}), Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return false;}),
}); });
@ -183,8 +183,8 @@ void RegionTable_Init_FireTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->TakeDamage();}), Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->TakeDamage();}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5, 8);}), Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 6, 8);}), Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 6);}),
Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW);}), Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW);}),
}); });
@ -195,7 +195,7 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_FIRE_WALL_EXIT_HEART, logic->FireTimer() >= 24), LOCATION(RC_FIRE_TEMPLE_FIRE_WALL_EXIT_HEART, logic->FireTimer() >= 24),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return logic->FireTimer() >= 24 && logic->SmallKeys(RR_FIRE_TEMPLE, 6, 8);}), Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return logic->FireTimer() >= 24 && logic->SmallKeys(RR_FIRE_TEMPLE, 6);}),
Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->IsAdult;}), Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->IsAdult;}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return logic->FireTimer() >= 24 && logic->IsAdult;}), Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return logic->FireTimer() >= 24 && logic->IsAdult;}),
Entrance(RR_FIRE_TEMPLE_CORRIDOR, []{return logic->FireTimer() >= 24 && logic->IsAdult && logic->SmallKeys(RR_FIRE_TEMPLE, 7);}), Entrance(RR_FIRE_TEMPLE_CORRIDOR, []{return logic->FireTimer() >= 24 && logic->IsAdult && logic->SmallKeys(RR_FIRE_TEMPLE, 7);}),

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@ -50,7 +50,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NORTH_CORRIDOR, []{return true;}), Entrance(RR_FOREST_TEMPLE_NORTH_CORRIDOR, []{return true;}),
Entrance(RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER, []{return logic->CanUse(RG_SONG_OF_TIME) || logic->IsChild;}), Entrance(RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER, []{return logic->CanUse(RG_SONG_OF_TIME) || logic->IsChild;}),
Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT);}), Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT);}),
Entrance(RR_FOREST_TEMPLE_WEST_CORRIDOR, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}), Entrance(RR_FOREST_TEMPLE_WEST_CORRIDOR, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1);}),
Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return false;}), Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return false;}),
Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return logic->ForestTempleMeg;}), Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return logic->ForestTempleMeg;}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
@ -171,7 +171,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_WEST_CORRIDOR] = Region("Forest Temple West Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_FOREST_TEMPLE_WEST_CORRIDOR] = Region("Forest Temple West Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}), Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1);}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}), Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}),
}); });

View file

@ -66,7 +66,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_COMPASS_ROOM, []{return true;}), Entrance(RR_SHADOW_TEMPLE_COMPASS_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return true;}), Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_HUGE_PIT, []{return logic->HasExplosives() && logic->IsAdult && logic->SmallKeys(RR_SHADOW_TEMPLE, 1, 2);}), Entrance(RR_SHADOW_TEMPLE_HUGE_PIT, []{return logic->HasExplosives() && logic->IsAdult && logic->SmallKeys(RR_SHADOW_TEMPLE, 1);}),
}); });
areaTable[RR_SHADOW_TEMPLE_COMPASS_ROOM] = Region("Shadow Temple Compass Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SHADOW_TEMPLE_COMPASS_ROOM] = Region("Shadow Temple Compass Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -102,7 +102,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return false;}), // TODO hookshot up? Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return false;}), // TODO hookshot up?
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES, []{return true;}), Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3);}), Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
}); });
areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES] = Region("Shadow Temple Invisible Spinning Blades", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES] = Region("Shadow Temple Invisible Spinning Blades", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -124,9 +124,9 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))), LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_HUGE_PIT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3);}), Entrance(RR_SHADOW_TEMPLE_HUGE_PIT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_SKULL_JAR, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_SHADOW_TEMPLE_SKULL_JAR, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 3, 4);}), Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
}); });
areaTable[RR_SHADOW_TEMPLE_SKULL_JAR] = Region("Shadow Temple Skull Jar", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SHADOW_TEMPLE_SKULL_JAR] = Region("Shadow Temple Skull Jar", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -141,7 +141,7 @@ void RegionTable_Init_ShadowTemple() {
// TODO upper/lower logic // TODO upper/lower logic
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 3, 4);}), Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL_HINT_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL_HINT_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return true;}), Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return true;}),
}); });
@ -164,17 +164,17 @@ void RegionTable_Init_ShadowTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL, []{return logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 2);}), Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL, []{return logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 2);}),
Entrance(RR_SHADOW_TEMPLE_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5);}), Entrance(RR_SHADOW_TEMPLE_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
}); });
areaTable[RR_SHADOW_TEMPLE_DOCK] = Region("Shadow Temple Dock", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SHADOW_TEMPLE_DOCK] = Region("Shadow Temple Dock", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, logic->CanUse(RG_LONGSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)), LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, logic->CanUse(RG_LONGSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)), LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)), LOCATION(RC_SHADOW_TEMPLE_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5);}), Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return logic->HasItem(RG_GORONS_BRACELET);}), Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return logic->HasItem(RG_GORONS_BRACELET);}),
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return ((logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}), Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return ((logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}),
}); });

