mirror of
https://github.com/HarbourMasters/Shipwright.git
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undo clang format in logic files
This commit is contained in:
parent
232fa1ef61
commit
816e4f393e
3 changed files with 345 additions and 504 deletions
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@ -300,7 +300,7 @@ void Rando::StaticData::RegisterCrateLocations() {
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registered = true;
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// clang-format off
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// Overworld Crates
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// Randomizer Check Randomizer Check Quest Area Scene ID Params Short Name Hint Text Key Vanilla Spoiler Collection Check
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// Randomizer Check Randomizer Check Quest Area Scene ID Params Short Name Hint Text Key Vanilla Spoiler Collection Check
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locationTable[RC_GV_FREESTANDING_POH_CRATE] = Location::Crate(RC_GV_FREESTANDING_POH_CRATE, RCQUEST_BOTH, RCAREA_GERUDO_VALLEY, SCENE_GERUDO_VALLEY, TWO_ACTOR_PARAMS(-350, 1480), "Freestanding PoH Crate", RHT_CRATE_GERUDO_VALLEY, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_GV_FREESTANDING_POH_CRATE));
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locationTable[RC_GV_NEAR_COW_CRATE] = Location::Crate(RC_GV_NEAR_COW_CRATE, RCQUEST_BOTH, RCAREA_GERUDO_VALLEY, SCENE_GERUDO_VALLEY, TWO_ACTOR_PARAMS(-449, 123), "Near Cow Crate", RHT_CRATE_GERUDO_VALLEY, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_GV_NEAR_COW_CRATE));
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locationTable[RC_GF_ABOVE_JAIL_CRATE] = Location::Crate(RC_GF_ABOVE_JAIL_CRATE, RCQUEST_BOTH, RCAREA_GERUDO_FORTRESS, SCENE_GERUDOS_FORTRESS, TWO_ACTOR_PARAMS(51, -2997), "Above Jail Crate", RHT_CRATE_GERUDOS_FORTRESS, RG_PURPLE_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_GF_ABOVE_JAIL_CRATE));
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@ -3,345 +3,247 @@
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using namespace Rando;
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// clang-format off
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void RegionTable_Init_GerudoFortress() {
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#pragma region Ground
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areaTable[RR_GF_OUTSKIRTS] = Region(
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"Gerudo Fortress Outskirts", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
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{
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// Events
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EventAccess(&logic->GF_GateOpen,
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[] { return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD); }), // needs climb
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},
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{
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// Locations
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LOCATION(RC_GF_OUTSKIRTS_NE_CRATE,
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(logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)) && logic->CanBreakCrates()),
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LOCATION(RC_GF_OUTSKIRTS_NW_CRATE, logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)),
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},
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{
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// Exits
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Entrance(RR_GV_FORTRESS_SIDE, [] { return true; }),
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Entrance(RR_GF_OUTSIDE_GATE, [] { return logic->GF_GateOpen; }),
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Entrance(RR_TH_1_TORCH_CELL, [] { return true; }),
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Entrance(RR_GF_NEAR_GROTTO, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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Entrance(RR_GF_OUTSIDE_GTG, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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// As of now there is no infinitly repeatable way to get thrown in jail, once one is added getting here only
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// needs hookshot from jail
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Entrance(RR_GF_JAIL_WINDOW, [] { return logic->CanUse(RG_LONGSHOT); }),
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});
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areaTable[RR_GF_OUTSKIRTS] = Region("Gerudo Fortress Outskirts", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}), //needs climb
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}, {
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//Locations
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LOCATION(RC_GF_OUTSKIRTS_NE_CRATE, (logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)) && logic->CanBreakCrates()),
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LOCATION(RC_GF_OUTSKIRTS_NW_CRATE, logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)),
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}, {
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//Exits
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Entrance(RR_GV_FORTRESS_SIDE, []{return true;}),
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Entrance(RR_GF_OUTSIDE_GATE, []{return logic->GF_GateOpen;}),
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Entrance(RR_TH_1_TORCH_CELL, []{return true;}),
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Entrance(RR_GF_NEAR_GROTTO, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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//As of now there is no infinitly repeatable way to get thrown in jail, once one is added getting here only needs hookshot from jail
