This commit is contained in:
Philip Dubé 2025-07-06 02:46:59 +00:00 committed by GitHub
commit 2e274e1b9b
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
15 changed files with 182 additions and 276 deletions

View file

@ -685,9 +685,9 @@ void LookForExternalArea(Region* currentRegion, std::set<Region*>& alreadyChecke
void SetAreas() {
auto ctx = Rando::Context::GetInstance();
// RANDOTODO give entrances an enum like RandomizerCheck, the give them all areas here,
// then use those areas to not need to recursivly find ItemLocation areas when an identifying entrance's area
for (int regionType = 0; regionType < RR_MARKER_AREAS_END; regionType++) {
// RANDOTODO give entrances an enum like RandomizerCheck, then give them all areas here,
// then use those areas to not need to recursively find ItemLocation areas when identifying entrance's area
for (int regionType = 0; regionType < RR_MAX; regionType++) {
Region* region = &areaTable[regionType];
std::set<RandomizerArea> areas = region->GetAllAreas();
std::set<Region*> regionsToSet = { region };

View file

@ -617,7 +617,7 @@ void Region::ResetVariables() {
bool Region::MQSpiritShared(ConditionFn condition, bool IsBrokenWall, bool anyAge) {
// if we have Certain Access as child, we can check anyAge and if true, resolve a condition with Here as if
// adult is here it's also Certain Access
if (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)) {
if (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7)) {
if (anyAge) {
return Here(condition);
}
@ -627,10 +627,9 @@ bool Region::MQSpiritShared(ConditionFn condition, bool IsBrokenWall, bool anyAg
} else if (Adult() && logic->IsAdult) {
return condition();
// if we do not have Certain Access, we need to check the overlap by seeing if we are both here as child and
// meet the adult universe's access condition We only need to do it as child, as only child access matters
// meet the adult universe's access condition. We only need to do it as child, as only child access matters
// for this check, as adult access is assumed based on keys
} else if (Child() && logic->IsChild && (!IsBrokenWall || logic->SmallKeys(RR_SPIRIT_TEMPLE, 6))) {
bool result = false;
} else if (Child() && logic->IsChild && (!IsBrokenWall || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 6))) {
// store current age variables
bool pastAdult = logic->IsAdult;
bool pastChild = logic->IsChild;
@ -638,7 +637,7 @@ bool Region::MQSpiritShared(ConditionFn condition, bool IsBrokenWall, bool anyAg
// First check if the check is possible as child
logic->IsChild = true;
logic->IsAdult = false;
result = condition();
bool result = condition();
// If so, check again as adult. both have to be true for result to be true
if (result) {
logic->IsChild = false;
@ -895,7 +894,7 @@ void RegionTable_Init() {
RegionTable_Init_GanonsCastle();
// Set parent regions
for (uint32_t i = RR_ROOT; i <= RR_GANONS_CASTLE; i++) {
for (uint32_t i = RR_ROOT; i < RR_MAX; i++) {
for (LocationAccess& locPair : areaTable[i].locations) {
RandomizerCheck location = locPair.GetLocation();
Rando::Context::GetInstance()->GetItemLocation(location)->SetParentRegion((RandomizerRegion)i);

View file

@ -35,7 +35,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM, []{return logic->IsChild && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM, []{return logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM, []{return logic->LoweredWaterInsideBotw && logic->IsChild;}),
//Falling down into basement requires nothing, but falling down somewhere specific requires lens or lens trick
@ -56,7 +56,7 @@ void RegionTable_Init_BottomOfTheWell() {
}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_BOTTOM_OF_THE_WELL_INNER_ROOMS, []{return logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_INNER_ROOMS, []{return logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return true;}),
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_PLATFORM, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
@ -79,7 +79,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_FIRE_KEESE_POT_1, logic->CanBreakPots() && (ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3) && (ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->IsChild && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 3) && (ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_BOTTOM_OF_THE_WELL_LIKE_LIKE_CAGE, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
//not sure if this lens check is needed, these holes are a bit too easy to find, but it matches existing logic
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
@ -105,7 +105,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_GS_EAST_INNER_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 3);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM] = Region("Bottom of the Well Coffin Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
@ -207,8 +207,8 @@ void RegionTable_Init_BottomOfTheWell() {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild;}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2) && logic->CanUseProjectile();}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 2);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE, []{return logic->IsChild && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 2) && logic->CanUseProjectile();}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM, []{return logic->IsChild && logic->LoweredWaterInsideBotw;}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
@ -231,7 +231,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM_MIDDLE_LEFT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 2);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE] = Region("Bottom of the Well MQ Locked Cage", SCENE_BOTTOM_OF_THE_WELL, {
@ -239,7 +239,7 @@ void RegionTable_Init_BottomOfTheWell() {
EventAccess(&logic->OpenedMiddleHoleMQBotw, []{return logic->HasExplosives();}),
}, {}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->SmallKeys(SCENE_BOTTOM_OF_THE_WELL, 2);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM] = Region("Bottom of the Well MQ Dead Hand Room", SCENE_BOTTOM_OF_THE_WELL, {}, {

