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2 changed files with 25 additions and 19 deletions
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@ -215,15 +215,18 @@ bool SpiritExplosiveLogic(){
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}
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}
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bool SpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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bool SpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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return areaTable[region].SpiritShared(condition, []{return logic->HasExplosives();}, []{return true;}, 5, 3, SpiritExplosiveLogic(), anyAge);
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return areaTable[region].SpiritShared(
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condition, [] { return logic->HasExplosives(); }, [] { return true; }, 5, 3, SpiritExplosiveLogic(), anyAge);
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}
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}
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bool MQSpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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bool MQSpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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return areaTable[region].SpiritShared(condition, []{return true;}, []{return true;}, 7, 0, 0, anyAge);
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return areaTable[region].SpiritShared(
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condition, [] { return true; }, [] { return true; }, 7, 0, 0, anyAge);
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}
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}
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bool MQSpiritSharedBrokenWallRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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bool MQSpiritSharedBrokenWallRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
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return areaTable[region].SpiritShared(condition, []{return true;}, []{return true;}, 7, 7, 6, anyAge);
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return areaTable[region].SpiritShared(
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condition, [] { return true; }, [] { return true; }, 7, 7, 6, anyAge);
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}
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}
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bool BeanPlanted(const RandomizerRegion region) {
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bool BeanPlanted(const RandomizerRegion region) {
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@ -234,7 +234,8 @@ class Region {
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/*
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/*
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* This logic covers checks that exist in the shared areas of Spirit from a glitchless standpoint.
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* This logic covers checks that exist in the shared areas of Spirit from a glitchless standpoint.
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* This code will fail if any glitch allows Adult to go in the Child spirit door first or vice versa as it relies on specific ages
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* This code will fail if any glitch allows Adult to go in the Child spirit door first or vice versa as it relies on
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specific ages
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* There are 4 possibilities for passing a check, but first I have to talk about parallel universes.
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* There are 4 possibilities for passing a check, but first I have to talk about parallel universes.
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@ -254,9 +255,11 @@ class Region {
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* technical reasons as otherwise the code will never run
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* technical reasons as otherwise the code will never run
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*/
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*/
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bool SpiritShared(ConditionFn condition, ConditionFn childAccess, ConditionFn adultAccess, uint8_t adultKeys, uint8_t childKeys, uint8_t eitherKeys, bool anyAge = false){
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bool SpiritShared(ConditionFn condition, ConditionFn childAccess, ConditionFn adultAccess, uint8_t adultKeys,
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uint8_t childKeys, uint8_t eitherKeys, bool anyAge = false) {
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// If we have all of the keys, we know that access is Certain Access
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// If we have all of the keys, we know that access is Certain Access
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if (ctx->GetDungeon(Rando::SPIRIT_TEMPLE)->IsMQ() ? logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) : logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)) {
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if (ctx->GetDungeon(Rando::SPIRIT_TEMPLE)->IsMQ() ? logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)
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: logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)) {
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if (anyAge) {
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if (anyAge) {
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return Here(condition);
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return Here(condition);
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}
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}
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