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Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_LONGSHOT);}),
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});
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areaTable[RR_GF_NEAR_GROTTO] =
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Region("GF Near Grotto", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
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{
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// Locations
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LOCATION(RC_GF_SOUTHMOST_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RC_GF_MID_SOUTH_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RC_GF_MID_NORTH_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RR_GF_NORTHMOST_CENTER_CRATE, logic->CanBreakCrates()),
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},
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{
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// Exits
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Entrance(RR_TH_KITCHEN_CORRIDOR, [] { return true; }),
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Entrance(RR_TH_1_TORCH_CELL, [] { return true; }),
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Entrance(RR_TH_DOUBLE_CELL, [] { return true; }),
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Entrance(RR_GF_STORMS_GROTTO, [] { return logic->IsAdult && logic->CanOpenStormsGrotto(); }),
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Entrance(RR_GF_TOP_OF_UPPER_VINES, [] { return logic->CanUse(RG_LONGSHOT); }),
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Entrance(RR_GF_OUTSIDE_GTG, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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});
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areaTable[RR_GF_NEAR_GROTTO] = Region("GF Near Grotto", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_GF_SOUTHMOST_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RC_GF_MID_SOUTH_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RC_GF_MID_NORTH_CENTER_CRATE, logic->CanBreakCrates()),
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LOCATION(RR_GF_NORTHMOST_CENTER_CRATE, logic->CanBreakCrates()),
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}, {
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//Exits
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Entrance(RR_TH_KITCHEN_CORRIDOR, []{return true;}),
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Entrance(RR_TH_1_TORCH_CELL, []{return true;}),
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Entrance(RR_TH_DOUBLE_CELL, []{return true;}),
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Entrance(RR_GF_STORMS_GROTTO, []{return logic->IsAdult && logic->CanOpenStormsGrotto();}),
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Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return logic->CanUse(RG_LONGSHOT);}),
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Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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});
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areaTable[RR_GF_OUTSIDE_GTG] = Region(
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"GF Outside GTG", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
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{
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// Events
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EventAccess(&logic->GtG_GateOpen,
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[] {
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return (logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) &&
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logic->HasItem(RG_CHILD_WALLET));
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}),
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},
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{},
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{
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// Exits
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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Entrance(RR_GTG_ENTRYWAY,
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[] {
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return logic->GtG_GateOpen &&
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(logic->IsAdult || ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES));
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}),
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Entrance(RR_GF_NEAR_GROTTO, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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// RANDTODO: Add tricks for getting past the gerudo guarding the hba range
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Entrance(RR_GF_HBA_RANGE, [] { return logic->IsChild || logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD); }),
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Entrance(RR_GF_ABOVE_GTG, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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Entrance(RR_GF_TOP_OF_UPPER_VINES,
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[] { return logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_LONGSHOT); }),
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});
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areaTable[RR_GF_OUTSIDE_GTG] = Region("GF Outside GTG", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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//Events
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EventAccess(&logic->GtG_GateOpen, []{return (logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->HasItem(RG_CHILD_WALLET));}),
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}, {}, {
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//Exits
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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Entrance(RR_GTG_ENTRYWAY, []{return logic->GtG_GateOpen && (logic->IsAdult || ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES));}),