View file

@ -20,9 +20,9 @@ void RegionTable_Init_FireTemple() {
//Exits
Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return logic->FireTimer() >= 24;}),
Entrance(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return Here(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && (logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked);}),
Entrance(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return Here(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && (logic->SmallKeys(SCENE_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked);}),
Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 2) && logic->FireTimer() >= 24;}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 2) && logic->FireTimer() >= 24;}),
});
areaTable[RR_FIRE_TEMPLE_NEAR_BOSS_ROOM] = Region("Fire Temple Near Boss Room", SCENE_FIRE_TEMPLE, {
@ -43,7 +43,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked;}),
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked;}),
Entrance(RR_FIRE_TEMPLE_LOOP_TILES, []{return Here(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return logic->CanKillEnemy(RE_TORCH_SLUG) && logic->CanKillEnemy(RE_FIRE_KEESE);});}),
});
@ -96,11 +96,11 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_BIG_LAVA_POT_3, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 2);}),
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 2);}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_GORON, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_TILES, []{return logic->IsAdult && (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_FIRE_SOT));}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM_SOUTH_GORON, []{return logic->IsAdult && logic->HasExplosives();}),
Entrance(RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}),
Entrance(RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 3);}),
});
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_GORON] = Region("Fire Temple Big Lava Room North Goron", SCENE_FIRE_TEMPLE, {}, {
@ -135,8 +135,8 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_FIRE_PILLAR_BACK_HEART, logic->FireTimer() >= 56),
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}),
Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return logic->FireTimer() >= 56 && logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 3);}),
Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return logic->FireTimer() >= 56 && logic->SmallKeys(SCENE_FIRE_TEMPLE, 4);}),
});
areaTable[RR_FIRE_TEMPLE_SHORTCUT_ROOM] = Region("Fire Temple Shortcut Room", SCENE_FIRE_TEMPLE, {}, {
@ -144,7 +144,7 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_BOULDER_MAZE_SHORTCUT_CHEST, Here(RR_FIRE_TEMPLE_SHORTCUT_CLIMB, []{return true;})),
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_SHORTCUT_CLIMB, []{return Here(RR_FIRE_TEMPLE_SHORTCUT_CLIMB, []{return true;});}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || ctx->GetTrickOption(RT_FIRE_STRENGTH)) && (logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_SLINGSHOT));}),
});
@ -163,7 +163,7 @@ void RegionTable_Init_FireTemple() {
//Exits
Entrance(RR_FIRE_TEMPLE_SHORTCUT_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(SCENE_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return false;}),
});
@ -183,8 +183,8 @@ void RegionTable_Init_FireTemple() {
}, {
//Exits
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_FIRE_WALL_CHASE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 6, 8);}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 6);}),
Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW);}),
});
@ -195,10 +195,10 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_FIRE_WALL_EXIT_HEART, logic->FireTimer() >= 24),
}, {
//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(SCENE_FIRE_TEMPLE, 6);}),
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_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(SCENE_FIRE_TEMPLE, 7);}),
});
areaTable[RR_FIRE_TEMPLE_MAP_AREA] = Region("Fire Temple Map Region", SCENE_FIRE_TEMPLE, {}, {
@ -241,7 +241,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_CORRIDOR] = Region("Fire Temple Corridor", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 7);}),
Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 7);}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return true;}),
});
@ -256,7 +256,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_CORRIDOR, []{return true;}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_SIDE_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8);}),
Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 8);}),
Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return ctx->GetTrickOption(RT_FIRE_FLAME_MAZE) || false;}),
});
@ -280,7 +280,7 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_HIGHEST_GORON_CHEST, Here(RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER, []{return (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_RUSTED_SWITCHES)) && logic->CanUse(RG_MEGATON_HAMMER);})),
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8);}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 8);}),
Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}),
Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return true;}),
});
@ -357,7 +357,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->IsAdult || logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 5);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER] = Region("Fire Temple MQ First Room Upper", SCENE_FIRE_TEMPLE, {}, {}, {
@ -485,7 +485,7 @@ void RegionTable_Init_FireTemple() {
//Exits
// Fewer tunic requirements ends here
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->FireTimer() >= 20;}),
Entrance(RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM, []{return logic->CanUse(RG_GORON_TUNIC) && logic->SmallKeys(RR_FIRE_TEMPLE, 2);}),
Entrance(RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM, []{return logic->CanUse(RG_GORON_TUNIC) && logic->SmallKeys(SCENE_FIRE_TEMPLE, 2);}),
Entrance(RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM, []{return logic->HasFireSource() && ((logic->CanUse(RG_FAIRY_BOW) && logic->FireTimer() >= 25) || (ctx->GetTrickOption(RT_FIRE_MQ_BK_CHEST) && logic->FireTimer() >= 50)) && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && ctx->GetTrickOption(RT_FIRE_SOT)));}),
});
@ -556,7 +556,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT, []{return logic->HasExplosives();}),
//Implies RR_FIRE_TEMPLE_MQ_LOWER_MAZE access
Entrance(RR_FIRE_TEMPLE_MQ_BURNING_BLOCK_CLIMB, []{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME)));}),
Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3) && logic->CanUse(RG_GORON_TUNIC);}),
Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 3) && logic->CanUse(RG_GORON_TUNIC);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_MAZE_BOX_CAGE] = Region("Fire Temple MQ Upper Maze Box Cage", SCENE_FIRE_TEMPLE, {}, {
@ -642,7 +642,7 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_MQ_LAVA_TORCH_SMALL_CRATE_5, logic->CanBreakSmallCrates()),
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}),
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 3);}),
Entrance(RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM, []{return true;}),
//Child has issues navigating the higher points of this room without an equip swapped hookshot
Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return Here(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT));}) && (logic->IsAdult || logic->CanUse(RG_HOOKSHOT));}),
@ -705,7 +705,7 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_MQ_FREESTANDING_KEY, logic->CanKillEnemy(RE_FLARE_DANCER)),
}, {
Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PAST_WALL, []{return logic->CanKillEnemy(RE_FLARE_DANCER);}),
Entrance(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanKillEnemy(RE_FLARE_DANCER) && logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanKillEnemy(RE_FLARE_DANCER) && logic->SmallKeys(SCENE_FIRE_TEMPLE, 4);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM] = Region("Fire Temple MQ Scarecrow Room", SCENE_FIRE_TEMPLE, {}, {
@ -718,8 +718,8 @@ void RegionTable_Init_FireTemple() {
//Using this dropdown is in N64 logic elsewhere, but not here, probably because it requires good foreknowlege to determine where to land
//This would be a logical method to reach the hammer switch without hookshot, but it practically requires access to the area that switch unlocks already. It could also be first child access to PLATFORMS if tricks ever enable that
//If a practical use for this drop is found, it should be made a trick
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, []{return Here(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && logic->SmallKeys(RR_FIRE_TEMPLE, 5);}),
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 4);}),
Entrance(RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS, []{return Here(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && logic->SmallKeys(SCENE_FIRE_TEMPLE, 5);}),
});
//The peg knocked down from here could have logical implications for child in the fire maze if tricks to gain height like bomb jumps exist

