refactor dungeon logic: spirit

This commit is contained in:
Demur Rumed 2025-04-12 02:02:02 +00:00
commit 4d60f4c410
4 changed files with 378 additions and 86 deletions

View file

@ -23,26 +23,80 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_EARLY_ADULT, []{return logic->CanUse(RG_SILVER_GAUNTLETS);}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_LOBBY, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_LOBBY, []{return logic->CanUse(RG_SILVER_GAUNTLETS);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD] = Region("Child Spirit Temple", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_CHILD_LOBBY] = Region("Child Spirit Temple", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->NutCrate, []{return true;}),
}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_LOBBY, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_BEFORE_CLIMB, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_STALFOS, []{return logic->CanKillEnemy(RE_ARMOS) && logic->CanKillEnemy(RE_KEESE);}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_TORCHES, []{return logic->CanKillEnemy(RE_ARMOS) && logic->CanKillEnemy(RE_KEESE);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_STALFOS] = Region("Child Spirit Temple Stalfos", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->SpiritChildStalfosBridge, []{return logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU));}),
}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_LOBBY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_STALFOS_ACROSS_BRIDGE, []{return (logic->SpiritChildStalfosBridge && logic->CanPassEnemy(RE_GREEN_BUBBLE, ED_CLOSE, false)) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_STALFOS_ACROSS_BRIDGE] = Region("Child Spirit Temple Stalfos Across Bridge", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->SpiritChildStalfosBridge, []{return logic->CanHitSwitch();}),
}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_CHILD_BRIDGE_CHEST, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_EARLY_TORCHES_CHEST, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT)))) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_DINS_FIRE))),
LOCATION(RC_SPIRIT_TEMPLE_GS_METAL_FENCE, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_1, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_2, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_3, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_4, (logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_SPIRIT_CHILD_CHU))) && (logic->HasExplosives() || ((logic->CanUse(RG_NUTS) || logic->CanUse(RG_BOOMERANG)) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_FAIRY_SLINGSHOT))))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_BRIDGE_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_STALFOS, []{return logic->CanUse(RG_HOVER_BOOTS) || (logic->SpiritChildStalfosBridge && logic->CanPassEnemy(RE_GREEN_BUBBLE, ED_CLOSE, false));}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_ANUBIS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_ANUBIS] = Region("Child Spirit Temple Anubis", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_1, true),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_2, true),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_3, true),
LOCATION(RC_SPIRIT_TEMPLE_ANUBIS_POT_4, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_STALFOS_ACROSS_BRIDGE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_TORCHES_ACROSS_BRIDGE, []{return logic->CanHitSwitch();}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_TORCHES_ACROSS_BRIDGE] = Region("Child Spirit Temple Torches", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->SpiritChildTorchesBridge, []{return true;}),
}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_CHILD_EARLY_TORCHES_CHEST, logic->HasFireSourceWithTorch()),
LOCATION(RC_SPIRIT_TEMPLE_GS_METAL_FENCE, logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_TORCHES, []{return logic->SpiritChildTorchesBridge;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_ANUBIS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_TORCHES] = Region("Child Spirit Temple Torches", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_LOBBY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_TORCHES_ACROSS_BRIDGE, []{return logic->SpiritChildTorchesBridge;}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_BEFORE_CLIMB] = Region("Child Spirit Temple Before Climb", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_BEFORE_CHILD_CLIMB_SMALL_CRATE_1, logic->CanBreakSmallCrates()),
LOCATION(RC_SPIRIT_TEMPLE_BEFORE_CHILD_CLIMB_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CHILD_LOBBY, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_CLIMB, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
});