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Entrance(RR_GF_NEAR_GROTTO, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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// RANDTODO: Add tricks for getting past the gerudo guarding the hba range
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Entrance(RR_GF_HBA_RANGE, []{return logic->IsChild || logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}),
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Entrance(RR_GF_ABOVE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_LONGSHOT);}),
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});
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#pragma endregion
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#pragma region Rooftops
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areaTable[RR_GF_BELOW_CHEST] =
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Region("GF Below Chest", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_TH_BREAK_ROOM, [] { return true; }),
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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});
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areaTable[RR_GF_BELOW_CHEST] = Region("GF Below Chest", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_TH_BREAK_ROOM, []{return true;}),
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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});
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areaTable[RR_GF_LONG_ROOF] = Region(
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"GF Long Roof", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_GF_BELOW_CHEST, [] { return true; }),
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return true; }),
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Entrance(RR_GF_BELOW_GS, [] { return true; }),
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Entrance(
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RR_GF_NEAR_GS,
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[] { return (logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP)) || logic->CanUse(RG_HOVER_BOOTS); }),
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Entrance(RR_GF_NEAR_CHEST, [] { return logic->CanUse(RG_LONGSHOT); }),
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});
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areaTable[RR_GF_LONG_ROOF] = Region("GF Long Roof", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_GF_BELOW_CHEST, []{return true;}),
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
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Entrance(RR_GF_BELOW_GS, []{return true;}),
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Entrance(RR_GF_NEAR_GS, []{return (logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP)) || logic->CanUse(RG_HOVER_BOOTS);}),
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Entrance(RR_GF_NEAR_CHEST, []{return logic->CanUse(RG_LONGSHOT);}),
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});
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areaTable[RR_GF_ABOVE_GTG] =
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Region("GF Above GTG", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_TH_KITCHEN_CORRIDOR, [] { return true; }),
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// need to explicitly convert it into a bool
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0; }),
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Entrance(RR_TH_DOUBLE_CELL, [] { return true; }),
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Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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Entrance(RR_GF_OUTSIDE_GTG, [] { return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD); }),
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});
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areaTable[RR_GF_ABOVE_GTG] = Region("GF Above GTG", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_TH_KITCHEN_CORRIDOR, []{return true;}),
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// need to explicitly convert it into a bool
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0 ;}),
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Entrance(RR_TH_DOUBLE_CELL, []{return true;}),
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Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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});
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areaTable[RR_GF_BOTTOM_OF_LOWER_VINES] =
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Region("GF Bottom of Lower Vines", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_TH_STEEP_SLOPE_CELL, [] { return true; }),
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Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true /* logic->CanClimb() */; }),
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Entrance(RR_GF_ABOVE_GTG, [] { return true; }),
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Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
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Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
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});
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areaTable[RR_GF_BOTTOM_OF_LOWER_VINES] = Region("GF Bottom of Lower Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_TH_STEEP_SLOPE_CELL, []{return true;}),
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Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true /* logic->CanClimb() */;}),
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Entrance(RR_GF_ABOVE_GTG, []{return true;}),
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Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
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Entrance(RR_GF_OUTSKIRTS, []{return true;}),
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});
