Move logic bools to LogicVal enum

Tired of seeing logic reset bugs
This opens up moving bools to bitset
This opens up tracking logic dependencies so events doesn't reevaluate everything
This opens up various events reusing logic vals (already done for LOGIC_BLUE_FIRE_ACCESS)
This commit is contained in:
Demur Rumed 2025-08-06 15:13:47 +00:00
commit b566ff9dfb
40 changed files with 672 additions and 838 deletions

View file

@ -52,7 +52,7 @@ void Item::ApplyEffect() const {
if (!logic->CalculatingAvailableChecks) { if (!logic->CalculatingAvailableChecks) {
logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true);
} }
logic->SetInLogic(logicVal, true); logic->Set(logicVal, true);
} }
void Item::UndoEffect() const { void Item::UndoEffect() const {
@ -61,7 +61,7 @@ void Item::UndoEffect() const {
if (!logic->CalculatingAvailableChecks) { if (!logic->CalculatingAvailableChecks) {
logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false);
} }
logic->SetInLogic(logicVal, false); logic->Set(logicVal, false);
} }
const Text& Item::GetName() const { const Text& Item::GetName() const {

View file

@ -775,10 +775,10 @@ void RegionTable_Init() {
ctx = Context::GetInstance().get(); ctx = Context::GetInstance().get();
logic = ctx->GetLogic(); // RANDOTODO do not hardcode, instead allow accepting a Logic class somehow logic = ctx->GetLogic(); // RANDOTODO do not hardcode, instead allow accepting a Logic class somehow
grottoEvents = { grottoEvents = {
EventAccess(&logic->GossipStoneFairy, [] { return logic->CallGossipFairy(); }), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, [] { return logic->CallGossipFairy(); }),
EventAccess(&logic->ButterflyFairy, [] { return logic->CanUse(RG_STICKS); }), EventAccess(LOGIC_BUTTERFLY_FAIRY, [] { return logic->CanUse(RG_STICKS); }),
EventAccess(&logic->BugShrub, [] { return logic->CanCutShrubs(); }), EventAccess(LOGIC_BUG_SHRUB, [] { return logic->CanCutShrubs(); }),
EventAccess(&logic->LoneFish, [] { return true; }), EventAccess(LOGIC_LONE_FISH, [] { return true; }),
}; };
// Clear the array from any previous playthrough attempts. This is important so that // Clear the array from any previous playthrough attempts. This is important so that
// locations which appear in both MQ and Vanilla dungeons don't get set in both areas. // locations which appear in both MQ and Vanilla dungeons don't get set in both areas.
@ -787,12 +787,12 @@ void RegionTable_Init() {
// clang-format off // clang-format off
areaTable[RR_ROOT] = Region("Root", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, { areaTable[RR_ROOT] = Region("Root", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {
//Events //Events
EventAccess(&logic->KakarikoVillageGateOpen, []{return ctx->GetOption(RSK_KAK_GATE).Is(RO_KAK_GATE_OPEN);}), EventAccess(LOGIC_KAKARIKO_GATE_OPEN, []{return ctx->GetOption(RSK_KAK_GATE).Is(RO_KAK_GATE_OPEN);}),
EventAccess(&logic->THCouldFree1TorchCarpenter, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE);}), EventAccess(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE);}),
EventAccess(&logic->THCouldFreeDoubleCellCarpenter, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}), EventAccess(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}),
EventAccess(&logic->TH_CouldFreeDeadEndCarpenter, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}), EventAccess(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}),
EventAccess(&logic->THCouldRescueSlopeCarpenter, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}), EventAccess(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FAST);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE);}),EventAccess(&logic->FreedEpona, []{return (bool)ctx->GetOption(RSK_SKIP_EPONA_RACE);}), EventAccess(LOGIC_TH_RESCUED_ALL_CARPENTERS, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE);}),EventAccess(LOGIC_FREED_EPONA, []{return (bool)ctx->GetOption(RSK_SKIP_EPONA_RACE);}),
}, { }, {
//Locations //Locations
LOCATION(RC_LINKS_POCKET, true), LOCATION(RC_LINKS_POCKET, true),

View file

@ -22,7 +22,7 @@ class Region;
class EventAccess { class EventAccess {
public: public:
explicit EventAccess(bool* event_, ConditionFn condition_function_) explicit EventAccess(LogicVal event_, ConditionFn condition_function_)
: event(event_), condition_function(condition_function_) { : event(event_), condition_function(condition_function_) {
} }
@ -37,15 +37,15 @@ class EventAccess {
bool CheckConditionAtAgeTime(bool& age, bool& time); bool CheckConditionAtAgeTime(bool& age, bool& time);
void EventOccurred() { void EventOccurred() {
*event = true; logic->Set(event, true);
} }
bool GetEvent() const { bool GetEvent() const {
return *event; return logic->Get(event);
} }
private: private:
bool* event; LogicVal event;
ConditionFn condition_function; ConditionFn condition_function;
}; };

View file

@ -19,25 +19,25 @@ void RegionTable_Init_BottomOfTheWell() {
areaTable[RR_BOTTOM_OF_THE_WELL_PERIMETER] = Region("Bottom of the Well Perimeter", SCENE_BOTTOM_OF_THE_WELL, { areaTable[RR_BOTTOM_OF_THE_WELL_PERIMETER] = Region("Bottom of the Well Perimeter", SCENE_BOTTOM_OF_THE_WELL, {
//Events //Events
EventAccess(&logic->StickPot, []{return true;}), EventAccess(LOGIC_STICK_POT, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
EventAccess(&logic->LoweredWaterInsideBotw, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_BOTW_LOWERED_WATER, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, { }, {
//Locations //Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_CENTER_BOMBABLE_CHEST, logic->HasExplosives()), LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_CENTER_BOMBABLE_CHEST, logic->HasExplosives()),
LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_FRONT_CHEST, logic->LoweredWaterInsideBotw || logic->CanOpenUnderwaterChest()), LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_FRONT_CHEST, logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->CanOpenUnderwaterChest()),
LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_LEFT_CHEST, logic->LoweredWaterInsideBotw || logic->CanOpenUnderwaterChest()), LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_LEFT_CHEST, logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->CanOpenUnderwaterChest()),
LOCATION(RC_BOTTOM_OF_THE_WELL_NEAR_ENTRANCE_POT_1, logic->CanBreakPots()), LOCATION(RC_BOTTOM_OF_THE_WELL_NEAR_ENTRANCE_POT_1, logic->CanBreakPots()),
LOCATION(RC_BOTTOM_OF_THE_WELL_NEAR_ENTRANCE_POT_2, logic->CanBreakPots()), LOCATION(RC_BOTTOM_OF_THE_WELL_NEAR_ENTRANCE_POT_2, logic->CanBreakPots()),
LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_POT, (logic->CanBreakPots() && logic->LoweredWaterInsideBotw) || logic->CanUse(RG_BOOMERANG)), LOCATION(RC_BOTTOM_OF_THE_WELL_UNDERWATER_POT, (logic->CanBreakPots() && logic->Get(LOGIC_BOTW_LOWERED_WATER)) || logic->CanUse(RG_BOOMERANG)),
}, { }, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}), Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}), Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}), Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}), Entrance(RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}),
Entrance(RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM, []{return logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM, []{return logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM, []{return logic->LoweredWaterInsideBotw && logic->IsChild;}), Entrance(RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM, []{return logic->Get(LOGIC_BOTW_LOWERED_WATER) && logic->IsChild;}),
//Falling down into basement requires nothing, but falling down somewhere specific requires lens or lens trick //Falling down into basement requires nothing, but falling down somewhere specific requires lens or lens trick
//kinda questionable given several drops are blocked by rocks, but that's how it was handled before and on N64 //kinda questionable given several drops are blocked by rocks, but that's how it was handled before and on N64
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return true;}), Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return true;}),
@ -97,8 +97,8 @@ void RegionTable_Init_BottomOfTheWell() {
//If the player can voidwarp into one of these rooms they will need splitting up, and Fake walls will need specifying into middle and the rest moved to perimeter //If the player can voidwarp into one of these rooms they will need splitting up, and Fake walls will need specifying into middle and the rest moved to perimeter
areaTable[RR_BOTTOM_OF_THE_WELL_INNER_ROOMS] = Region("Bottom of the Well Inner Rooms", SCENE_BOTTOM_OF_THE_WELL, { areaTable[RR_BOTTOM_OF_THE_WELL_INNER_ROOMS] = Region("Bottom of the Well Inner Rooms", SCENE_BOTTOM_OF_THE_WELL, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_GS_WEST_INNER_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)), LOCATION(RC_BOTTOM_OF_THE_WELL_GS_WEST_INNER_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -115,7 +115,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_COFFIN_ROOM_MIDDLE_RIGHT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)), LOCATION(RC_BOTTOM_OF_THE_WELL_COFFIN_ROOM_MIDDLE_RIGHT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
}, { }, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->HasItem(RG_BRONZE_SCALE);}),
}); });
areaTable[RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM] = Region("Bottom of the Well Dead Hand Room", SCENE_BOTTOM_OF_THE_WELL, {}, { areaTable[RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM] = Region("Bottom of the Well Dead Hand Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