View file

@ -50,7 +50,7 @@ void RegionTable_Init_ForestTemple() {
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_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(SCENE_FOREST_TEMPLE, 1);}),
Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return false;}),
Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return logic->ForestTempleMeg;}),
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", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}),
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 1);}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}),
});
@ -182,14 +182,14 @@ void RegionTable_Init_ForestTemple() {
//Exits
Entrance(RR_FOREST_TEMPLE_WEST_CORRIDOR, []{return true;}),
Entrance(RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_FOREST_OUTSIDE_BACKDOOR) && logic->CanJumpslashExceptHammer() && logic->HasItem(RG_GORONS_BRACELET));}),
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET) && logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED, []{return logic->IsAdult && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT)) && logic->HasItem(RG_GORONS_BRACELET) && logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET) && logic->SmallKeys(SCENE_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED, []{return logic->IsAdult && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT)) && logic->HasItem(RG_GORONS_BRACELET) && logic->SmallKeys(SCENE_FOREST_TEMPLE, 2);}),
});
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED] = Region("Forest Temple NW Corridor Twisted", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_RED_POE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_RED_POE_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 3);}),
});
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NW Corridor Straightened", SCENE_FOREST_TEMPLE, {}, {
@ -198,7 +198,7 @@ void RegionTable_Init_ForestTemple() {
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_BELOW_BOSS_KEY_CHEST, []{return true;}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 2);}),
});
areaTable[RR_FOREST_TEMPLE_RED_POE_ROOM] = Region("Forest Temple Red Poe Room", SCENE_FOREST_TEMPLE, {
@ -209,7 +209,7 @@ void RegionTable_Init_ForestTemple() {
LOCATION(RC_FOREST_TEMPLE_RED_POE_CHEST, logic->ForestTempleJoelle),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_UPPER_STALFOS, []{return true;}),
});
@ -238,18 +238,18 @@ void RegionTable_Init_ForestTemple() {
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_UPPER_STALFOS, []{return true;}),
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 4);}),
});
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NE Corridor Straightened", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_BLUE_POE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_BLUE_POE_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 5);}),
});
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED] = Region("Forest Temple NE Corridor Twisted", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return true;}),
});
@ -259,8 +259,8 @@ void RegionTable_Init_ForestTemple() {
LOCATION(RC_FOREST_TEMPLE_FROZEN_EYE_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE));}),
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 5) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE));}),
});
areaTable[RR_FOREST_TEMPLE_FALLING_ROOM] = Region("Forest Temple Falling Room", SCENE_FOREST_TEMPLE, {}, {
@ -313,7 +313,7 @@ void RegionTable_Init_ForestTemple() {
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 1) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_CENTRAL_AREA] = Region("Forest Temple MQ Central Region", SCENE_FOREST_TEMPLE, {
@ -382,21 +382,21 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE] = Region("Forest Temple MQ After Block Puzzle", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(RR_FOREST_TEMPLE, 3)),
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(SCENE_FOREST_TEMPLE, 3)),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->ForestCanTwistHallway && logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->ForestCanTwistHallway && logic->SmallKeys(SCENE_FOREST_TEMPLE, 4);}),
//!QUANTUM LOGIC!
//As there is no way in default logic to reach the other possible key use without going through RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, this is logically safe for now
//Breaks if there's any other way to RR_FOREST_TEMPLE_MQ_FALLING_ROOM than going through the eye targets in RR_FOREST_TEMPLE_MQ_CENTRAL_AREA
//Requires a bow/sling ammo source once ammo logic is done, to avoid edge cases.
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2) && Here(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}),
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 2) && Here(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}),
});
areaTable[RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY] = Region("Forest Temple MQ Straight Hallway", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(RR_FOREST_TEMPLE, 3)),
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(SCENE_FOREST_TEMPLE, 3)),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM, []{return true;}),
@ -489,7 +489,7 @@ void RegionTable_Init_ForestTemple() {
LOCATION(RC_FOREST_TEMPLE_MQ_MAP_CHEST, logic->ForestTempleJoelle),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, []{return true;}),
});
@ -524,8 +524,8 @@ void RegionTable_Init_ForestTemple() {
//!QUANTUM LOGIC!
//This key logic assumes that you can get to falling room either by spending the 5th key here, or by wasting a key in falling room itself.
//While being the 5th key makes this simpler in theory, if a different age can waste the key compared to reaching this room it breaks
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5) && Here(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);});}),
Entrance(RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}),
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 5) && Here(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);});}),
Entrance(RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 6);}),
Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, []{return true;}),
});
@ -538,7 +538,7 @@ void RegionTable_Init_ForestTemple() {
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);}),
Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}),
Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 6);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_FALLING_ROOM] = Region("Forest Temple MQ Falling Room", SCENE_FOREST_TEMPLE, {}, {
@ -547,7 +547,7 @@ void RegionTable_Init_ForestTemple() {
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE, []{return true;}),
Entrance(RR_FOREST_TEMPLE_MQ_AMY_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}),
Entrance(RR_FOREST_TEMPLE_MQ_AMY_ROOM, []{return logic->SmallKeys(SCENE_FOREST_TEMPLE, 6);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_AMY_ROOM] = Region("Forest Temple MQ Amy Room", SCENE_FOREST_TEMPLE, {