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areaTable[RR_GF_TOP_OF_LOWER_VINES] =
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Region("GF Top of Lower Vines", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_TH_KITCHEN_TOP, [] { return true; }),
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Entrance(RR_TH_DOUBLE_CELL, [] { return true; }),
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// need to explicitly convert it into a bool
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Entrance(RR_GF_BOTTOM_OF_UPPER_VINES, [] { return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0; }),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return true; }),
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Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
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Entrance(RR_GF_ABOVE_GTG, [] { return true; }),
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});
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areaTable[RR_GF_TOP_OF_LOWER_VINES] = Region("GF Top of Lower Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_TH_KITCHEN_TOP, []{return true;}),
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Entrance(RR_TH_DOUBLE_CELL, []{return true;}),
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// need to explicitly convert it into a bool
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Entrance(RR_GF_BOTTOM_OF_UPPER_VINES, []{return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0;}),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
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Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
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Entrance(RR_GF_ABOVE_GTG, []{return true;}),
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});
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areaTable[RR_GF_BOTTOM_OF_UPPER_VINES] =
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Region("GF Bottom of Upper Vines", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
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{
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// Exits
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Entrance(RR_GF_TOP_OF_UPPER_VINES, [] { return true /* logic->CanClimb() */; }),
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Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
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Entrance(RR_GF_OUTSIDE_GTG, [] { return true; }),
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Entrance(RR_GF_SLOPED_ROOF, [] { return logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS); }),
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});
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areaTable[RR_GF_BOTTOM_OF_UPPER_VINES] = Region("GF Bottom of Upper Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return true /* logic->CanClimb() */;}),
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Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
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Entrance(RR_GF_OUTSIDE_GTG, []{return true;}),
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Entrance(RR_GF_SLOPED_ROOF, []{return logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS);}),
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});
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areaTable[RR_GF_BELOW_GS] = Region(
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"GF Below GS", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
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{
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// Locations
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LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) &&
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logic->CanGetNightTimeGS()),
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},
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{
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// Exits
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Entrance(RR_TH_DEAD_END_CELL, [] { return true; }),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return true; }),
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});
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areaTable[RR_GF_BELOW_GS] = Region("GF Below GS", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
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LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) && logic->CanGetNightTimeGS()),
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}, {
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//Exits
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Entrance(RR_TH_DEAD_END_CELL, []{return true;}),
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Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
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});
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areaTable[RR_GF_NEAR_GS] = Region(
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"GF Near GS", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
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{
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// Locations
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LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOMB_THROW) &&
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logic->CanGetNightTimeGS()),
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||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_TH_KITCHEN_TOP, [] { return true; }),
|
||||
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_BELOW_GS, [] { return true; }),
|
||||
Entrance(RR_GF_LONG_ROOF,
|
||||
[] {
|
||||
return logic->CanUse(RG_HOVER_BOOTS) /* || bunny hood jump */ ||
|
||||
logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP);
|
||||
}),
|
||||
Entrance(RR_GF_SLOPED_ROOF, [] { return logic->IsAdult; }),
|
||||
Entrance(RR_GF_NEAR_CHEST, [] { return logic->CanUse(RG_LONGSHOT); }),
|
||||
});
|
||||