@ -192,11 +192,11 @@ void RegionTable_Init_BottomOfTheWell() {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER] = Region("Bottom of the Well MQ Perimeter", SCENE_BOTTOM_OF_THE_WELL, { areaTable[RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER] = Region("Bottom of the Well MQ Perimeter", SCENE_BOTTOM_OF_THE_WELL, {
//Events //Events
//technically obsolete due to a wonder item fairy which only needs a projectile, but we don't have an event var for it yet //technically obsolete due to a wonder item fairy which only needs a projectile, but we don't have an event var for it yet
EventAccess(&logic->FairyPot, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets();}), EventAccess(LOGIC_FAIRY_POT, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets();}),
//It is possible to hit the water switch with a pot from RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE, however the hitbox for making it activate is very unintuitive //It is possible to hit the water switch with a pot from RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE, however the hitbox for making it activate is very unintuitive
//You have to throw the pot from further back to hit the switch from the front instead of the top, trying to hit the "fingers" directly //You have to throw the pot from further back to hit the switch from the front instead of the top, trying to hit the "fingers" directly
//This unintuitiveness means it should be a trick. ZL is needed to get a clear path to carry the pot //This unintuitiveness means it should be a trick. ZL is needed to get a clear path to carry the pot
EventAccess(&logic->LoweredWaterInsideBotw, []{return logic->CanJumpslash() || logic->CanUseProjectile();}), EventAccess(LOGIC_BOTW_LOWERED_WATER, []{return logic->CanJumpslash() || logic->CanUseProjectile();}),
}, { }, {
//Locations //Locations
//Implies CanBreakPots() //Implies CanBreakPots()
@ -207,16 +207,16 @@ void RegionTable_Init_BottomOfTheWell() {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild;}), Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild;}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM, []{return (logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2) && logic->CanUseProjectile();}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2) && logic->CanUseProjectile();}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM, []{return logic->IsChild && logic->LoweredWaterInsideBotw;}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM, []{return logic->IsChild && logic->Get(LOGIC_BOTW_LOWERED_WATER);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
}); });
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH] = Region("Bottom of the Well MQ West Room Switch", SCENE_BOTTOM_OF_THE_WELL, { areaTable[RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH] = Region("Bottom of the Well MQ West Room Switch", SCENE_BOTTOM_OF_THE_WELL, {
//Events //Events
EventAccess(&logic->OpenedWestRoomMQBotw, []{return true;}), EventAccess(LOGIC_BOTW_MQ_OPENED_WEST_ROOM, []{return true;}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash() && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || ctx->GetTrickOption(RT_BOTW_MQ_PITS));}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash() && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || ctx->GetTrickOption(RT_BOTW_MQ_PITS));}),
@ -231,12 +231,12 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM_MIDDLE_LEFT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)), LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM_MIDDLE_LEFT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
}, { }, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return (logic->Get(LOGIC_BOTW_LOWERED_WATER) || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
}); });
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE] = Region("Bottom of the Well MQ Locked Cage", SCENE_BOTTOM_OF_THE_WELL, { areaTable[RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE] = Region("Bottom of the Well MQ Locked Cage", SCENE_BOTTOM_OF_THE_WELL, {
//Events //Events
EventAccess(&logic->OpenedMiddleHoleMQBotw, []{return logic->HasExplosives();}), EventAccess(LOGIC_BOTW_MQ_OPENED_MIDDLE_HOLE, []{return logic->HasExplosives();}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
@ -268,7 +268,7 @@ void RegionTable_Init_BottomOfTheWell() {
//Also you get cheap shotted on entry sometimes. //Also you get cheap shotted on entry sometimes.
//An MQ lens trick is recommended here, and a review of this room for OHKO logic what that is added is advised. //An MQ lens trick is recommended here, and a review of this room for OHKO logic what that is added is advised.
//In the meantime I assume damage taken or the easy answer (nuts) //In the meantime I assume damage taken or the easy answer (nuts)
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_GS_WEST_INNER_ROOM, logic->OpenedWestRoomMQBotw && (logic->TakeDamage() || logic->CanUse(RG_NUTS)) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)), LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_GS_WEST_INNER_ROOM, logic->Get(LOGIC_BOTW_MQ_OPENED_WEST_ROOM) && (logic->TakeDamage() || logic->CanUse(RG_NUTS)) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_1, logic->CanBreakPots()), LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_1, logic->CanBreakPots()),
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_2, logic->CanBreakPots()), LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_2, logic->CanBreakPots()),
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_3, logic->CanBreakPots()), LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_INNER_LOBBY_POT_3, logic->CanBreakPots()),
@ -279,7 +279,7 @@ void RegionTable_Init_BottomOfTheWell() {
}, { }, {
//Exits //Exits
//If a relevant trick causes you to be able to warp into here without going through PERIMETER, a new eventAccess will be needed for lowering the gates with ZL //If a relevant trick causes you to be able to warp into here without going through PERIMETER, a new eventAccess will be needed for lowering the gates with ZL
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SWITCH_PLATFORM, []{return logic->OpenedMiddleHoleMQBotw;}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SWITCH_PLATFORM, []{return logic->Get(LOGIC_BOTW_MQ_OPENED_MIDDLE_HOLE);}),
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}), Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
}); });

View file

@ -18,8 +18,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_LOBBY] = Region("Deku Tree Lobby", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_LOBBY] = Region("Deku Tree Lobby", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MAP_CHEST, true), LOCATION(RC_DEKU_TREE_MAP_CHEST, true),
@ -61,8 +61,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_COMPASS_ROOM] = Region("Deku Tree Compass Room", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_COMPASS_ROOM] = Region("Deku Tree Compass Room", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_COMPASS_CHEST, true), LOCATION(RC_DEKU_TREE_COMPASS_CHEST, true),
@ -78,8 +78,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_BASEMENT_LOWER] = Region("Deku Tree Basement Lower", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_BASEMENT_LOWER] = Region("Deku Tree Basement Lower", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_BASEMENT_CHEST, true), LOCATION(RC_DEKU_TREE_BASEMENT_CHEST, true),
@ -125,8 +125,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_BASEMENT_TORCH_ROOM] = Region("Deku Tree Basement Torch Room", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_BASEMENT_TORCH_ROOM] = Region("Deku Tree Basement Torch Room", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_BASEMENT_TORCHES_GRASS_1, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_BASEMENT_TORCHES_GRASS_1, logic->CanCutShrubs()),
@ -139,8 +139,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_BASEMENT_BACK_LOBBY] = Region("Deku Tree Basement Back Lobby", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_BASEMENT_BACK_LOBBY] = Region("Deku Tree Basement Back Lobby", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Location //Location
LOCATION(RC_DEKU_TREE_BASEMENT_LARVAE_GRASS_1, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_BASEMENT_LARVAE_GRASS_1, logic->CanCutShrubs()),
@ -162,8 +162,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_BASEMENT_UPPER] = Region("Deku Tree Basement Upper", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_BASEMENT_UPPER] = Region("Deku Tree Basement Upper", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_DEKU_TREE_BASEMENT_LOWER, []{return true;}), Entrance(RR_DEKU_TREE_BASEMENT_LOWER, []{return true;}),
@ -191,8 +191,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_1F] = Region("Deku Tree MQ 1F", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_1F] = Region("Deku Tree MQ 1F", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}),
EventAccess(&logic->BrokeDeku1FWeb, []{return logic->HasFireSource();}), EventAccess(LOGIC_DEKU_TREE_1F_BROKE_WEB, []{return logic->HasFireSource();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_LOBBY_GRASS_1, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_MQ_LOBBY_GRASS_1, logic->CanCutShrubs()),
@ -208,7 +208,7 @@ void RegionTable_Init_DekuTree() {
//Swim is not required because you can jump with enough momentum to hit land. //Swim is not required because you can jump with enough momentum to hit land.