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@ -1368,75 +1368,30 @@ bool Logic::CanTriggerLACS() {
} }
bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount) { bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount) {
return SmallKeys(dungeon, requiredAmount, requiredAmount);
}
bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched) {
if (HasItem(RG_SKELETON_KEY)) { if (HasItem(RG_SKELETON_KEY)) {
return true; return true;
} }
switch (dungeon) { switch (dungeon) {
case RR_FOREST_TEMPLE: case RR_FOREST_TEMPLE:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotJump_Boots) >= return GetSmallKeyCount(SCENE_FOREST_TEMPLE) >= requiredAmount;
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHoverBoost) >=
static_cast<uint8_t>(GlitchDifficulty::NOVICE) || (GetDifficultyValueFromString(GlitchHover) >=
static_cast<uint8_t>(GlitchDifficulty::NOVICE) && GetDifficultyValueFromString(GlitchISG) >=
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE)))) { return ForestTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_FOREST_TEMPLE) >= requiredAmountGlitchless;
case RR_FIRE_TEMPLE: case RR_FIRE_TEMPLE:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchLedgeClip) >= return GetSmallKeyCount(SCENE_FIRE_TEMPLE) >= requiredAmount;
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHover) >=
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE))) { return FireTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_FIRE_TEMPLE) >= requiredAmountGlitchless;
case RR_WATER_TEMPLE: case RR_WATER_TEMPLE:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_WATER_TEMPLE) >= requiredAmount;
return WaterTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_WATER_TEMPLE) >= requiredAmountGlitchless;
case RR_SPIRIT_TEMPLE: case RR_SPIRIT_TEMPLE:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_SPIRIT_TEMPLE) >= requiredAmount;
return SpiritTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_SPIRIT_TEMPLE) >= requiredAmountGlitchless;
case RR_SHADOW_TEMPLE: case RR_SHADOW_TEMPLE:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotClip) >= return GetSmallKeyCount(SCENE_SHADOW_TEMPLE) >= requiredAmount;
static_cast<uint8_t>(GlitchDifficulty::NOVICE))) { return ShadowTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_SHADOW_TEMPLE) >= requiredAmountGlitchless;
case RR_BOTTOM_OF_THE_WELL: case RR_BOTTOM_OF_THE_WELL:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL) >= requiredAmount;
return BottomOfTheWellKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL) >= requiredAmountGlitchless;
case RR_GERUDO_TRAINING_GROUND: case RR_GERUDO_TRAINING_GROUND:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND) >= requiredAmount;
return GerudoTrainingGroundsKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND) >= requiredAmountGlitchless;
case RR_GANONS_CASTLE: case RR_GANONS_CASTLE:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE) >= requiredAmount;
return GanonsCastleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE) >= requiredAmountGlitchless;
case RR_MARKET_TREASURE_CHEST_GAME: case RR_MARKET_TREASURE_CHEST_GAME:
/*if (IsGlitched && (false)) { return GetSmallKeyCount(SCENE_TREASURE_BOX_SHOP) >= requiredAmount;
return TreasureGameKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_TREASURE_BOX_SHOP) >= requiredAmountGlitchless;
case RR_GERUDO_FORTRESS: case RR_GERUDO_FORTRESS:
return GetSmallKeyCount(SCENE_THIEVES_HIDEOUT) >= requiredAmountGlitchless; return GetSmallKeyCount(SCENE_THIEVES_HIDEOUT) >= requiredAmount;
default: default:
return false; return false;
} }

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@ -195,7 +195,6 @@ class Logic {
bool HasBossSoul(RandomizerGet itemName); bool HasBossSoul(RandomizerGet itemName);
bool CanOpenOverworldDoor(RandomizerGet itemName); bool CanOpenOverworldDoor(RandomizerGet itemName);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched);
bool CanDoGlitch(GlitchType glitch); bool CanDoGlitch(GlitchType glitch);
bool CanEquipSwap(RandomizerGet itemName); bool CanEquipSwap(RandomizerGet itemName);
bool CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true, bool CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true,