@ -57,95 +111,256 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_POT_1, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->HasExplosives() || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
Entrance(RR_SPIRIT_TEMPLE_CHILD_BEFORE_CLIMB, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5);}),
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM, []{return logic->HasExplosives() || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
});
areaTable[RR_SPIRIT_TEMPLE_EARLY_ADULT] = Region("Early Adult Spirit Temple", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_ADULT_LOBBY] = Region("Adult Spirit Temple Lobby", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_SAND_PIT, []{return 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));}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_BOULDERS, []{return 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));}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_CLIMB, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 3);}),
});
areaTable[RR_SPIRIT_TEMPLE_ADULT_SAND_PIT] = Region("Adult Spirit Temple Sand Pit", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//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_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())),
LOCATION(RC_SPIRIT_TEMPLE_COMPASS_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_LOBBY, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER] = Region("Spirit Temple Central Chamber", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_ADULT_BOULDERS] = Region("Adult Spirit Temple Boulders", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_GS_BOULDER_ROOM, logic->CanUse(RG_SONG_OF_TIME) && logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_ADULT_LOBBY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_ADULT_PAST_BOULDERS, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslashExceptHammer();}),
});
areaTable[RR_SPIRIT_TEMPLE_ADULT_PAST_BOULDERS] = Region("Adult Spirit Temple Past Boulders", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_EARLY_ADULT_RIGHT_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_BOULDER_ROOM_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_ADULT_BOULDERS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_ADULT_CLIMB] = Region("Adult Spirit Temple Climb", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_LEFT_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_FIRST_MIRROR_RIGHT_CHEST, true),
}, {
Entrance(RR_SPIRIT_TEMPLE_ADULT_LOBBY, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 3);}),
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM_EAST, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_STATUE_ROOM] = Region("Spirit Temple Statue Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MAP_CHEST, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) &&
(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->HasFireSource() || (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, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) &&
(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))),
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, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) &&
logic->CanUse(RG_BOOMERANG) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))))),
LOCATION(RC_SPIRIT_TEMPLE_GS_LOBBY, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) &&
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_CENTRAL_CHAMBER_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_2, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_3, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_4, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_5, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_6, logic->CanBreakPots()),
}, {
//Exits
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);}),
//explicit adult check here is a precaution against possible child logic leaking, child with a hookshot can do this
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM_EAST, []{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_STAIRS_TO_BLOCK_PUZZLE, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_STAIRS_TO_BLOCK_PUZZLE] = Region("Spirit Temple Stairs to Block Puzzle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BLOCK_PUZZLE, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BLOCK_PUZZLE] = Region("Spirit Temple Block Puzzle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_SUN_BLOCK_ROOM_CHEST, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) &&
(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))),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_STAIRS_TO_BLOCK_PUZZLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_WEST_STAIRS_TO_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_WEST_STAIRS_TO_HAND] = Region("Spirit Temple West Stairs to Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