View file

@ -118,7 +118,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_LIGHT_TRIAL] = Region("Ganon's Castle Light Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH));}),
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH));}),
}, {
//Locations
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_FIRST_LEFT_CHEST, true),
@ -128,10 +128,10 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_SECOND_RIGHT_CHEST, true),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_THIRD_RIGHT_CHEST, true),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_INVISIBLE_ENEMIES_CHEST, ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH)),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_LULLABY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(RR_GANONS_CASTLE, 1)),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_BOULDER_POT_1, logic->CanBreakPots() && logic->SmallKeys(RR_GANONS_CASTLE, 2)),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_POT_1, logic->CanBreakPots() && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_POT_2, logic->CanBreakPots() && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_LULLABY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 1)),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_BOULDER_POT_1, logic->CanBreakPots() && logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2)),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_POT_1, logic->CanBreakPots() && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_POT_2, logic->CanBreakPots() && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {});
#pragma endregion
@ -243,12 +243,12 @@ void RegionTable_Init_GanonsCastle() {
}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3) && Here(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->BlueFire();});}),
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM, []{return logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 3) && Here(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->BlueFire();});}),
});
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM] = Region("Ganon's Castle MQ Water Trial Block Room", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3);}),
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 3);}),
//This assumes there's no way for child to have blue fire and not adult.
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM, []{return logic->IsAdult && logic->BlueFire();}),
});
@ -388,12 +388,12 @@ void RegionTable_Init_GanonsCastle() {
}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_DINOLFOS_ROOM, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT, []{return logic->SmallKeys(RR_GANONS_CASTLE, 2);}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT, []{return logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2);}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT] = Region("Ganon's Castle MQ Light Trial Boulder Room Front", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 2);}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM, []{return logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 2);}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_BACK, []{return logic->CanUse(RG_HOOKSHOT) || ctx->GetTrickOption(RT_GANON_MQ_LIGHT_TRIAL);}),
});
@ -405,7 +405,7 @@ void RegionTable_Init_GanonsCastle() {
//Exits
//I got the trick going backwards, but only while taking damage. this isn't relevant anyway though
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT, []{return logic->CanUse(RG_HOOKSHOT) || ctx->GetTrickOption(RT_GANON_MQ_LIGHT_TRIAL);}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3) && (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanJumpslash() || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_BOOMERANG));}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM, []{return logic->SmallKeys(SCENE_INSIDE_GANONS_CASTLE, 3) && (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanJumpslash() || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_BOOMERANG));}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Light Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {

View file

@ -35,14 +35,14 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE] = Region("Gerudo Training Ground Central Maze", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_HIDDEN_CEILING_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3) && (ctx->GetTrickOption(RT_LENS_GTG) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_FIRST_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 4)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_SECOND_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 6)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_THIRD_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 7)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_FINAL_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 9)),
LOCATION(RC_GERUDO_TRAINING_GROUND_HIDDEN_CEILING_CHEST, logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 3) && (ctx->GetTrickOption(RT_LENS_GTG) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_FIRST_CHEST, logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 4)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_SECOND_CHEST, logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 6)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_THIRD_CHEST, logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 7)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_FINAL_CHEST, logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 9)),
}, {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 9);}),
Entrance(RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT, []{return logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 9);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT] = Region("Gerudo Training Ground Central Maze Right", SCENE_GERUDO_TRAINING_GROUND, {}, {
@ -126,7 +126,7 @@ void RegionTable_Init_GerudoTrainingGround() {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_ENTRYWAY, []{return true;}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_HIDDEN_ROOM, []{return ctx->GetTrickOption(RT_LENS_GTG_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 1);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK, []{return logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 1);}),
//It's possible to use the torch in RR_GERUDO_TRAINING_GROUND_MQ_MAZE_HIDDEN_ROOM with flame storage to light these
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return logic->HasFireSource();});}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return (logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)) || (logic->IsChild && logic->CanUse(RG_FAIRY_SLINGSHOT));});}),
@ -145,8 +145,8 @@ void RegionTable_Init_GerudoTrainingGround() {
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_PATH_THIRD_CHEST, true),
}, {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 1);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 1);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER, []{return logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 3);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER] = Region("Gerudo Training Ground MQ Center", SCENE_GERUDO_TRAINING_GROUND, {
@ -158,7 +158,7 @@ void RegionTable_Init_GerudoTrainingGround() {
},
{
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK, []{return logic->SmallKeys(SCENE_GERUDO_TRAINING_GROUND, 3);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM] = Region("Gerudo Training Ground MQ Sand Room", SCENE_GERUDO_TRAINING_GROUND, {}, {

View file

@ -48,7 +48,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
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(SCENE_SHADOW_TEMPLE, 1);}),
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return false;}),
});
@ -59,11 +59,11 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_UPPER_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_SWITCH_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_SHADOW_TEMPLE_FREESTANDING_KEY, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && (logic->CanUse(RG_BOMB_BAG) || logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_FREESTANDING_KEY) && logic->CanUse(RG_BOMBCHU_5)))),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, logic->SmallKeys(SCENE_SHADOW_TEMPLE, 2) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_SHADOW_TEMPLE_FREESTANDING_KEY, logic->SmallKeys(SCENE_SHADOW_TEMPLE, 2) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && (logic->CanUse(RG_BOMB_BAG) || logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_FREESTANDING_KEY) && logic->CanUse(RG_BOMBCHU_5)))),
LOCATION(RC_SHADOW_TEMPLE_GS_LIKE_LIKE_ROOM, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SHADOW_TEMPLE_GS_SINGLE_GIANT_POT, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SHADOW_TEMPLE_GS_SINGLE_GIANT_POT, logic->SmallKeys(SCENE_SHADOW_TEMPLE, 2) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
@ -74,7 +74,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_PIT_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
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(SCENE_SHADOW_TEMPLE, 3);}),
});
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {
@ -82,15 +82,15 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_ENEMY_CHEST, logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 2)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_HIDDEN_CHEST, logic->HasExplosives()),
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(SCENE_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_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, 5)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 4)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->CanJumpslashExceptHammer() && logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5);}),
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->CanJumpslashExceptHammer() && logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 4);}),
});
areaTable[RR_SHADOW_TEMPLE_BEYOND_BOAT] = Region("Shadow Temple Beyond Boat", SCENE_SHADOW_TEMPLE, {}, {
@ -112,7 +112,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_LOWER_HEART, (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->CanUse(RG_SONG_OF_TIME) || (logic->CanUse(RG_DISTANT_SCARECROW) && logic->CanUse(RG_HOVER_BOOTS))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(RR_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS);})
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS);})
});
#pragma endregion
@ -138,7 +138,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}) && (logic->CanUse(RG_HOVER_BOOTS) || Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS);}) || (ctx->GetTrickOption(RT_SHADOW_MQ_GAP) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslashExceptHammer()));}),
Entrance(RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->HasExplosives();}) && logic->SmallKeys(RR_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->HasExplosives();}) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
//Assumes we're in the "main" area and needed lens to enter. logic will need changes if a void warp puts us somewhere weird
@ -164,7 +164,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_BEAMOS_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return logic->HasExplosives() && logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return logic->HasExplosives() && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM, []{return ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
@ -190,7 +190,7 @@ void RegionTable_Init_ShadowTemple() {
//Room exists for if it's ever possible to go backwards or void warp into the middle of shadow
areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR] = Region("Shadow Temple MQ B2 to B3 Corridor", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return true;}),
//bunnyhovers + lens lets you go from the very top of upper pit to the stationary invisible platform below quite easily
});
@ -226,7 +226,7 @@ void RegionTable_Init_ShadowTemple() {
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM, []{return Here(RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT, []{return logic->CanJumpslash() || logic->HasExplosives();});}),
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ_PLATFORM) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ_PLATFORM) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->SmallKeys(SCENE_SHADOW_TEMPLE, 3);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM] = Region("Shadow Temple MQ Stone Umbrella Room", SCENE_SHADOW_TEMPLE, {}, {
@ -274,7 +274,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->MQShadowFloorSpikeRupees;}),
//We need to assume we can get here with or without the glass platforms
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && (logic->CanUse(RG_LONGSHOT) || (logic->IsAdult && logic->CanUse(RG_HOOKSHOT) && (logic->MQShadowFloorSpikeRupees || Here(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);})))) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 4) && (logic->CanUse(RG_LONGSHOT) || (logic->IsAdult && logic->CanUse(RG_HOOKSHOT) && (logic->MQShadowFloorSpikeRupees || Here(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);})))) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", SCENE_SHADOW_TEMPLE, {}, {
@ -287,7 +287,7 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL] = Region("Shadow Temple MQ Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 4) && logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
});
@ -316,7 +316,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits
//child can make it using the wind strat
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return (ctx->GetTrickOption(RT_SHADOW_MQ_WINDY_WALKWAY)) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 5);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", SCENE_SHADOW_TEMPLE, {
@ -329,7 +329,7 @@ void RegionTable_Init_ShadowTemple() {
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH, []{return logic->ShadowShortcutBlock;}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 5);}),
//funnily enough, the wheel jump seems to be in logic as there's no strength requirement in N64
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}),
});
@ -384,7 +384,7 @@ void RegionTable_Init_ShadowTemple() {
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 6);}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 6);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM] = Region("Shadow Temple MQ Spike Walls Room", SCENE_SHADOW_TEMPLE, {}, {
@ -394,7 +394,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_SPIKE_BARICADE_POT, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return logic->SmallKeys(SCENE_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
#pragma endregion

