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change thieves hideout to scene handling
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e5abb062e2
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1 changed files with 10 additions and 10 deletions
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@ -6,7 +6,7 @@ using namespace Rando;
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// clang-format off
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// When Thieve's hideout entrances are shuffled, getting caught by guards should behave like void outs to avoid logic headaches.
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void RegionTable_Init_ThievesHideout() {
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areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", SCENE_THIEVES_HIDEOUT, {
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//Events
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EventAccess(&logic->THCouldFree1TorchCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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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;}),
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@ -24,7 +24,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
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});
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areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", SCENE_THIEVES_HIDEOUT, {
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//Events
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EventAccess(&logic->THCouldFreeDoubleCellCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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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;}),
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@ -47,7 +47,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
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});
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areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", SCENE_THIEVES_HIDEOUT, {
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//Events
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EventAccess(&logic->TH_CouldFreeDeadEndCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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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;}),
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@ -61,7 +61,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_GF_BELOW_GS, []{return true;}),
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});
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areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
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areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", SCENE_THIEVES_HIDEOUT, {
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//Events
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EventAccess(&logic->THCouldRescueSlopeCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
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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;}),
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@ -77,7 +77,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
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});
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areaTable[RR_TH_KITCHEN_CORRIDOR] = Region("Thieves Hideout Kitchen Corridor", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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areaTable[RR_TH_KITCHEN_CORRIDOR] = Region("Thieves Hideout Kitchen Corridor", SCENE_THIEVES_HIDEOUT, {}, {
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//Locations
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LOCATION(RC_TH_NEAR_KITCHEN_LEFTMOST_CRATE, logic->CanBreakCrates()),
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LOCATION(RC_TH_NEAR_KITCHEN_MID_LEFT_CRATE, logic->CanBreakCrates()),
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@ -90,7 +90,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_TH_KITCHEN_MAIN, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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});
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areaTable[RR_TH_KITCHEN_MAIN] = Region("Thieves Hideout Kitchen Bottom", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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areaTable[RR_TH_KITCHEN_MAIN] = Region("Thieves Hideout Kitchen Bottom", SCENE_THIEVES_HIDEOUT, {}, {
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//Locations
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LOCATION(RC_TH_KITCHEN_POT_1, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
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LOCATION(RC_TH_KITCHEN_POT_2, logic->CanBreakPots() && logic->CanPassEnemy(RE_GERUDO_GUARD)),
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@ -102,7 +102,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_TH_KITCHEN_TOP, []{return logic->CanPassEnemy(RE_GERUDO_GUARD);}),
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});
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areaTable[RR_TH_KITCHEN_TOP] = Region("Thieves Hideout Kitchen Top", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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areaTable[RR_TH_KITCHEN_TOP] = Region("Thieves Hideout Kitchen Top", SCENE_THIEVES_HIDEOUT, {}, {
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//Locations
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LOCATION(RC_TH_KITCHEN_POT_1, logic->CanUse(RG_BOOMERANG)),
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LOCATION(RC_TH_KITCHEN_POT_2, logic->CanUse(RG_BOOMERANG)),
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@ -114,7 +114,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return logic->CanPassEnemy(RE_GERUDO_GUARD) || logic->CanUse(RG_HOVER_BOOTS);}),
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});
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areaTable[RR_TH_BREAK_ROOM] = Region("Thieves Hideout Break Room", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
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areaTable[RR_TH_BREAK_ROOM] = Region("Thieves Hideout Break Room", SCENE_THIEVES_HIDEOUT, {}, {
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//Locations
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LOCATION(RC_TH_BREAK_ROOM_FRONT_POT, (logic->CanPassEnemy(RE_BREAK_ROOM_GUARD) && logic->CanBreakPots()) ||
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(logic->CanPassEnemy(RE_GERUDO_GUARD) && logic->CanUse(RG_BOOMERANG))),
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@ -133,7 +133,7 @@ void RegionTable_Init_ThievesHideout() {
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Entrance(RR_TH_BREAK_ROOM_CORRIDOR, []{return logic->CanUse(RG_HOOKSHOT);}),
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});
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areaTable[RR_TH_BREAK_ROOM_CORRIDOR] = Region("Thieves Hideout Break Room", "Thieves Hideout", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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areaTable[RR_TH_BREAK_ROOM_CORRIDOR] = Region("Thieves Hideout Break Room", SCENE_THIEVES_HIDEOUT, {}, {}, {
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//Exits
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Entrance(RR_TH_BREAK_ROOM, []{return logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_GF_ABOVE_JAIL, []{return true;}),
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