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, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) &&
logic->CanUse(RG_BOOMERANG) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))))),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_1, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_AFTER_SUN_BLOCK_POT_2, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_1, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_2, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_3, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_4, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_5, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
LOCATION(RC_SPIRIT_TEMPLE_CENTRAL_CHAMBER_POT_6, logic->CanBreakPots() && (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)))),
}, {
//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_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);}),
Entrance(RR_SPIRIT_TEMPLE_BLOCK_PUZZLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_WEST_IRON_KNUCKLE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5);}),
});
areaTable[RR_SPIRIT_TEMPLE_OUTDOOR_HANDS] = Region("Spirit Temple Outdoor Hands", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_WEST_IRON_KNUCKLE] = Region("Spirit Temple East Stairs to Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_WEST_STAIRS_TO_HAND, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5);}),
Entrance(RR_SPIRIT_TEMPLE_EXIT_TO_SILVER_GAUNTLETS_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
});
areaTable[RR_SPIRIT_TEMPLE_EXIT_TO_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple Exit to Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_WEST_IRON_KNUCKLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_SILVER_GAUNTLETS_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//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, true),
}, {
//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_SPIRIT_TEMPLE_EXIT_TO_SILVER_GAUNTLETS_HAND, []{return true;}),
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Central Locked Door", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_STATUE_ROOM_EAST] = Region("Spirit Temple Statue Room East", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_HAND_CHEST, logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_STATUE_ROOM_NORTHEAST_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP))),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_ADULT_CLIMB, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_STAIRS_TO_BEAMOS_PITS, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 4);}),
Entrance(RR_SPIRIT_TEMPLE_SHORTCUT, []{return logic->CanUse(RG_MEGATON_HAMMER) && (ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP) || logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_ZELDAS_LULLABY) && logic->CanUse(RG_HOOKSHOT)));}),
});
areaTable[RR_SPIRIT_TEMPLE_STAIRS_TO_BEAMOS_PITS] = Region("Spirit Temple Stairs to Beamos Pits", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
LOCATION(RC_SPIRIT_TEMPLE_BEAMOS_HALL_POT_1, logic->CanBreakPots()),
}, {
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM_EAST, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 4);}),
Entrance(RR_SPIRIT_TEMPLE_BEAMOS_PITS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BEAMOS_PITS] = Region("Spirit Temple Beamos Pits", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_NEAR_FOUR_ARMOS_CHEST, (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))) && logic->HasExplosives()),
LOCATION(RC_SPIRIT_TEMPLE_HALLWAY_LEFT_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->HasExplosives()),
LOCATION(RC_SPIRIT_TEMPLE_HALLWAY_RIGHT_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->HasExplosives()),
LOCATION(RC_SPIRIT_TEMPLE_BEAMOS_HALL_POT_1, logic->CanBreakPots()),
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_STAIRS_TO_BEAMOS_PITS, []{return logic->CanKillEnemy(RE_BEAMOS);}),
Entrance(RR_SPIRIT_TEMPLE_FOUR_ARMOS, []{return logic->CanKillEnemy(RE_BEAMOS);}),
Entrance(RR_SPIRIT_TEMPLE_BIG_WALL, []{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))));}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Final Locked Door", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_FOUR_ARMOS] = Region("Spirit Temple Four Armos", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
Entrance(RR_SPIRIT_TEMPLE_BEAMOS_PITS, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_FOUR_ARMOS_SIDE_ROOM, []{return logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
Entrance(RR_SPIRIT_TEMPLE_EAST_STAIRS_TO_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_FOUR_ARMOS_SIDE_ROOM] = Region("Spirit Temple Four Armos Side Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_BOSS_KEY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && ((logic->TakeDamage() && ctx->GetTrickOption(RT_FLAMING_CHESTS)) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT)))),