//You even avoid fall damage if you hit the shallow water, though it's obscure knowledge so may be a trick //You even avoid fall damage if you hit the shallow water, though it's obscure knowledge so may be a trick
//if it is, then we need a landing room with (IsAdult || HasItem(RG_BRONZE_SCALE) || TakeDamage() || that trick) to reach basement //if it is, then we need a landing room with (IsAdult || HasItem(RG_BRONZE_SCALE) || TakeDamage() || that trick) to reach basement
Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->BrokeDeku1FWeb;}), Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->Get(LOGIC_DEKU_TREE_1F_BROKE_WEB);}),
//is it possible to recoil from here to the ledge with a trick? //is it possible to recoil from here to the ledge with a trick?
}); });
@ -230,9 +230,9 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_3F] = Region("Deku Tree MQ 3F", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_3F] = Region("Deku Tree MQ 3F", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
EventAccess(&logic->BrokeDeku1FWeb, []{return true;}), EventAccess(LOGIC_DEKU_TREE_1F_BROKE_WEB, []{return true;}),
}, { }, {
//Locations //Locations
//Implies CanKillEnemy(RE_GOHMA_LARVA) //Implies CanKillEnemy(RE_GOHMA_LARVA)
@ -293,8 +293,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_BASEMENT] = Region("Deku Tree MQ Basement", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT] = Region("Deku Tree MQ Basement", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_CHEST, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)), LOCATION(RC_DEKU_TREE_MQ_BASEMENT_CHEST, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
@ -307,14 +307,14 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_1F, []{return true;}), Entrance(RR_DEKU_TREE_MQ_1F, []{return true;}),
Entrance(RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanHitEyeTargets();});}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanHitEyeTargets();});}),
//includes RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM Access, other fire sources clear directly from there //includes RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM Access, other fire sources clear directly from there
Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanHitEyeTargets();}) && logic->ClearedMQDekuSERoom && Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanUse(RG_STICKS);});}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanHitEyeTargets();}) && logic->Get(LOGIC_DEKU_TREE_MQ_CLEARED_SE_ROOM) && Here(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->CanUse(RG_STICKS);});}),
Entrance(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return ctx->GetTrickOption(RT_DEKU_B1_SKIP) || logic->PushedDekuBasementBlock || logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return ctx->GetTrickOption(RT_DEKU_B1_SKIP) || logic->Get(LOGIC_DEKU_TREE_PUSHED_BASEMENT_BLOCK) || logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS);}),
}); });
areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM] = Region("Deku Tree MQ Southeast Room", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM] = Region("Deku Tree MQ Southeast Room", SCENE_DEKU_TREE, {
//Events //Events
//Implies CanKillEnemy(RE_GOHMA_LARVA) //Implies CanKillEnemy(RE_GOHMA_LARVA)
EventAccess(&logic->ClearedMQDekuSERoom, []{return logic->CanKillEnemy(RE_MAD_SCRUB);}), EventAccess(LOGIC_DEKU_TREE_MQ_CLEARED_SE_ROOM, []{return logic->CanKillEnemy(RE_MAD_SCRUB);}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_TORCHES_GRASS_1, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_MQ_BASEMENT_TORCHES_GRASS_1, logic->CanCutShrubs()),
@ -324,13 +324,13 @@ void RegionTable_Init_DekuTree() {
}, { }, {
//Exits //Exits
Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return logic->HasFireSource();}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return logic->HasFireSource();}),
Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->ClearedMQDekuSERoom;}), Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->Get(LOGIC_DEKU_TREE_MQ_CLEARED_SE_ROOM);}),
}); });
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree MQ Basement Water Room Front", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree MQ Basement Water Room Front", SCENE_DEKU_TREE, {
//Events //Events
//It's possible to get this with bow if you have move while in first person and one-point skips on, noticeably harder and jankier as child, but that's a trick //It's possible to get this with bow if you have move while in first person and one-point skips on, noticeably harder and jankier as child, but that's a trick
EventAccess(&logic->MQDekuWaterRoomTorches, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_STICKS) && (ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield())));}), EventAccess(LOGIC_DEKU_TREE_MQ_WATER_ROOM_TORCHES, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_STICKS) && (ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield())));}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_BEFORE_SPINNING_LOG_CHEST, true), LOCATION(RC_DEKU_TREE_MQ_BEFORE_SPINNING_LOG_CHEST, true),
@ -345,8 +345,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree MQ Basement Water Room Back", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree MQ Basement Water Room Back", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}),
EventAccess(&logic->MQDekuWaterRoomTorches, []{return logic->HasFireSource();}), EventAccess(LOGIC_DEKU_TREE_MQ_WATER_ROOM_TORCHES, []{return logic->HasFireSource();}),
}, { }, {
//Locations //Locations
//it blocks the chest while stunned unless you stun it from afar while it's slightly off the ground //it blocks the chest while stunned unless you stun it from afar while it's slightly off the ground
@ -355,7 +355,7 @@ void RegionTable_Init_DekuTree() {
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_SPIKE_ROLLER_BACK_GRASS_2, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_MQ_BASEMENT_SPIKE_ROLLER_BACK_GRASS_2, logic->CanCutShrubs()),
}, { }, {
//Exits //Exits
Entrance(RR_DEKU_TREE_MQ_BASEMENT_SOUTHWEST_ROOM, []{return logic->MQDekuWaterRoomTorches && logic->CanPassEnemy(RE_BIG_SKULLTULA, logic->CanUse(RG_SONG_OF_TIME) ? ED_CLOSE : ED_SHORT_JUMPSLASH);}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_SOUTHWEST_ROOM, []{return logic->Get(LOGIC_DEKU_TREE_MQ_WATER_ROOM_TORCHES) && logic->CanPassEnemy(RE_BIG_SKULLTULA, logic->CanUse(RG_SONG_OF_TIME) ? ED_CLOSE : ED_SHORT_JUMPSLASH);}),
Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield()) || logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)));}), Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield()) || logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)));}),
}); });
@ -372,8 +372,8 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM] = Region("Deku Tree MQ Basement Grave Room", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM] = Region("Deku Tree MQ Basement Grave Room", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}) EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();})
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_GS_BASEMENT_GRAVES_ROOM, logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_SONG_OF_TIME) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG))), LOCATION(RC_DEKU_TREE_MQ_GS_BASEMENT_GRAVES_ROOM, logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_SONG_OF_TIME) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG))),