areaTable[RR_GF_NEAR_GS] = Region("GF Near GS", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOMB_THROW) && logic->CanGetNightTimeGS()),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_TH_KITCHEN_TOP, []{return true;}),
|
||||
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_BELOW_GS, []{return true;}),
|
||||
Entrance(RR_GF_LONG_ROOF, []{return logic->CanUse(RG_HOVER_BOOTS) /* || bunny hood jump */ || logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP);}),
|
||||
Entrance(RR_GF_SLOPED_ROOF, []{return logic->IsAdult;}),
|
||||
Entrance(RR_GF_NEAR_CHEST, []{return logic->CanUse(RG_LONGSHOT);}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_SLOPED_ROOF] =
|
||||
Region("GF Sloped Roof", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_TOP_OF_UPPER_VINES, [] { return logic->IsAdult; }),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_NEAR_GS, [] { return true; }),
|
||||
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_GF_SLOPED_ROOF] = Region("GF Sloped Roof", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return logic->IsAdult;}),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_NEAR_GS, []{return true;}),
|
||||
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_TOP_OF_UPPER_VINES] =
|
||||
Region("GF Top of Upper Vines", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
// if RR_GF_SLOPED_ROOF > RR_GF_TOP_OF_UPPER_VINES is ever made part of RT_GF_JUMP, climb is needed
|
||||
// to get back up
|
||||
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult &&
|
||||
logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_SHORT_JUMPSLASH) &&
|
||||
logic->CanGetNightTimeGS()),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_BOTTOM_OF_UPPER_VINES, [] { return true; }),
|
||||
Entrance(RR_GF_NEAR_GS, [] { return true; }),
|
||||
Entrance(RR_GF_SLOPED_ROOF, [] { return true; }),
|
||||
Entrance(RR_GF_NEAR_CHEST,
|
||||
[] {
|
||||
return logic->CanUse(RG_HOVER_BOOTS) ||
|
||||
(logic->IsAdult && logic->CanUse(RG_SCARECROW) && logic->CanUse(RG_HOOKSHOT)) ||
|
||||
logic->CanUse(RG_LONGSHOT);
|
||||
}),
|
||||
});
|
||||
areaTable[RR_GF_TOP_OF_UPPER_VINES] = Region("GF Top of Upper Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
//if RR_GF_SLOPED_ROOF > RR_GF_TOP_OF_UPPER_VINES is ever made part of RT_GF_JUMP, climb is needed to get back up
|
||||
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_SHORT_JUMPSLASH) && logic->CanGetNightTimeGS()),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_BOTTOM_OF_UPPER_VINES, []{return true;}),
|
||||
Entrance(RR_GF_NEAR_GS, []{return true;}),
|
||||
Entrance(RR_GF_SLOPED_ROOF, []{return true;}),
|
||||
Entrance(RR_GF_NEAR_CHEST, []{return logic->CanUse(RG_HOVER_BOOTS) || (logic->IsAdult && logic->CanUse(RG_SCARECROW) && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_LONGSHOT);}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_NEAR_CHEST] =
|
||||
Region("GF Near Chest", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_GF_CHEST, true),
|
||||
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult &&
|
||||
logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONG_JUMPSLASH) &&
|
||||
logic->CanGetNightTimeGS()),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_NEAR_GS, [] { return true; }),
|
||||
Entrance(RR_GF_BELOW_GS, [] { return true; }),
|
||||
Entrance(RR_GF_LONG_ROOF, [] { return true; }),
|
||||
Entrance(RR_GF_BELOW_CHEST, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_GF_NEAR_CHEST] = Region("GF Near Chest", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_GF_CHEST, true),
|
||||
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONG_JUMPSLASH) && logic->CanGetNightTimeGS()),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_NEAR_GS, []{return true;}),
|
||||
Entrance(RR_GF_BELOW_GS, []{return true;}),
|
||||
Entrance(RR_GF_LONG_ROOF, []{return true;}),
|
||||
Entrance(RR_GF_BELOW_CHEST, []{return true;}),
|
||||
});
|
||||
|
||||
#pragma endregion
|
||||
|
||||
areaTable[RR_GF_ABOVE_JAIL] =
|
||||
Region("GF Above Jail", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_GF_ABOVE_JAIL_CRATE, true),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
// you don't take fall damage if you land on the rock with the flag on for some reason
|
||||
// there's a trick to reach RR_GF_LONG_ROOF but that's too intricate for GF_JUMP
|
||||
Entrance(RR_GF_OUTSKIRTS, [] { return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0; }),
|
||||
Entrance(RR_GF_BELOW_CHEST, [] { return logic->TakeDamage(); }),
|
||||
Entrance(RR_GF_NEAR_CHEST, [] { return logic->CanUse(RG_LONGSHOT); }),
|
||||
Entrance(RR_GF_JAIL_WINDOW, [] { return logic->CanUse(RG_HOOKSHOT); }),
|
||||
});
|
||||
areaTable[RR_GF_ABOVE_JAIL] = Region("GF Above Jail", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_GF_ABOVE_JAIL_CRATE, true),
|
||||
}, {
|
||||
//Exits
|
||||
//you don't take fall damage if you land on the rock with the flag on for some reason
|
||||
//there's a trick to reach RR_GF_LONG_ROOF but that's too intricate for GF_JUMP
|
||||
Entrance(RR_GF_OUTSKIRTS, []{return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0;}),
|
||||
Entrance(RR_GF_BELOW_CHEST, []{return logic->TakeDamage();}),
|
||||
Entrance(RR_GF_NEAR_CHEST, []{return logic->CanUse(RG_LONGSHOT);}),
|
||||
Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_HOOKSHOT);}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_JAIL_WINDOW] =
|
||||
Region("GF Jail Window", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
|
||||
{
|
||||
// Exits
|
||||
// There's a trick where hovers backwalk into backflip gives access to RR_GF_LONG_ROOF from here
|
||||
Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
|
||||
Entrance(RR_GF_BELOW_CHEST, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_GF_JAIL_WINDOW] = Region("GF Jail Window", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
||||
//Exits
|
||||
//There's a trick where hovers backwalk into backflip gives access to RR_GF_LONG_ROOF from here
|
||||
Entrance(RR_GF_OUTSKIRTS, []{return true;}),
|
||||