LOCATION(RC_SPIRIT_TEMPLE_TOPMOST_CHEST, (logic->CanUse(RG_MIRROR_SHIELD) && logic->CanAttack()) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))),
LOCATION(RC_SPIRIT_TEMPLE_ADULT_CLIMB_LEFT_HEART, logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SPIRIT_TEMPLE_ADULT_CLIMB_RIGHT_HEART, logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SPIRIT_TEMPLE_NEAR_FOUR_ARMOS_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_FOUR_ARMOS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_EAST_STAIRS_TO_HAND] = Region("Spirit Temple East Stairs to Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_HALLWAY_LEFT_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT) || logic->CanUse(RG_LENS_OF_TRUTH)),
LOCATION(RC_SPIRIT_TEMPLE_HALLWAY_RIGHT_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_FOUR_ARMOS, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_EAST_IRON_KNUCKLE, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_EAST_IRON_KNUCKLE] = Region("Spirit Temple East Stairs to Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_EAST_STAIRS_TO_HAND, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_EXIT_TO_MIRROR_SHIELD_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
});
areaTable[RR_SPIRIT_TEMPLE_EXIT_TO_MIRROR_SHIELD_HAND] = Region("Spirit Temple Exit to Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_EAST_IRON_KNUCKLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MIRROR_SHIELD_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MIRROR_SHIELD_HAND] = Region("Spirit Temple Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_EXIT_TO_MIRROR_SHIELD_HAND, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_SILVER_GAUNTLETS_HAND, []{return logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BIG_WALL] = Region("Spirit Temple Big Wall", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_ADULT_CLIMB_LEFT_HEART, logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SPIRIT_TEMPLE_ADULT_CLIMB_RIGHT_HEART, logic->CanUse(RG_HOOKSHOT)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_BEAMOS_PITS, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_4F_CENTRAL, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_4F_CENTRAL] = Region("Spirit Temple 4F Central", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_BIG_WALL, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_KEY_ROOM, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
Entrance(RR_SPIRIT_TEMPLE_BIG_MIRROR_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BOSS_KEY_ROOM] = Region("Spirit Temple Boss Key Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_BOSS_KEY_CHEST, (logic->TakeDamage() && ctx->GetTrickOption(RT_FLAMING_CHESTS)) || (logic->CanHitEyeTargets() && logic->CanUse(RG_HOOKSHOT))),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_4F_CENTRAL, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_BIG_MIRROR_ROOM] = Region("Spirit Temple Big Mirror Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
Entrance(RR_SPIRIT_TEMPLE_4F_CENTRAL, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BIG_MIRROR_CAVE, []{return logic->CanJumpslash() || logic->HasExplosives();}),
});
areaTable[RR_SPIRIT_TEMPLE_BIG_MIRROR_CAVE] = Region("Spirit Temple Big Mirror Cave", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_TOPMOST_CHEST, logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_BIG_MIRROR_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, []{return logic->CanUse(RG_MIRROR_SHIELD) && logic->HasExplosives() && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_SHORTCUT] = Region("Spirit Temple Shortcut", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_LOBBY, []{return logic->CanUse(RG_SILVER_GAUNTLETS) && logic->CanUse(RG_MEGATON_HAMMER);}),
});
areaTable[RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD] = Region("Spirit Temple Inside Statue Head", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
// Exits
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}),
Entrance(RR_SPIRIT_TEMPLE_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}),
});
#pragma endregion
@ -166,6 +381,7 @@ void RegionTable_Init_SpiritTemple() {
//Exits
Entrance(RR_SPIRIT_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->IsChild;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return false;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH, []{return logic->CanUse(RG_LONGSHOT) && logic->CanUse(RG_BOMBCHU_5);}),
});
@ -190,7 +406,6 @@ void RegionTable_Init_SpiritTemple() {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH, []{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets();}),