@ -403,7 +403,7 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_LEDGE] = Region("Deku Tree MQ Basement Ledge", SCENE_DEKU_TREE, { areaTable[RR_DEKU_TREE_MQ_BASEMENT_LEDGE] = Region("Deku Tree MQ Basement Ledge", SCENE_DEKU_TREE, {
//Events //Events
EventAccess(&logic->PushedDekuBasementBlock, []{return true;}), EventAccess(LOGIC_DEKU_TREE_PUSHED_BASEMENT_BLOCK, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_DEKU_TREE_MQ_DEKU_SCRUB, logic->CanStunDeku()), LOCATION(RC_DEKU_TREE_MQ_DEKU_SCRUB, logic->CanStunDeku()),
@ -416,7 +416,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return true;}), Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return true;}),
//If strength 0 is shuffled, add hovers or block push to the stick check //If strength 0 is shuffled, add hovers or block push to the stick check
//recoiling to skip swim is possible, but would be a trick //recoiling to skip swim is possible, but would be a trick
Entrance(RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return logic->HasFireSource() || (/*logic->PushedDekuBasementBlock && */logic->CanUse(RG_STICKS));}) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}), Entrance(RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return logic->HasFireSource() || (/*logic->Get(LOGIC_DEKU_TREE_PUSHED_BASEMENT_BLOCK) && */logic->CanUse(RG_STICKS));}) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
}); });
areaTable[RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM] = Region("Deku Tree MQ Outside Boss Room", SCENE_DEKU_TREE, {}, { areaTable[RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM] = Region("Deku Tree MQ Outside Boss Room", SCENE_DEKU_TREE, {}, {
@ -449,11 +449,11 @@ void RegionTable_Init_DekuTree() {
areaTable[RR_DEKU_TREE_BOSS_ROOM] = Region("Deku Tree Boss Room", SCENE_DEKU_TREE_BOSS, { areaTable[RR_DEKU_TREE_BOSS_ROOM] = Region("Deku Tree Boss Room", SCENE_DEKU_TREE_BOSS, {
// Events // Events
EventAccess(&logic->DekuTreeClear, []{return logic->CanKillEnemy(RE_GOHMA);}), EventAccess(LOGIC_DEKU_TREE_CLEAR, []{return logic->CanKillEnemy(RE_GOHMA);}),
}, { }, {
// Locations // Locations
LOCATION(RC_QUEEN_GOHMA, logic->DekuTreeClear), LOCATION(RC_QUEEN_GOHMA, logic->Get(LOGIC_DEKU_TREE_CLEAR)),
LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_HEART, logic->DekuTreeClear), LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_HEART, logic->Get(LOGIC_DEKU_TREE_CLEAR)),
LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_1, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_1, logic->CanCutShrubs()),
LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_2, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_2, logic->CanCutShrubs()),
LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_3, logic->CanCutShrubs()), LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_3, logic->CanCutShrubs()),
@ -465,7 +465,7 @@ void RegionTable_Init_DekuTree() {
}, { }, {
// Exits // Exits
Entrance(RR_DEKU_TREE_BOSS_EXIT, []{return true;}), Entrance(RR_DEKU_TREE_BOSS_EXIT, []{return true;}),
Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return logic->DekuTreeClear;}, false), Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return logic->Get(LOGIC_DEKU_TREE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -24,7 +24,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_LOBBY] = Region("Dodongos Cavern Lobby", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_LOBBY] = Region("Dodongos Cavern Lobby", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return (Here(RR_DODONGOS_CAVERN_LOBBY, []{return logic->CanBreakMudWalls();}) || logic->HasItem(RG_GORONS_BRACELET)) && logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return (Here(RR_DODONGOS_CAVERN_LOBBY, []{return logic->CanBreakMudWalls();}) || logic->HasItem(RG_GORONS_BRACELET)) && logic->CallGossipFairy();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_MAP_CHEST, Here(RR_DODONGOS_CAVERN_LOBBY, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);})), LOCATION(RC_DODONGOS_CAVERN_MAP_CHEST, Here(RR_DODONGOS_CAVERN_LOBBY, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);})),
@ -228,7 +228,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_BOSS_AREA] = Region("Dodongos Cavern Boss Region", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_BOSS_AREA] = Region("Dodongos Cavern Boss Region", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Location //Location
LOCATION(RC_DODONGOS_CAVERN_BEFORE_BOSS_GRASS, logic->CanCutShrubs()), LOCATION(RC_DODONGOS_CAVERN_BEFORE_BOSS_GRASS, logic->CanCutShrubs()),
@ -274,12 +274,12 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET);});}), Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET);});}),
Entrance(RR_DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->CanBreakMudWalls();}) || Here(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER, []{return logic->HasItem(RG_GORONS_BRACELET) && logic->TakeDamage();});}), //strength 1 and bunny speed works too Entrance(RR_DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->CanBreakMudWalls();}) || Here(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER, []{return logic->HasItem(RG_GORONS_BRACELET) && logic->TakeDamage();});}), //strength 1 and bunny speed works too
Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->IsAdult;}), Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->IsAdult;}),
Entrance(RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH, []{return Here(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return logic->HasExplosives() || (logic->ClearMQDCUpperLobbyRocks && logic->HasItem(RG_GORONS_BRACELET) && ((logic->IsAdult && ctx->GetTrickOption(RT_DC_MQ_ADULT_EYES)) || (logic->IsChild && ctx->GetTrickOption(RT_DC_MQ_CHILD_EYES))));});}), Entrance(RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH, []{return Here(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return logic->HasExplosives() || (logic->Get(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS) && logic->HasItem(RG_GORONS_BRACELET) && ((logic->IsAdult && ctx->GetTrickOption(RT_DC_MQ_ADULT_EYES)) || (logic->IsChild && ctx->GetTrickOption(RT_DC_MQ_CHILD_EYES))));});}),
}); });
areaTable[RR_DODONGOS_CAVERN_MQ_GOSSIP_STONE] = Region("Dodongos Cavern MQ Gossip Stone", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_GOSSIP_STONE] = Region("Dodongos Cavern MQ Gossip Stone", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_GOSSIP_STONE, true), LOCATION(RC_DODONGOS_CAVERN_GOSSIP_STONE, true),
@ -292,11 +292,11 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE] = Region("Dodongos Cavern MQ Mouth Side Bridge", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE] = Region("Dodongos Cavern MQ Mouth Side Bridge", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}), EventAccess(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return true;}), Entrance(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER, []{return logic->ClearMQDCUpperLobbyRocks;}), Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER, []{return logic->Get(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS);}),
//Bunny hood jump + jumpslash can also make it directly from the raising platform //Bunny hood jump + jumpslash can also make it directly from the raising platform
Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DC_MQ_CHILD_BOMBS) && logic->CanJumpslashExceptHammer() && logic->TakeDamage());}), //RANDOTODO is this possible with equip swapped hammer? Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DC_MQ_CHILD_BOMBS) && logic->CanJumpslashExceptHammer() && logic->TakeDamage());}), //RANDOTODO is this possible with equip swapped hammer?