Entrance(RR_GF_BELOW_CHEST, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_HBA_RANGE] = Region(
|
||||
"GF HBA Range", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_GF_HBA_1000_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) &&
|
||||
logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) &&
|
||||
logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
|
||||
LOCATION(RC_GF_HBA_1500_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) &&
|
||||
logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) &&
|
||||
logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
|
||||
LOCATION(RC_GF_HBA_RANGE_GS, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) &&
|
||||
logic->CanGetNightTimeGS()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_1, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_2, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_3, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_4, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_5, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_6, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_7, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_CANOPY_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_CANOPY_WEST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_NORTH_TARGET_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_NORTH_TARGET_WEST_CRATE,
|
||||
logic->IsAdult ||
|
||||
(logic->BlastOrSmash() || logic->HookshotOrBoomerang() || logic->CanUse(RG_HOVER_BOOTS))),
|
||||
// implies logic->CanBreakCrates()
|
||||
LOCATION(RC_GF_NORTH_TARGET_CHILD_CRATE, logic->IsChild && logic->BlastOrSmash()),
|
||||
LOCATION(RC_GF_SOUTH_TARGET_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_SOUTH_TARGET_WEST_CRATE, logic->CanBreakCrates()),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_OUTSIDE_GTG, [] { return logic->IsChild || logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD); }),
|
||||
});
|
||||
areaTable[RR_GF_HBA_RANGE] = Region("GF HBA Range", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_GF_HBA_1000_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) && logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
|
||||
LOCATION(RC_GF_HBA_1500_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) && logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
|
||||
LOCATION(RC_GF_HBA_RANGE_GS, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) && logic->CanGetNightTimeGS()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_1, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_2, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_3, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_4, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_5, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_6, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_RANGE_CRATE_7, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_CANOPY_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_HBA_CANOPY_WEST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_NORTH_TARGET_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_NORTH_TARGET_WEST_CRATE, logic->IsAdult || (logic->BlastOrSmash() || logic->HookshotOrBoomerang() || logic->CanUse(RG_HOVER_BOOTS))),
|
||||
//implies logic->CanBreakCrates()
|
||||
LOCATION(RC_GF_NORTH_TARGET_CHILD_CRATE, logic->IsChild && logic->BlastOrSmash()),
|
||||
LOCATION(RC_GF_SOUTH_TARGET_EAST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_GF_SOUTH_TARGET_WEST_CRATE, logic->CanBreakCrates()),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_OUTSIDE_GATE] =
|
||||
Region("GF Outside Gate", "Gerudo Fortress", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// Events
|
||||
EventAccess(&logic->GF_GateOpen,
|
||||
[] {
|
||||
return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) &&
|
||||
(ctx->GetOption(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD) ||
|
||||
ctx->GetOption(
|
||||
RSK_SHUFFLE_OVERWORLD_ENTRANCES) /*|| ShuffleSpecialIndoorEntrances*/);
|
||||
}),
|
||||
},
|
||||
{},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_OUTSKIRTS,
|
||||
[] {
|
||||
return (logic->IsAdult && (logic->CanUse(RG_HOOKSHOT) ||
|
||||
!ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES))) ||
|
||||
logic->GF_GateOpen;
|
||||
}),
|
||||
Entrance(RR_WASTELAND_NEAR_FORTRESS, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_GF_OUTSIDE_GATE] = Region("GF Outside Gate", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
|
||||
//Events
|
||||
EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && (ctx->GetOption(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD) || ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) /*|| ShuffleSpecialIndoorEntrances*/);}),
|
||||
}, {}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_OUTSKIRTS, []{return (logic->IsAdult && (logic->CanUse(RG_HOOKSHOT) || !ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES))) || logic->GF_GateOpen;}),
|
||||
Entrance(RR_WASTELAND_NEAR_FORTRESS, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", "GF Storms Grotto", {}, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// Events
|
||||
EventAccess(&logic->FreeFairies, [] { return true; }),
|
||||
},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_1, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_2, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_3, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_4, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_5, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_6, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_7, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_8, true),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
|
||||
});
|
||||
}
|
||||
areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", "GF Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {
|
||||
//Events
|
||||
EventAccess(&logic->FreeFairies, []{return true;}),
|
||||
}, {
|
||||
//Locations