Entrance(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets() && logic->CanKillEnemy(RE_GIBDO);}),
});
// Room to store the 2 pots in to handle glitch logic going backwards around the loop later
@ -198,7 +413,9 @@ void RegionTable_Init_SpiritTemple() {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_GIBDO_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_GIBDO_POT_2, logic->CanBreakPots()),
}, {});
}, {
Entrance(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_GIBDO);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
@ -226,6 +443,7 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
//Stalfos room blocks you in with fire until you kill the stalfos, which won't spawn from behind the fire
Entrance(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return false;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return true;}),
});
@ -296,11 +514,17 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->SmallKeys(RR_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);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FLAMETHROWER_STAIRS, []{return logic->IsAdult || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->CanUse(RG_SONG_OF_TIME);}),
//explicit adult check here is a precaution against possible child logic leaking, child with a hookshot can do this
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FLAMETHROWER_STAIRS] = Region("Spirit Temple MQ Flamethrower Stairs", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM] = Region("Spirit Temple MQ Sun Block Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
//We don't need Shared here because If we are checking as child, universe 2 adult access needs nothing so it always passes, and if we are checking as adult, it is Certain Access
@ -310,15 +534,27 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_MQ_SUN_BLOCKS_POT_2, MQSpiritSharedStatueRoom(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->CanBreakPots();})),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FLAMETHROWER_STAIRS, []{return true;}),
//This door causes the Universes to merge as it requires 7 keys for both ages
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_STAIRS_TO_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_STAIRS_TO_HAND] = Region("Spirit Temple MQ West Stairs to Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_STAIRS_TO_HAND, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EXIT_TO_SILVER_GAUNTLETS_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EXIT_TO_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Exit to Silver Gauntlets Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Silver Gauntlets Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -327,8 +563,8 @@ void RegionTable_Init_SpiritTemple() {
}, {
//Exits
//If it is ever relevent for 1 age to spawn the mirror shield chest for the other can longshot across, it needs an eventAccess
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return true;}),
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EXIT_TO_SILVER_GAUNTLETS_HAND, []{return true;}),
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH] = Region("Spirit Temple MQ Block Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
@ -361,13 +597,13 @@ void RegionTable_Init_SpiritTemple() {
//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) &&
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_THREE_SUNS_ROOM_2F, []{return logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_LOWER_ADULT) && logic->CanUse(RG_DINS_FIRE));}),
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_FIRE_WALL_STAIRS_LOWER, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5);}),
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));}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
@ -427,15 +663,27 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_LOWER] = Region("Spirit Temple MQ Fire Wall Stairs Lower", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_UPPER, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_UPPER] = Region("Spirit Temple MQ Fire Wall Stairs Upper", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_LOWER, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM] = Region("Spirit Temple MQ Four Beamos Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, logic->CanKillEnemy(RE_BEAMOS)),
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_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_FIRE_WALL_STAIRS_UPPER, []{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME);}),