//it is possible to use bunny hood speed, hovers and a jumpslash to go between here and the other bridge (included with TORCH_ROOM_LOWER), but this would be a trick //it is possible to use bunny hood speed, hovers and a jumpslash to go between here and the other bridge (included with TORCH_ROOM_LOWER), but this would be a trick
@ -304,7 +304,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER] = Region("Dodongos Cavern MQ Stairs Lower", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER] = Region("Dodongos Cavern MQ Stairs Lower", SCENE_DODONGOS_CAVERN, {
//Events //Events
//EventAccess(&logic->CanClimbDCStairs, []{return logic->HasExplosives || logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_DC_STAIRS_WITH_BOW) && logic->CanUse(RG_FAIRY_BOW));}), //EventAccess(&logic->CanClimbDCStairs, []{return logic->HasExplosives() || logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_DC_STAIRS_WITH_BOW) && logic->CanUse(RG_FAIRY_BOW));}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_STAIRCASE_POT_1, logic->CanBreakPots()), LOCATION(RC_DODONGOS_CAVERN_MQ_STAIRCASE_POT_1, logic->CanBreakPots()),
@ -323,7 +323,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_MUD_WALL] = Region("Dodongos Cavern MQ Stairs Past Mud Wall", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_MUD_WALL] = Region("Dodongos Cavern MQ Stairs Past Mud Wall", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
//EventAccess(&logic->CanClimbDCStairs, []{return logic->HasItem(RG_GORONS_BRACELET) && (logic->CanUse(RG_STICKS));}), //EventAccess(&logic->CanClimbDCStairs, []{return logic->HasItem(RG_GORONS_BRACELET) && (logic->CanUse(RG_STICKS));}),
}, { }, {
//Locations //Locations
@ -372,7 +372,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER] = Region("Dodongos Cavern MQ Torch Puzzle Lower", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER] = Region("Dodongos Cavern MQ Torch Puzzle Lower", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return (((logic->IsAdult /*or bunny hood jump*/) && ctx->GetTrickOption(RT_DC_JUMP)) || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS, []{return (((logic->IsAdult /*or bunny hood jump*/) && ctx->GetTrickOption(RT_DC_JUMP)) || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_STICKS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_MIDDLE_POT, logic->CanUse(RG_BOOMERANG)), LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_MIDDLE_POT, logic->CanUse(RG_BOOMERANG)),
@ -441,7 +441,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER] = Region("Dodongos Cavern MQ Torch Puzzle Upper", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER] = Region("Dodongos Cavern MQ Torch Puzzle Upper", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_ROOM_CHEST, true), LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_ROOM_CHEST, true),
@ -449,7 +449,7 @@ void RegionTable_Init_DodongosCavern() {
LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_MIDDLE_POT, logic->CanBreakPots()), LOCATION(RC_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_MIDDLE_POT, logic->CanBreakPots()),
}, { }, {
//Exits //Exits
Entrance(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return logic->ClearMQDCUpperLobbyRocks;}), Entrance(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return logic->Get(LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS);}),
Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER, []{return true;}), Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM, []{return true;}), Entrance(RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM, []{return true;}),
}); });
@ -542,7 +542,7 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE] = Region("Dodongos Cavern MQ BossArea", SCENE_DODONGOS_CAVERN, { areaTable[RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE] = Region("Dodongos Cavern MQ BossArea", SCENE_DODONGOS_CAVERN, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_GS_BACK_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA) || logic->HasItem(RG_GORONS_BRACELET) || //even if you somehow warp to BACK_BEHIND_FIRE, if you can kill the skull at range, you can get to BEHIND_MOUTH LOCATION(RC_DODONGOS_CAVERN_MQ_GS_BACK_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA) || logic->HasItem(RG_GORONS_BRACELET) || //even if you somehow warp to BACK_BEHIND_FIRE, if you can kill the skull at range, you can get to BEHIND_MOUTH
@ -573,19 +573,19 @@ void RegionTable_Init_DodongosCavern() {
areaTable[RR_DODONGOS_CAVERN_BOSS_ROOM] = Region("Dodongos Cavern Boss Room", SCENE_DODONGOS_CAVERN_BOSS, { areaTable[RR_DODONGOS_CAVERN_BOSS_ROOM] = Region("Dodongos Cavern Boss Room", SCENE_DODONGOS_CAVERN_BOSS, {
// Events // Events
// Blue Fire Arrows need similar accuracy as hammer trick, only put in logic when both hammer & blue fire tricks enabled // Blue Fire Arrows need similar accuracy as hammer trick, only put in logic when both hammer & blue fire tricks enabled
EventAccess(&logic->DodongosCavernClear, []{return Here(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return logic->HasExplosives() || EventAccess(LOGIC_DODONGOS_CAVERN_CLEAR, []{return Here(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return logic->HasExplosives() ||
(ctx->GetTrickOption(RT_DC_HAMMER_FLOOR) ? logic->CanUse(RG_MEGATON_HAMMER) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->BlueFire()) : (ctx->GetTrickOption(RT_DC_HAMMER_FLOOR) ? logic->CanUse(RG_MEGATON_HAMMER) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->BlueFire()) :
ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE));}) ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE));})
&& logic->CanKillEnemy(RE_KING_DODONGO);}), && logic->CanKillEnemy(RE_KING_DODONGO);}),
}, { }, {
// Locations // Locations
LOCATION(RC_DODONGOS_CAVERN_BOSS_ROOM_CHEST, true), LOCATION(RC_DODONGOS_CAVERN_BOSS_ROOM_CHEST, true),
LOCATION(RC_DODONGOS_CAVERN_KING_DODONGO_HEART, logic->DodongosCavernClear), LOCATION(RC_DODONGOS_CAVERN_KING_DODONGO_HEART, logic->Get(LOGIC_DODONGOS_CAVERN_CLEAR)),
LOCATION(RC_KING_DODONGO, logic->DodongosCavernClear), LOCATION(RC_KING_DODONGO, logic->Get(LOGIC_DODONGOS_CAVERN_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_DODONGOS_CAVERN_BOSS_EXIT, []{return true;}), Entrance(RR_DODONGOS_CAVERN_BOSS_EXIT, []{return true;}),
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return logic->DodongosCavernClear;}, false), Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return logic->Get(LOGIC_DODONGOS_CAVERN_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -20,14 +20,14 @@ void RegionTable_Init_FireTemple() {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}), Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return logic->FireTimer() >= 24;}), Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return logic->FireTimer() >= 24;}),
Entrance(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return Here(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && (logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked);}), Entrance(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return Here(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}) && (logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked());}),
Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return true;}), Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 2) && logic->FireTimer() >= 24;}), Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 2) && logic->FireTimer() >= 24;}),
}); });
areaTable[RR_FIRE_TEMPLE_NEAR_BOSS_ROOM] = Region("Fire Temple Near Boss Room", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_NEAR_BOSS_ROOM] = Region("Fire Temple Near Boss Room", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}), EventAccess(LOGIC_FAIRY_POT, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_NEAR_BOSS_CHEST, true), LOCATION(RC_FIRE_TEMPLE_NEAR_BOSS_CHEST, true),
@ -43,7 +43,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", SCENE_FIRE_TEMPLE, {}, {}, { areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked;}), Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked();}),
Entrance(RR_FIRE_TEMPLE_LOOP_TILES, []{return Here(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return logic->CanKillEnemy(RE_TORCH_SLUG) && logic->CanKillEnemy(RE_FIRE_KEESE);});}), Entrance(RR_FIRE_TEMPLE_LOOP_TILES, []{return Here(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return logic->CanKillEnemy(RE_TORCH_SLUG) && logic->CanKillEnemy(RE_FIRE_KEESE);});}),
}); });
@ -67,11 +67,11 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH] = Region("Fire Temple Loop Hammer Switch", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH] = Region("Fire Temple Loop Hammer Switch", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->FireLoopSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_FIRE_LOOP_SWITCH, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_LOOP_FLARE_DANCER, []{return true;}), Entrance(RR_FIRE_TEMPLE_LOOP_FLARE_DANCER, []{return true;}),
Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->FireLoopSwitch;}), Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->Get(LOGIC_FIRE_LOOP_SWITCH);}),
}); });