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_1, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_2, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_3, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_4, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_5, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_6, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_7, true),
|
||||
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_8, true),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
|
||||
});
|
||||
}
|
||||
// clang-format on
|
|
@ -3,200 +3,139 @@
|
|||
|
||||
using namespace Rando;
|
||||
|
||||
// clang-format off
|
||||
void RegionTable_Init_ThievesHideout() {
|
||||
areaTable[RR_TH_1_TORCH_CELL] = Region(
|
||||
"Thieves Hideout 1 Torch Cell", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// 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;
|
||||
}),
|
||||
},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_1_TORCH_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_MID_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
|
||||
Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
|
||||
//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;}),
|
||||
}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_1_TORCH_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_MID_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_1_TORCH_CELL_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_OUTSKIRTS, []{return true;}),
|
||||
Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_DOUBLE_CELL] = Region(
|
||||
"Thieves Hideout Double Cell", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// 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;
|
||||
}),
|
||||
},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_DOUBLE_CELL_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_MID_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_RIGHTMOST_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_RIGHT_MIDDLE_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_LEFT_MIDDLE_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_LEFTMOST_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_DOUBLE_CELL_LEFT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_DOUBLE_CELL_RIGHT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_OUTSKIRTS, [] { return true; }),
|
||||
Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
|
||||
//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;}),
|
||||
}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_DOUBLE_CELL_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_MID_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_NEAR_DOUBLE_CELL_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_RIGHTMOST_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_RIGHT_MIDDLE_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_LEFT_MIDDLE_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_LEFTMOST_JAILED_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_DOUBLE_CELL_LEFT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_DOUBLE_CELL_RIGHT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_OUTSKIRTS, []{return true;}),
|
||||
Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_DEAD_END_CELL] = Region(
|
||||
"Thieves Hideout Dead End Cell", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// 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;
|
||||
}),
|
||||
},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_DEAD_END_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_DEAD_END_CELL_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_BELOW_GS, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
|
||||
//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;}),
|
||||
}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_DEAD_END_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_DEAD_END_CELL_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_BELOW_GS, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_STEEP_SLOPE_CELL] = Region(
|
||||
"Thieves Hideout Steep Slope Cell", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE,
|
||||
{
|
||||
// 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;
|
||||
}),
|
||||
},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_STEEP_SLOPE_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_STEEP_SLOPE_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_STEEP_SLOPE_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_ABOVE_GTG, [] { return true; }),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, [] { return true; }),
|
||||
});
|
||||
areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
|
||||
//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;}),
|
||||
}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_STEEP_SLOPE_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
|
||||
LOCATION(RC_TH_STEEP_SLOPE_RIGHT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_STEEP_SLOPE_LEFT_POT, logic->CanBreakPots()),
|
||||
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_ABOVE_GTG, []{return true;}),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_KITCHEN_CORRIDOR] =
|
||||
Region("Thieves Hideout Kitchen Corridor", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_LEFTMOST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_MID_LEFT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_MID_RIGHT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_RIGHTMOST_CRATE, logic->CanBreakCrates()),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_NEAR_GROTTO, [] { return true; }),
|
||||
Entrance(RR_GF_ABOVE_GTG, [] { return true; }),
|
||||
Entrance(RR_TH_KITCHEN_MAIN, [] { return logic->CanPassEnemy(RE_GERUDO_GUARD); }),
|
||||
});
|
||||
areaTable[RR_TH_KITCHEN_CORRIDOR] = Region("Thieves Hideout Kitchen Corridor", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_LEFTMOST_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_MID_LEFT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_MID_RIGHT_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_NEAR_KITCHEN_RIGHTMOST_CRATE, logic->CanBreakCrates()),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
|
||||
Entrance(RR_GF_ABOVE_GTG, []{return true;}),
|
||||