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);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM] = Region("Spirit Temple MQ SoT Sun Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -457,8 +705,13 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, []{return Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EXIT_TO_MIRROR_SHIELD_HAND, []{return Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EXIT_TO_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Exit To Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -533,6 +786,7 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, []{return true;}), // TODO hammer switch logic
//If it's ever relevant to longshot into head from lobby, this needs to be an event access
Entrance(RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD, []{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return logic->CanUse(RG_MIRROR_SHIELD);}) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return logic->CanUse(RG_MIRROR_SHIELD);});}),

View file

@ -2500,6 +2500,7 @@ void Logic::Reset() {
MQGTGMazeSwitch = false;
GTGPlatformSilverRupees = false;
MQJabuHolesRoomDoor = false;
JabuRutoIn1F = false;
JabuWestTentacle = false;
JabuEastTentacle = false;
JabuNorthTentacle = false;
@ -2516,7 +2517,8 @@ void Logic::Reset() {
MQSpiritMapRoomEnemies = false;
MQSpirit3SunsEnemies = false;
Spirit1FSilverRupees = false;
JabuRutoIn1F = false;
SpiritChildStalfosBridge = false;
SpiritChildTorchesBridge = false;
StopPerformanceTimer(PT_LOGIC_RESET);
}

View file

@ -162,6 +162,7 @@ class Logic {
bool MQGTGRightSideSwitch = false;
bool GTGPlatformSilverRupees = false;
bool MQJabuHolesRoomDoor = false;
bool JabuRutoIn1F = false;
bool JabuWestTentacle = false;
bool JabuEastTentacle = false;
bool JabuNorthTentacle = false;
@ -179,7 +180,8 @@ class Logic {
bool MQSpiritTimeTravelChest = false;
bool MQSpirit3SunsEnemies = false;
bool Spirit1FSilverRupees = false;
bool JabuRutoIn1F = false;
bool SpiritChildStalfosBridge = false;
bool SpiritChildTorchesBridge = false;
/* --- END OF HELPERS AND LOCATION ACCESS --- */

View file

@ -844,13 +844,41 @@ typedef enum {
RR_WATER_TEMPLE_BOSS_ROOM,
RR_SPIRIT_TEMPLE_LOBBY,
RR_SPIRIT_TEMPLE_CHILD,
RR_SPIRIT_TEMPLE_CHILD_LOBBY,
RR_SPIRIT_TEMPLE_CHILD_STALFOS,
RR_SPIRIT_TEMPLE_CHILD_STALFOS_ACROSS_BRIDGE,
RR_SPIRIT_TEMPLE_CHILD_ANUBIS,
RR_SPIRIT_TEMPLE_CHILD_TORCHES,
RR_SPIRIT_TEMPLE_CHILD_TORCHES_ACROSS_BRIDGE,
RR_SPIRIT_TEMPLE_CHILD_BEFORE_CLIMB,
RR_SPIRIT_TEMPLE_CHILD_CLIMB,
RR_SPIRIT_TEMPLE_EARLY_ADULT,
RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER,
RR_SPIRIT_TEMPLE_OUTDOOR_HANDS,
RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR,
RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR,
RR_SPIRIT_TEMPLE_ADULT_LOBBY,
RR_SPIRIT_TEMPLE_ADULT_SAND_PIT,
RR_SPIRIT_TEMPLE_ADULT_BOULDERS,
RR_SPIRIT_TEMPLE_ADULT_PAST_BOULDERS,
RR_SPIRIT_TEMPLE_ADULT_CLIMB,
RR_SPIRIT_TEMPLE_STATUE_ROOM,
RR_SPIRIT_TEMPLE_STATUE_ROOM_EAST,
RR_SPIRIT_TEMPLE_STAIRS_TO_BLOCK_PUZZLE,
RR_SPIRIT_TEMPLE_BLOCK_PUZZLE,
RR_SPIRIT_TEMPLE_WEST_STAIRS_TO_HAND,
RR_SPIRIT_TEMPLE_WEST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_EXIT_TO_SILVER_GAUNTLETS_HAND,
RR_SPIRIT_TEMPLE_SILVER_GAUNTLETS_HAND,
RR_SPIRIT_TEMPLE_STAIRS_TO_BEAMOS_PITS,
RR_SPIRIT_TEMPLE_BEAMOS_PITS,
RR_SPIRIT_TEMPLE_FOUR_ARMOS,
RR_SPIRIT_TEMPLE_FOUR_ARMOS_SIDE_ROOM,
RR_SPIRIT_TEMPLE_EAST_STAIRS_TO_HAND,
RR_SPIRIT_TEMPLE_EAST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_EXIT_TO_MIRROR_SHIELD_HAND,
RR_SPIRIT_TEMPLE_MIRROR_SHIELD_HAND,
RR_SPIRIT_TEMPLE_BIG_WALL,
RR_SPIRIT_TEMPLE_4F_CENTRAL,
RR_SPIRIT_TEMPLE_BOSS_KEY_ROOM,
RR_SPIRIT_TEMPLE_BIG_MIRROR_ROOM,
RR_SPIRIT_TEMPLE_BIG_MIRROR_CAVE,
RR_SPIRIT_TEMPLE_SHORTCUT,
RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD,
RR_SPIRIT_TEMPLE_MQ_LOBBY,
@ -864,8 +892,11 @@ typedef enum {
RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE,
RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM,
RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM,
RR_SPIRIT_TEMPLE_MQ_FLAMETHROWER_STAIRS,
RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM,
RR_SPIRIT_TEMPLE_MQ_WEST_STAIRS_TO_HAND,
RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_MQ_EXIT_TO_SILVER_GAUNTLETS_HAND,
RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND,
RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH,
RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH,
@ -876,10 +907,13 @@ typedef enum {
RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM,
RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM,
RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM,
RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_LOWER,
RR_SPIRIT_TEMPLE_MQ_FIRE_WALL_STAIRS_UPPER,
RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM,
RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM,
RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND,
RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_MQ_EXIT_TO_MIRROR_SHIELD_HAND,
RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND,
RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM,
RR_SPIRIT_TEMPLE_MQ_BIG_WALL,