View file

@ -43,17 +43,17 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_BEFORE_CHILD_CLIMB_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_CLIMB, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_CLIMB, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_CLIMB] = Region("Child Spirit Temple Climb", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_NORTH_CHEST, logic->HasProjectile(HasProjectileAge::Both) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_EAST_CHEST, logic->HasProjectile(HasProjectileAge::Both) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_NORTH_CHEST, logic->HasProjectile(HasProjectileAge::Both) || (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_EAST_CHEST, logic->HasProjectile(HasProjectileAge::Both) || (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
LOCATION(RC_SPIRIT_TEMPLE_GS_SUN_ON_FLOOR_ROOM, logic->HasProjectile(HasProjectileAge::Both) || logic->CanUse(RG_DINS_FIRE) ||
(logic->TakeDamage() && (logic->CanJumpslashExceptHammer() || logic->HasProjectile(HasProjectileAge::Child))) ||
(logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->HasProjectile(HasProjectileAge::Child)) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && (logic->HasProjectile(HasProjectileAge::Adult) || (logic->TakeDamage() && logic->CanJumpslashExceptHammer())))),
(logic->IsChild && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->HasProjectile(HasProjectileAge::Child)) ||
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2) && logic->CanUse(RG_SILVER_GAUNTLETS) && (logic->HasProjectile(HasProjectileAge::Adult) || (logic->TakeDamage() && logic->CanJumpslashExceptHammer())))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_POT_1, logic->CanBreakPots()),
}, {
//Exits
@ -64,46 +64,46 @@ void RegionTable_Init_SpiritTemple() {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_COMPASS_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_EARLY_ADULT_RIGHT_CHEST, (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_BOMBCHU_5) || (logic->CanUse(RG_BOMB_BAG) && logic->IsAdult && ctx->GetTrickOption(RT_SPIRIT_LOWER_ADULT_SWITCH))) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslashExceptHammer())),
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_LEFT_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 3)),
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_RIGHT_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 3)),
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_LEFT_CHEST, logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3)),
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_RIGHT_CHEST, logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3)),
LOCATION(RC_SPIRIT_TEMPLE_GS_BOULDER_ROOM, logic->CanUse(RG_SONG_OF_TIME) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_BOMBCHU_5) || (logic->CanUse(RG_BOMB_BAG) && ctx->GetTrickOption(RT_SPIRIT_LOWER_ADULT_SWITCH)))),
LOCATION(RC_SPIRIT_TEMPLE_BOULDER_ROOM_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_BOMBCHU_5) || (logic->CanUse(RG_BOMB_BAG) && logic->IsAdult && ctx->GetTrickOption(RT_SPIRIT_LOWER_ADULT_SWITCH))) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash())),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER] = Region("Spirit Temple Central Chamber", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MAP_CHEST, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)) &&
LOCATION(RC_SPIRIT_TEMPLE_MAP_CHEST, ((logic->HasExplosives() || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)) &&
(logic->CanUse(RG_DINS_FIRE) || ((logic->CanUse(RG_FIRE_ARROWS) || ctx->GetTrickOption(RT_SPIRIT_MAP_CHEST)) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_STICKS) ))) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_STICKS)) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MAP_CHEST) && logic->CanUse(RG_FAIRY_BOW))) && logic->CanUse(RG_SILVER_GAUNTLETS))),
LOCATION(RC_SPIRIT_TEMPLE_SUN_BLOCK_ROOM_CHEST, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)) &&
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_STICKS)) ||
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MAP_CHEST) && logic->CanUse(RG_FAIRY_BOW))) && logic->CanUse(RG_SILVER_GAUNTLETS))),
LOCATION(RC_SPIRIT_TEMPLE_SUN_BLOCK_ROOM_CHEST, ((logic->HasExplosives() || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)) &&
(logic->CanUse(RG_DINS_FIRE) || ((logic->CanUse(RG_FIRE_ARROWS) || ctx->GetTrickOption(RT_SPIRIT_SUN_CHEST)) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_STICKS) ))) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_STICKS)) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_SUN_CHEST) && logic->CanUse(RG_FAIRY_BOW))) && logic->CanUse(RG_SILVER_GAUNTLETS))),
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_HAND_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_NORTHEAST_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP))),
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_STICKS)) ||
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_SUN_CHEST) && logic->CanUse(RG_FAIRY_BOW))) && logic->CanUse(RG_SILVER_GAUNTLETS))),
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_HAND_CHEST, logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_NORTHEAST_CHEST, logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP))),
LOCATION(RC_SPIRIT_TEMPLE_GS_HALL_AFTER_SUN_BLOCK_ROOM, (logic->HasExplosives() && logic->CanUse(RG_BOOMERANG) && logic->CanUse(RG_HOOKSHOT)) ||
(logic->CanUse(RG_BOOMERANG) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->HasExplosives()) ||
(logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2))),
LOCATION(RC_SPIRIT_TEMPLE_GS_LOBBY, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)) &&
(logic->CanUse(RG_BOOMERANG) && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->HasExplosives()) ||
(logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2))),
LOCATION(RC_SPIRIT_TEMPLE_GS_LOBBY, ((logic->HasExplosives() || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)) &&
ctx->GetTrickOption(RT_SPIRIT_LOBBY_GS) && logic->CanUse(RG_BOOMERANG) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP))) ||
(ctx->GetTrickOption(RT_SPIRIT_LOBBY_GS) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_BOOMERANG)) ||
(logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP)))),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_1, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_2, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_1, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_2, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_3, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_4, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_5, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_6, logic->CanBreakPots() && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2)),
(ctx->GetTrickOption(RT_SPIRIT_LOBBY_GS) && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->HasExplosives() && logic->CanUse(RG_BOOMERANG)) ||
(logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_SILVER_GAUNTLETS) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP)))),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_1, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_2, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_1, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_2, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_3, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_4, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_5, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_6, logic->CanBreakPots() && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_OUTDOOR_HANDS, []{return logic->CanJumpslashExceptHammer() || logic->HasExplosives();}),