Entrance(RR_TH_KITCHEN_MAIN, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_KITCHEN_MAIN] = Region(
|
||||
"Thieves Hideout Kitchen Bottom", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_KITCHEN_POT_1, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_POT_2, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_CRATE, logic->CanBreakCrates() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_SUN_FAIRY, logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_SUNS_SONG)),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_TH_KITCHEN_CORRIDOR, [] { return logic->CanPassEnemy(RE_GERUDO_GUARD); }),
|
||||
Entrance(RR_TH_KITCHEN_TOP, [] { return logic->CanPassEnemy(RE_GERUDO_GUARD); }),
|
||||
});
|
||||
areaTable[RR_TH_KITCHEN_MAIN] = Region("Thieves Hideout Kitchen Bottom", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_KITCHEN_POT_1, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_POT_2, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_CRATE, logic->CanBreakCrates() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
|
||||
LOCATION(RC_TH_KITCHEN_SUN_FAIRY, logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_SUNS_SONG)),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_TH_KITCHEN_CORRIDOR, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
|
||||
Entrance(RR_TH_KITCHEN_TOP, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_KITCHEN_TOP] =
|
||||
Region("Thieves Hideout Kitchen Top", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_KITCHEN_POT_1, logic->CanUse(RG_BOOMERANG)),
|
||||
LOCATION(RC_TH_KITCHEN_POT_2, logic->CanUse(RG_BOOMERANG)),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_TH_KITCHEN_MAIN, [] { return true; }),
|
||||
// hookshot to cross using the rafters is implied in logic->CanPassEnemy(RE_GERUDO_GUARD)
|
||||
Entrance(RR_GF_NEAR_GS,
|
||||
[] { return logic->CanPassEnemy(RE_GERUDO_GUARD) || logic->CanUse(RG_HOVER_BOOTS); }),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES,
|
||||
[] { return logic->CanPassEnemy(RE_GERUDO_GUARD) || logic->CanUse(RG_HOVER_BOOTS); }),
|
||||
});
|
||||
areaTable[RR_TH_KITCHEN_TOP] = Region("Thieves Hideout Kitchen Top", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_KITCHEN_POT_1, logic->CanUse(RG_BOOMERANG)),
|
||||
LOCATION(RC_TH_KITCHEN_POT_2, logic->CanUse(RG_BOOMERANG)),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_TH_KITCHEN_MAIN, []{return true;}),
|
||||
//hookshot to cross using the rafters is implied in logic->CanPassEnemy(RE_GERUDO_GUARD)
|
||||
Entrance(RR_GF_NEAR_GS, []{return logic->CanPassEnemy(RE_GERUDO_GUARD) || logic->CanUse(RG_HOVER_BOOTS);}),
|
||||
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return logic->CanPassEnemy(RE_GERUDO_GUARD) || logic->CanUse(RG_HOVER_BOOTS);}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_BREAK_ROOM] =
|
||||
Region("Thieves Hideout Break Room", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {},
|
||||
{
|
||||
// Locations
|
||||
LOCATION(RC_TH_BREAK_ROOM_FRONT_POT,
|
||||
(logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakPots()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_ROOM_BACK_POT,
|
||||
(logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakPots()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_HALLWAY_OUTER_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_BREAK_HALLWAY_INNER_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_BREAK_ROOM_RIGHT_CRATE,
|
||||
(logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakCrates()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->HasExplosives() &&
|
||||
logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_ROOM_LEFT_CRATE,
|
||||
(logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakCrates()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->HasExplosives() &&
|
||||
logic->CanUse(RG_BOOMERANG))),
|
||||
},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_GF_BELOW_CHEST, [] { return logic->CanPassEnemy(RE_GERUDO_GUARD); }),
|
||||
// Implies logic->CanPassEnemy(RE_GERUDO_GUARD)
|
||||
Entrance(RR_TH_BREAK_ROOM_CORRIDOR, [] { return logic->CanUse(RG_HOOKSHOT); }),
|
||||
});
|
||||
areaTable[RR_TH_BREAK_ROOM] = Region("Thieves Hideout Break Room", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
|
||||
//Locations
|
||||
LOCATION(RC_TH_BREAK_ROOM_FRONT_POT, (logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakPots()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_ROOM_BACK_POT, (logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakPots()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_HALLWAY_OUTER_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_BREAK_HALLWAY_INNER_CRATE, logic->CanBreakCrates()),
|
||||
LOCATION(RC_TH_BREAK_ROOM_RIGHT_CRATE, (logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakCrates()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->HasExplosives() && logic->CanUse(RG_BOOMERANG))),
|
||||
LOCATION(RC_TH_BREAK_ROOM_LEFT_CRATE, (logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakCrates()) ||
|
||||
(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->HasExplosives() && logic->CanUse(RG_BOOMERANG))),
|
||||
}, {
|
||||
//Exits
|
||||
Entrance(RR_GF_BELOW_CHEST, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
|
||||
//Implies logic->CanPassEnemy(RE_GERUDO_GUARD)
|
||||
Entrance(RR_TH_BREAK_ROOM_CORRIDOR, []{return logic->CanUse(RG_HOOKSHOT);}),
|
||||
});
|
||||
|
||||
areaTable[RR_TH_BREAK_ROOM_CORRIDOR] =
|
||||
Region("Thieves Hideout Break Room", "Thieves Hideout", { RA_GERUDO_FORTRESS }, NO_DAY_NIGHT_CYCLE, {}, {},
|
||||
{
|
||||
// Exits
|
||||
Entrance(RR_TH_BREAK_ROOM, [] { return logic->CanUse(RG_HOOKSHOT); }),
|
||||
Entrance(RR_GF_ABOVE_JAIL, [] { return true; }),
|
||||
});
|
||||
}
|
||||
areaTable[RR_TH_BREAK_ROOM_CORRIDOR] = Region("Thieves Hideout Break Room", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
|
||||
//Exits
|
||||
Entrance(RR_TH_BREAK_ROOM, []{return logic->CanUse(RG_HOOKSHOT);}),
|
||||
Entrance(RR_GF_ABOVE_JAIL, []{return true;}),
|
||||
});
|
||||
}
|
||||
// clang-format on
|
Loading…
Add table
Add a link
Reference in a new issue