areaTable[RR_FIRE_TEMPLE_LOOP_GORON_ROOM] = Region("Fire Temple Loop Goron Room", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_LOOP_GORON_ROOM] = Region("Fire Temple Loop Goron Room", SCENE_FIRE_TEMPLE, {}, {
@ -79,14 +79,14 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_BOSS_KEY_CHEST, true), LOCATION(RC_FIRE_TEMPLE_BOSS_KEY_CHEST, true),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH, []{return logic->FireLoopSwitch;}), Entrance(RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH, []{return logic->Get(LOGIC_FIRE_LOOP_SWITCH);}),
Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return logic->FireLoopSwitch;}), Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return logic->Get(LOGIC_FIRE_LOOP_SWITCH);}),
}); });
areaTable[RR_FIRE_TEMPLE_LOOP_EXIT] = Region("Fire Temple Loop Exit", SCENE_FIRE_TEMPLE, {}, {}, { areaTable[RR_FIRE_TEMPLE_LOOP_EXIT] = Region("Fire Temple Loop Exit", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return true;}), Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->FireLoopSwitch;}), Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->Get(LOGIC_FIRE_LOOP_SWITCH);}),
}); });
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM] = Region("Fire Temple Big Lava Room", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM] = Region("Fire Temple Big Lava Room", SCENE_FIRE_TEMPLE, {}, {
@ -373,7 +373,7 @@ void RegionTable_Init_FireTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_LIKE_LIKE);});}), Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_LIKE_LIKE);});}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->OpenedLowestGoronCage;}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->Get(LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", SCENE_FIRE_TEMPLE, {}, {
@ -387,7 +387,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_MQ_LOOP_KNUCKLE_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)), LOCATION(RC_FIRE_TEMPLE_MQ_LOOP_KNUCKLE_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
@ -416,11 +416,11 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->OpenedLowestGoronCage, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return true;}), Entrance(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->OpenedLowestGoronCage;}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->Get(LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE] = Region("Fire Temple MQ Map Room Cage", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE] = Region("Fire Temple MQ Map Room Cage", SCENE_FIRE_TEMPLE, {}, {
@ -428,8 +428,8 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_MQ_MAP_CHEST, true), LOCATION(RC_FIRE_TEMPLE_MQ_MAP_CHEST, true),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH, []{return logic->OpenedLowestGoronCage;}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH, []{return logic->Get(LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE);}),
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return logic->OpenedLowestGoronCage;}), Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return logic->Get(LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM] = Region("Fire Temple MQ Near Boss Room", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM] = Region("Fire Temple MQ Near Boss Room", SCENE_FIRE_TEMPLE, {}, {
@ -444,7 +444,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return true;}), Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return true;}),
//Child cannot make it to the north side torches without a hook without specifically bunny hood speed + hover boots //Child cannot make it to the north side torches without a hook without specifically bunny hood speed + hover boots
Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH, []{return logic->FireTimer() > 32 && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)));}), Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH, []{return logic->FireTimer() > 32 && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)));}),
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->HitFireTemplePlatform) || (logic->HitFireTemplePlatform && logic->CanUse(RG_HOVER_BOOTS)));}), Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->Get(LOGIC_FIRE_HIT_PLATFORM)) || (logic->Get(LOGIC_FIRE_HIT_PLATFORM) && logic->CanUse(RG_HOVER_BOOTS)));}),
}); });
//This room assumes tunic logic is handled on entry. //This room assumes tunic logic is handled on entry.
@ -491,7 +491,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM] = Region("Fire Temple MQ Torch Firewall Room", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM] = Region("Fire Temple MQ Torch Firewall Room", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_HOOKSHOT);}), EventAccess(LOGIC_FAIRY_POT, []{return logic->CanUse(RG_HOOKSHOT);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_MQ_BOSS_KEY_CHEST, logic->CanUse(RG_HOOKSHOT)), LOCATION(RC_FIRE_TEMPLE_MQ_BOSS_KEY_CHEST, logic->CanUse(RG_HOOKSHOT)),
@ -518,7 +518,7 @@ void RegionTable_Init_FireTemple() {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, []{return (logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)) || (ctx->GetTrickOption(RT_FIRE_MQ_CLIMB) && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, []{return (logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)) || (ctx->GetTrickOption(RT_FIRE_MQ_CLIMB) && logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM, []{return logic->CanUse(RG_GORON_TUNIC);}), Entrance(RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM, []{return logic->CanUse(RG_GORON_TUNIC);}),
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->OpenedUpperFireShortcut;}), Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE] = Region("Fire Temple MQ Lower Maze", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE] = Region("Fire Temple MQ Lower Maze", SCENE_FIRE_TEMPLE, {}, {
@ -576,26 +576,26 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT] = Region("Fire Temple MQ Maze Shortcut", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT] = Region("Fire Temple MQ Maze Shortcut", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->OpenedUpperFireShortcut, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_FIRE_OPENED_UPPER_SHORTCUT, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return true;}), Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->OpenedUpperFireShortcut;}), Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE] = Region("Fire Temple MQ Maze Shortcut Cage", SCENE_FIRE_TEMPLE, {}, { areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE] = Region("Fire Temple MQ Maze Shortcut Cage", SCENE_FIRE_TEMPLE, {}, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_MQ_COMPASS_CHEST, logic->OpenedUpperFireShortcut;), LOCATION(RC_FIRE_TEMPLE_MQ_COMPASS_CHEST, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT);),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_1, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_1, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_2, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_2, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_3, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_3, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_4, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_4, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_5, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_5, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_6, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()), LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_6, logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT) && logic->CanBreakCrates()),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT, []{return logic->OpenedUpperFireShortcut;}), Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT, []{return logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT);}),
Entrance(RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM, []{return logic->OpenedUpperFireShortcut;}), Entrance(RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM, []{return logic->Get(LOGIC_FIRE_OPENED_UPPER_SHORTCUT);}),
}); });
@ -614,7 +614,7 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM] = Region("Fire Temple MQ Narrow Path Room", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM] = Region("Fire Temple MQ Narrow Path Room", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_FIRE_TEMPLE_MQ_ABOVE_LAVA_POT_1, logic->CanBreakPots()), LOCATION(RC_FIRE_TEMPLE_MQ_ABOVE_LAVA_POT_1, logic->CanBreakPots()),
@ -655,18 +655,18 @@ void RegionTable_Init_FireTemple() {
LOCATION(RC_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE_EAST_POT, logic->CanBreakPots()), LOCATION(RC_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE_EAST_POT, logic->CanBreakPots()),
}, { }, {
//Exits //Exits
Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM, []{return logic->HitFireTemplePlatform;}), Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM, []{return logic->Get(LOGIC_FIRE_HIT_PLATFORM);}),
Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return true;}), Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS, []{return logic->IsAdult || logic->CanUse(RG_SONG_OF_TIME) || logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS, []{return logic->IsAdult || logic->CanUse(RG_SONG_OF_TIME) || logic->CanUse(RG_HOVER_BOOTS);}),