Entrance(RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SILVER_GAUNTLETS);}),
Entrance(RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SILVER_GAUNTLETS);}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_CLIMB, []{return true;}),
// RT_SPIRIT_PLATFORM_HOOKSHOT is currently disabled
Entrance(RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, []{return ctx->GetTrickOption(RT_SPIRIT_PLATFORM_HOOKSHOT) && logic->CanUse(RG_HOOKSHOT);}),
@ -111,11 +111,11 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_OUTDOOR_HANDS] = Region("Spirit Temple Outdoor Hands", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_LONGSHOT) && logic->HasExplosives()) || logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)),
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasExplosives()),
LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, (logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_LONGSHOT) && logic->HasExplosives()) || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5)),
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasExplosives()),
}, {
//Exits
Entrance(RR_DESERT_COLOSSUS, []{return (logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)) || (logic->CanUse(RG_SILVER_GAUNTLETS) && ((logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->HasExplosives()) || logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)));}),
Entrance(RR_DESERT_COLOSSUS, []{return (logic->IsChild && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5)) || (logic->CanUse(RG_SILVER_GAUNTLETS) && ((logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 3) && logic->HasExplosives()) || logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5)));}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Central Locked Door", SCENE_SPIRIT_TEMPLE, {}, {
@ -127,7 +127,7 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_ARMOS_ROOM_SUN_FAIRY, logic->HasExplosives() && logic->CanUse(RG_SUNS_SONG)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && (ctx->GetTrickOption(RT_SPIRIT_WALL) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_BOMBCHU_5) || ((logic->CanUse(RG_BOMB_BAG) || logic->CanUse(RG_NUTS) || logic->CanUse(RG_DINS_FIRE)) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_MEGATON_HAMMER))));}),
Entrance(RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && (ctx->GetTrickOption(RT_SPIRIT_WALL) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_BOMBCHU_5) || ((logic->CanUse(RG_BOMB_BAG) || logic->CanUse(RG_NUTS) || logic->CanUse(RG_DINS_FIRE)) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_MEGATON_HAMMER))));}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Final Locked Door", SCENE_SPIRIT_TEMPLE, {}, {
@ -250,7 +250,7 @@ void RegionTable_Init_SpiritTemple() {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->IsChild && logic->MQSpiritCrawlBoulder;}),
//This tracks possible child access, if adult has not entered STATUE_ROOM. Certain Child Access is checked for separately as 7 Keys
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE] = Region("Spirit Temple MQ Under Like Like", SCENE_SPIRIT_TEMPLE, {}, {
@ -259,7 +259,7 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
//This covers adult access only, as child arrives here from the other side of this door
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanHitSwitch();}),
});
@ -274,7 +274,7 @@ void RegionTable_Init_SpiritTemple() {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->CanHitSwitch();}),
//This exit only governs child possible access, adult access starts on the other side so never checks this
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 2);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 2);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM] = Region("Spirit Temple MQ Statue Room", SCENE_SPIRIT_TEMPLE, {}, {
@ -292,7 +292,7 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
//we check possible adult access directly in MQSpiritSharedBrokenWallRoom, so this exit only covers Certain Access
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
//We can use Here instead of Shared here because adult will never need to rely on child access to reach this room, and adult access is Certain
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->HasFireSource() || (ctx->GetTrickOption(RT_SPIRIT_MQ_FROZEN_EYE) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_SONG_OF_TIME));});}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->IsAdult || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->CanUse(RG_SONG_OF_TIME);}),
@ -311,12 +311,12 @@ void RegionTable_Init_SpiritTemple() {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return true;}),
//This door causes the Universes to merge as it requires 7 keys for both ages
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
});
@ -341,7 +341,7 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH] = Region("Spirit Temple MQ Block Room North", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
//Does not need to be shared as it's hard child locked, because adult pushing the block is a permanent flag that blocks the eye target and cannot be undone
LOCATION(RC_SPIRIT_TEMPLE_MQ_SILVER_BLOCK_HALLWAY_CHEST, logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanHitEyeTargets()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_SILVER_BLOCK_HALLWAY_CHEST, logic->IsChild && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7) && logic->CanHitEyeTargets()),
}, {
//Exits
//if going to RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH from here is ever relevant, there needs to be an event to handle the block
@ -359,13 +359,13 @@ void RegionTable_Init_SpiritTemple() {
//We only need 4 keys, access to Shield hand and longshot to reach Gauntlets hand, as if we waste the 5th key we have given ourselves Gauntlets hand access through child climb
//This exit handles that possibility as cleanly as possible without quantum logic, but will not survive glitch logic
//logic->CanKillEnemy(RE_FLOORMASTER) is implied
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) &&
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 4) &&
logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) &&
logic->CanJumpslash() &&
(ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) &&
logic->CanKillEnemy(RE_IRON_KNUCKLE) &&
logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, []{return logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_LOWER_ADULT) && logic->CanUse(RG_DINS_FIRE));}),
});
@ -398,7 +398,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM] = Region("Spirit Temple MQ Leever Room", SCENE_SPIRIT_TEMPLE, {}, {
@ -412,7 +412,7 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM] = Region("Spirit Temple MQ Symphony Room", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
//Implies CanPassEnemy(RE_MOBLIN_CHIEF)
Entrance(RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG) && logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY);}),
});
@ -432,9 +432,9 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_SMALL_CRATE, logic->CanKillEnemy(RE_BEAMOS) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanBreakSmallCrates()),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) && logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, []{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 6);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 6);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM] = Region("Spirit Temple MQ SoT Sun Room", SCENE_SPIRIT_TEMPLE, {}, {
@ -497,7 +497,7 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM, []{return logic->SmallKeys(SCENE_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
});