//Hover boots get there via the platforms //Hover boots get there via the platforms
Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}), Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return logic->OpenedFireMQFireMazeDoor;}), Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return logic->Get(LOGIC_FIRE_MQ_OPENED_FIRE_MAZE_DOOR);}),
}); });
areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS] = Region("Fire Temple MQ Fire Maze Platforms", SCENE_FIRE_TEMPLE, { areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS] = Region("Fire Temple MQ Fire Maze Platforms", SCENE_FIRE_TEMPLE, {
//Events //Events
EventAccess(&logic->HitFireTemplePlatform, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_FIRE_HIT_PLATFORM, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->OpenedFireMQFireMazeDoor, []{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}), EventAccess(LOGIC_FIRE_MQ_OPENED_FIRE_MAZE_DOOR, []{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}),
}, {}, { }, {}, {
Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return true;}), Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return logic->CanUse(RG_SONG_OF_TIME) || logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return logic->CanUse(RG_SONG_OF_TIME) || logic->CanUse(RG_HOVER_BOOTS);}),
@ -744,15 +744,15 @@ void RegionTable_Init_FireTemple() {
areaTable[RR_FIRE_TEMPLE_BOSS_ROOM] = Region("Fire Temple Boss Room", SCENE_FIRE_TEMPLE_BOSS, { areaTable[RR_FIRE_TEMPLE_BOSS_ROOM] = Region("Fire Temple Boss Room", SCENE_FIRE_TEMPLE_BOSS, {
// Events // Events
EventAccess(&logic->FireTempleClear, []{return logic->FireTimer() >= 64 && logic->CanKillEnemy(RE_VOLVAGIA);}), EventAccess(LOGIC_FIRE_TEMPLE_CLEAR, []{return logic->FireTimer() >= 64 && logic->CanKillEnemy(RE_VOLVAGIA);}),
}, { }, {
// Locations // Locations
LOCATION(RC_FIRE_TEMPLE_VOLVAGIA_HEART, logic->FireTempleClear), LOCATION(RC_FIRE_TEMPLE_VOLVAGIA_HEART, logic->Get(LOGIC_FIRE_TEMPLE_CLEAR)),
LOCATION(RC_VOLVAGIA, logic->FireTempleClear), LOCATION(RC_VOLVAGIA, logic->Get(LOGIC_FIRE_TEMPLE_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_DMC_CENTRAL_LOCAL, []{return logic->FireTempleClear;}, false), Entrance(RR_DMC_CENTRAL_LOCAL, []{return logic->Get(LOGIC_FIRE_TEMPLE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -34,7 +34,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_LOBBY] = Region("Forest Temple Lobby", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_LOBBY] = Region("Forest Temple Lobby", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleMeg, []{return logic->ForestTempleJoelle && logic->ForestTempleBeth && logic->ForestTempleAmy && logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_MEG, []{return logic->Get(LOGIC_FOREST_JOELLE) && logic->Get(LOGIC_FOREST_BETH) && logic->Get(LOGIC_FOREST_AMY) && logic->CanKillEnemy(RE_MEG);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_GS_LOBBY, logic->HookshotOrBoomerang()), LOCATION(RC_FOREST_TEMPLE_GS_LOBBY, logic->HookshotOrBoomerang()),
@ -52,7 +52,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT);}), Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT);}),
Entrance(RR_FOREST_TEMPLE_WEST_CORRIDOR, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}), Entrance(RR_FOREST_TEMPLE_WEST_CORRIDOR, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}),
Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return false;}), Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return false;}),
Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return logic->ForestTempleMeg;}), Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return logic->Get(LOGIC_FOREST_MEG);}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
}); });
@ -64,7 +64,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_LOWER_STALFOS] = Region("Forest Temple Lower Stalfos", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_LOWER_STALFOS] = Region("Forest Temple Lower Stalfos", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_FIRST_STALFOS_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)), LOCATION(RC_FOREST_TEMPLE_FIRST_STALFOS_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)),
@ -77,8 +77,8 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER] = Region("Forest Temple NW Outdoors Lower", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER] = Region("Forest Temple NW Outdoors Lower", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_GS_LEVEL_ISLAND_COURTYARD, logic->CanUse(RG_LONGSHOT) || Here(RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER, []{return logic->HookshotOrBoomerang();})), LOCATION(RC_FOREST_TEMPLE_GS_LEVEL_ISLAND_COURTYARD, logic->CanUse(RG_LONGSHOT) || Here(RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER, []{return logic->HookshotOrBoomerang();})),
@ -95,8 +95,8 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER] = Region("Forest Temple NW Outdoors Upper", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER] = Region("Forest Temple NW Outdoors Upper", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_COURTYARD_RIGHT_HEART, true), LOCATION(RC_FOREST_TEMPLE_COURTYARD_RIGHT_HEART, true),
@ -111,8 +111,8 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER] = Region("Forest Temple NE Outdoors Lower", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER] = Region("Forest Temple NE Outdoors Lower", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_RAISED_ISLAND_COURTYARD_CHEST, logic->CanUse(RG_HOOKSHOT) || HasAccessTo(RR_FOREST_TEMPLE_FALLING_ROOM) || (HasAccessTo(RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER) && logic->IsAdult && ctx->GetTrickOption(RT_FOREST_OUTDOORS_LEDGE) && logic->CanUse(RG_HOVER_BOOTS))), LOCATION(RC_FOREST_TEMPLE_RAISED_ISLAND_COURTYARD_CHEST, logic->CanUse(RG_HOOKSHOT) || HasAccessTo(RR_FOREST_TEMPLE_FALLING_ROOM) || (HasAccessTo(RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER) && logic->IsAdult && ctx->GetTrickOption(RT_FOREST_OUTDOORS_LEDGE) && logic->CanUse(RG_HOVER_BOOTS))),
@ -127,8 +127,8 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER] = Region("Forest Temple NE Outdoors Upper", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER] = Region("Forest Temple NE Outdoors Upper", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return true;}), Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return true;}),
@ -203,10 +203,10 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_RED_POE_ROOM] = Region("Forest Temple Red Poe Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_RED_POE_ROOM] = Region("Forest Temple Red Poe Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleJoelle, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_JOELLE, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_RED_POE_CHEST, logic->ForestTempleJoelle), LOCATION(RC_FOREST_TEMPLE_RED_POE_CHEST, logic->Get(LOGIC_FOREST_JOELLE)),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}), Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
@ -228,10 +228,10 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_BLUE_POE_ROOM] = Region("Forest Temple Blue Poe Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_BLUE_POE_ROOM] = Region("Forest Temple Blue Poe Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleBeth, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_BETH, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_BLUE_POE_CHEST, logic->ForestTempleBeth), LOCATION(RC_FOREST_TEMPLE_BLUE_POE_CHEST, logic->Get(LOGIC_FOREST_BETH)),
LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_2, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_2, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_3, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_BLUE_POE_POT_3, logic->CanBreakPots()),
@ -274,7 +274,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_GREEN_POE_ROOM] = Region("Forest Temple Green Poe Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_GREEN_POE_ROOM] = Region("Forest Temple Green Poe Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleAmy, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_AMY, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_GREEN_POE_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_GREEN_POE_POT_1, logic->CanBreakPots()),
@ -282,7 +282,7 @@ void RegionTable_Init_ForestTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return true;}), Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return true;}),
Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return logic->ForestTempleAmy;}), Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return logic->Get(LOGIC_FOREST_AMY);}),
}); });
areaTable[RR_FOREST_TEMPLE_EAST_CORRIDOR] = Region("Forest Temple East Corridor", SCENE_FOREST_TEMPLE, {}, {}, { areaTable[RR_FOREST_TEMPLE_EAST_CORRIDOR] = Region("Forest Temple East Corridor", SCENE_FOREST_TEMPLE, {}, {}, {