View file

@ -28,13 +28,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, []{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}),
Entrance(RR_WATER_TEMPLE_WEST_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}),
Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, []{return logic->CanWaterTempleMiddle;}),
Entrance(RR_WATER_TEMPLE_HIGH_WATER, []{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}),
Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->CanWaterTempleMiddle)));}),
Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, []{return logic->CanWaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, []{return logic->CanWaterTempleHigh && logic->SmallKeys(SCENE_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->CanWaterTempleHigh && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
});
@ -80,7 +80,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_NORTH_LOWER] = Region("Water Temple North Lower", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_WATER_TEMPLE_BOULDERS_LOWER, []{return (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS))) && logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_BOULDERS_LOWER, []{return (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS))) && logic->SmallKeys(SCENE_WATER_TEMPLE, 4);}),
});
areaTable[RR_WATER_TEMPLE_BOULDERS_LOWER] = Region("Water Temple Boulders Lower", SCENE_WATER_TEMPLE, {}, {
@ -88,7 +88,7 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_GS_NEAR_BOSS_KEY_CHEST, logic->CanUse(RG_LONGSHOT) || Here(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->IsAdult && logic->HookshotOrBoomerang()) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT));})),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, []{return logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, []{return logic->SmallKeys(SCENE_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_BLOCK_ROOM, []{return true;}),
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP))) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanUse(RG_IRON_BOOTS));}),
});
@ -113,7 +113,7 @@ void RegionTable_Init_WaterTemple() {
//Exits
Entrance(RR_WATER_TEMPLE_BOULDERS_LOWER, []{return true;}),
Entrance(RR_WATER_TEMPLE_JETS_ROOM, []{return logic->IsAdult;}),
Entrance(RR_WATER_TEMPLE_BOSS_KEY_ROOM, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE))) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_BOSS_KEY_ROOM, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE))) && logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_BOSS_KEY_ROOM] = Region("Water Temple Boss Key Room", SCENE_WATER_TEMPLE, {
@ -126,7 +126,7 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_BOSS_KEY_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE)) || logic->IsChild || logic->HasItem(RG_SILVER_SCALE)) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE)) || logic->IsChild || logic->HasItem(RG_SILVER_SCALE)) && logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_SOUTH_LOWER] = Region("Water Temple South Lower", SCENE_WATER_TEMPLE, {}, {
@ -158,7 +158,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER] = Region("Water Temple Central Pillar Lower", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, []{return logic->CanWaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}),
});
@ -168,7 +168,7 @@ void RegionTable_Init_WaterTemple() {
EventAccess(&logic->CanWaterTempleMiddle, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->CanWaterTempleHigh && logic->HookshotOrBoomerang())),
LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(SCENE_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->CanWaterTempleHigh && logic->HookshotOrBoomerang())),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
@ -223,8 +223,8 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_RANG_FALLING_PLATFORM_GS) && logic->IsChild && logic->CanUse(RG_BOOMERANG)) || (ctx->GetTrickOption(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT))),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM, []{return logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(SCENE_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM, []{return logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM] = Region("Water Temple Dragon Pillars Room", SCENE_WATER_TEMPLE, {}, {
@ -327,7 +327,7 @@ void RegionTable_Init_WaterTemple() {
//Jumping across is possible but a trick due to the janky ledge
Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, []{return logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}),
//room access is (logic->IsAdult || (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)))
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->SmallKeys(SCENE_WATER_TEMPLE, 1) && logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}),
//this swimless jump with irons may be a trick as you have to put irons on quite late.
Entrance(RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY, []{return (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16) || logic->MQWaterLevel(WL_LOW_OR_MID);}),
});
@ -553,7 +553,7 @@ void RegionTable_Init_WaterTemple() {
//This room exists to hold the wonderitems that drop from the emblems here. Specifically this assumes you are standing on the final ledge
areaTable[RR_WATER_TEMPLE_MQ_WATERFALL] = Region("Water Temple Waterfall", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->SmallKeys(SCENE_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, []{return (logic->MQWaterStalfosPit && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->MQWaterStalfosPit && logic->CanUse(RG_LONGSHOT);}),

View file

@ -192,17 +192,17 @@ void RegionTable_Init_Market() {
areaTable[RR_MARKET_TREASURE_CHEST_GAME] = Region("Market Treasure Chest Game", SCENE_TREASURE_BOX_SHOP, {}, {
//Locations
LOCATION(RC_GREG_HINT, logic->HasItem(RG_CHILD_WALLET)),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_REWARD, logic->HasItem(RG_CHILD_WALLET) && ((logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 6)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_1, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_1, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_2, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 2)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_2, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 2)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_3, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 3)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_3, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 3)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_4, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 4)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_4, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 4)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_5, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 5)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_5, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 5)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_REWARD, logic->HasItem(RG_CHILD_WALLET) && ((logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 6)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_1, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_1, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_2, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 2)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_2, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 2)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_3, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 3)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_3, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 3)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_4, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 4)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_4, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 4)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_KEY_5, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 5)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_5, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 5)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(SCENE_TREASURE_BOX_SHOP, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),

View file

@ -9,7 +9,7 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", SCENE_THIEVES_HIDEOUT, {
//Events
EventAccess(&logic->THCouldFree1TorchCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
EventAccess(&logic->THRescuedAllCarpenters, []{return logic->SmallKeys(SCENE_THIEVES_HIDEOUT, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
}, {
//Locations
LOCATION(RC_TH_1_TORCH_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
@ -27,7 +27,7 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", SCENE_THIEVES_HIDEOUT, {
//Events
EventAccess(&logic->THCouldFreeDoubleCellCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(SCENE_THIEVES_HIDEOUT, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
}, {
//Locations
LOCATION(RC_TH_DOUBLE_CELL_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
@ -50,7 +50,7 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", SCENE_THIEVES_HIDEOUT, {
//Events
EventAccess(&logic->TH_CouldFreeDeadEndCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(SCENE_THIEVES_HIDEOUT, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
}, {
//Locations
LOCATION(RC_TH_DEAD_END_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
@ -64,7 +64,7 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", SCENE_THIEVES_HIDEOUT, {
//Events
EventAccess(&logic->THCouldRescueSlopeCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(SCENE_THIEVES_HIDEOUT, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}),
}, {
//Locations
LOCATION(RC_TH_STEEP_SLOPE_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),

View file

@ -1366,80 +1366,11 @@ bool Logic::CanTriggerLACS() {
(ctx->LACSCondition() == RO_LACS_TOKENS && GetGSCount() >= ctx->GetOption(RSK_LACS_TOKEN_COUNT).Get());
}
bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount) {
return SmallKeys(dungeon, requiredAmount, requiredAmount);
}
bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched) {
bool Logic::SmallKeys(s16 scene, uint8_t requiredAmount) {
if (HasItem(RG_SKELETON_KEY)) {
return true;
}
switch (dungeon) {
case RR_FOREST_TEMPLE:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotJump_Boots) >=
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:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchLedgeClip) >=
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHover) >=
static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE))) { return FireTempleKeys >= requiredAmountGlitched;
}*/
// If the Fire Temple loop lock is removed, Small key Count is set to 1 before starting
return GetSmallKeyCount(SCENE_FIRE_TEMPLE) >= requiredAmountGlitchless;
case RR_WATER_TEMPLE:
/*if (IsGlitched && (false)) {
return WaterTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_WATER_TEMPLE) >= requiredAmountGlitchless;
case RR_SPIRIT_TEMPLE:
/*if (IsGlitched && (false)) {
return SpiritTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_SPIRIT_TEMPLE) >= requiredAmountGlitchless;
case RR_SHADOW_TEMPLE:
/*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotClip) >=
static_cast<uint8_t>(GlitchDifficulty::NOVICE))) { return ShadowTempleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_SHADOW_TEMPLE) >= requiredAmountGlitchless;
case RR_BOTTOM_OF_THE_WELL:
/*if (IsGlitched && (false)) {
return BottomOfTheWellKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL) >= requiredAmountGlitchless;
case RR_GERUDO_TRAINING_GROUND:
/*if (IsGlitched && (false)) {
return GerudoTrainingGroundsKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND) >= requiredAmountGlitchless;
case RR_GANONS_CASTLE:
/*if (IsGlitched && (false)) {
return GanonsCastleKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE) >= requiredAmountGlitchless;
case RR_MARKET_TREASURE_CHEST_GAME:
/*if (IsGlitched && (false)) {
return TreasureGameKeys >= requiredAmountGlitched;
}*/
return GetSmallKeyCount(SCENE_TREASURE_BOX_SHOP) >= requiredAmountGlitchless;
case RR_GF_OUTSKIRTS:
return GetSmallKeyCount(SCENE_THIEVES_HIDEOUT) >= requiredAmountGlitchless;
default:
return false;
}
return GetSmallKeyCount(scene) >= requiredAmount;
}
std::map<RandomizerGet, uint32_t> Logic::RandoGetToEquipFlag = {

View file

@ -18,14 +18,6 @@ enum class GlitchType {
EquipSwap,
};
enum class GlitchDifficulty {
NOVICE = 1,
INTERMEDIATE,
ADVANCED,
EXPERT,
HERO,
};
class Logic {
public:
bool noVariable = false;
@ -194,8 +186,7 @@ class Logic {
bool HasItem(RandomizerGet itemName);
bool HasBossSoul(RandomizerGet itemName);
bool CanOpenOverworldDoor(RandomizerGet itemName);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched);
bool SmallKeys(s16 scene, uint8_t requiredAmount);
bool CanOpenUnderwaterChest();
bool CanDoGlitch(GlitchType glitch);
bool CanEquipSwap(RandomizerGet itemName);

View file

@ -1077,21 +1077,6 @@ typedef enum {
RR_GANONS_CASTLE_ESCAPE,
RR_GANONS_CASTLE_GANON_ARENA,
RR_MARKER_AREAS_END, // Used for area key count
// DUNGEONS
RR_DEKU_TREE,
RR_DODONGOS_CAVERN,
RR_JABU_JABUS_BELLY,
RR_FOREST_TEMPLE,
RR_FIRE_TEMPLE,
RR_WATER_TEMPLE,
RR_SPIRIT_TEMPLE,
RR_SHADOW_TEMPLE,
RR_BOTTOM_OF_THE_WELL,
RR_ICE_CAVERN,
RR_GERUDO_TRAINING_GROUND,
RR_GANONS_CASTLE,
RR_MAX,
} RandomizerRegion;