@ -318,7 +318,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_CENTRAL_AREA] = Region("Forest Temple MQ Central Region", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_CENTRAL_AREA] = Region("Forest Temple MQ Central Region", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleMeg, []{return logic->ForestTempleJoelle && logic->ForestTempleBeth && logic->ForestTempleAmy && logic->CanKillEnemy(RE_MEG);}), EventAccess(LOGIC_FOREST_MEG, []{return logic->Get(LOGIC_FOREST_JOELLE) && logic->Get(LOGIC_FOREST_BETH) && logic->Get(LOGIC_FOREST_AMY) && logic->CanKillEnemy(RE_MEG);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_LOBBY_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_LOBBY_POT_1, logic->CanBreakPots()),
@ -334,50 +334,50 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS, []{return logic->CanHitEyeTargets();}), Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS, []{return logic->CanHitEyeTargets();}),
Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, []{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}), Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, []{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}),
//implies the other 3 poes //implies the other 3 poes
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->ForestTempleMeg;}), Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->Get(LOGIC_FOREST_MEG);}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM] = Region("Forest Temple MQ Wolfos Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM] = Region("Forest Temple MQ Wolfos Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
EventAccess(&logic->ForestClearBelowBowChest, []{return logic->CanKillEnemy(RE_WOLFOS);}), EventAccess(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH, []{return logic->CanKillEnemy(RE_WOLFOS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_CHEST, logic->ForestClearBelowBowChest), LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_CHEST, logic->Get(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH)),
LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_POT_2, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_WOLFOS_POT_2, logic->CanBreakPots()),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->ForestClearBelowBowChest && (logic->IsChild || logic->CanUse(RG_SONG_OF_TIME));}), Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->Get(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH) && (logic->IsChild || logic->CanUse(RG_SONG_OF_TIME));}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE] = Region("Forest Temple MQ Lower Block Puzzle", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE] = Region("Forest Temple MQ Lower Block Puzzle", SCENE_FOREST_TEMPLE, {
//longshot is capable of hitting the switch, but some invisible collision makes the shot harder than you would think, so it may be trickworthy //longshot is capable of hitting the switch, but some invisible collision makes the shot harder than you would think, so it may be trickworthy
EventAccess(&logic->MQForestBlockRoomTargets, []{return (ctx->GetTrickOption(RT_FOREST_MQ_BLOCK_PUZZLE) && logic->CanUse(RG_BOMBCHU_5));}), EventAccess(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS, []{return (ctx->GetTrickOption(RT_FOREST_MQ_BLOCK_PUZZLE) && logic->CanUse(RG_BOMBCHU_5));}),
//It is barely possible to get this as child with master + hovers, but it's tight without bunny speed //It is barely possible to get this as child with master + hovers, but it's tight without bunny speed
EventAccess(&logic->ForestCanTwistHallway, []{return (ctx->GetTrickOption(RT_FOREST_MQ_JS_HALLWAY_SWITCH) && logic->CanUse(RG_HOVER_BOOTS) && (logic->IsAdult && logic->CanJumpslash()) || (logic->CanUse(RG_STICKS) || logic->CanUse(RG_BIGGORON_SWORD) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_MASTER_SWORD)))) || (ctx->GetTrickOption(RT_FOREST_MQ_RANG_HALLWAY_SWITCH) && logic->CanUse(RG_BOOMERANG)) || (ctx->GetTrickOption(RT_FOREST_MQ_HOOKSHOT_HALLWAY_SWITCH) && logic->CanUse(RG_HOOKSHOT));}), EventAccess(LOGIC_FOREST_CAN_TWIST_HALLWAY, []{return (ctx->GetTrickOption(RT_FOREST_MQ_JS_HALLWAY_SWITCH) && logic->CanUse(RG_HOVER_BOOTS) && (logic->IsAdult && logic->CanJumpslash()) || (logic->CanUse(RG_STICKS) || logic->CanUse(RG_BIGGORON_SWORD) || (logic->Get(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS) && logic->CanUse(RG_MASTER_SWORD)))) || (ctx->GetTrickOption(RT_FOREST_MQ_RANG_HALLWAY_SWITCH) && logic->CanUse(RG_BOOMERANG)) || (ctx->GetTrickOption(RT_FOREST_MQ_HOOKSHOT_HALLWAY_SWITCH) && logic->CanUse(RG_HOOKSHOT));}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_GS_BLOCK_PUSH_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)), LOCATION(RC_FOREST_TEMPLE_MQ_GS_BLOCK_PUSH_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}), Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return Here(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->CanKillEnemy(RE_STALFOS);});}),
Entrance(RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE, []{return logic->HasItem(RG_GORONS_BRACELET) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}), Entrance(RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE, []{return logic->HasItem(RG_GORONS_BRACELET) || (logic->Get(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS) && logic->CanUse(RG_HOOKSHOT));}),
//Assumes RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE access //Assumes RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE access
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}), Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->Get(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS) && logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->ForestCanTwistHallway && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->Get(LOGIC_FOREST_CAN_TWIST_HALLWAY) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE] = Region("Forest Temple MQ Middle Block Puzzle", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE] = Region("Forest Temple MQ Middle Block Puzzle", SCENE_FOREST_TEMPLE, {
//longshot is capable of hitting the switch, but some invisible collision makes the shot more annoying than you would think, so it may be trickworthy //longshot is capable of hitting the switch, but some invisible collision makes the shot more annoying than you would think, so it may be trickworthy
EventAccess(&logic->MQForestBlockRoomTargets, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_LONGSHOT));}), EventAccess(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_LONGSHOT));}),
EventAccess(&logic->ForestCanTwistHallway, []{return ctx->GetTrickOption(RT_FOREST_MQ_JS_HALLWAY_SWITCH) && (logic->IsAdult && logic->CanJumpslash()) || (logic->CanUse(RG_HOVER_BOOTS) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_BIGGORON_SWORD) || logic->CanUse(RG_MASTER_SWORD)));}), EventAccess(LOGIC_FOREST_CAN_TWIST_HALLWAY, []{return ctx->GetTrickOption(RT_FOREST_MQ_JS_HALLWAY_SWITCH) && (logic->IsAdult && logic->CanJumpslash()) || (logic->CanUse(RG_HOVER_BOOTS) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_BIGGORON_SWORD) || logic->CanUse(RG_MASTER_SWORD)));}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, []{return true;}), Entrance(RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE, []{return true;}),
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->MQForestBlockRoomTargets && logic->CanUse(RG_HOOKSHOT));}), Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return (logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || (logic->Get(LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS) && logic->CanUse(RG_HOOKSHOT));}),
//Hammer cannot recoil from here, but can make the jump forwards with a hammer jumpslash as adult //Hammer cannot recoil from here, but can make the jump forwards with a hammer jumpslash as adult
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->ForestCanTwistHallway && logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_FOREST_OUTSIDE_BACKDOOR) && (logic->CanJumpslashExceptHammer() || (logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER))));}), Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->Get(LOGIC_FOREST_CAN_TWIST_HALLWAY) && logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_FOREST_OUTSIDE_BACKDOOR) && (logic->CanJumpslashExceptHammer() || (logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER))));}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE] = Region("Forest Temple MQ After Block Puzzle", SCENE_FOREST_TEMPLE, {}, { areaTable[RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE] = Region("Forest Temple MQ After Block Puzzle", SCENE_FOREST_TEMPLE, {}, {
@ -386,7 +386,7 @@ void RegionTable_Init_ForestTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}), Entrance(RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->ForestCanTwistHallway && logic->SmallKeys(RR_FOREST_TEMPLE, 4);}), Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->Get(LOGIC_FOREST_CAN_TWIST_HALLWAY) && logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
//!QUANTUM LOGIC! //!QUANTUM LOGIC!
//As there is no way in default logic to reach the other possible key use without going through RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, this is logically safe for now //As there is no way in default logic to reach the other possible key use without going through RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, this is logically safe for now
//Breaks if there's any other way to RR_FOREST_TEMPLE_MQ_FALLING_ROOM than going through the eye targets in RR_FOREST_TEMPLE_MQ_CENTRAL_AREA //Breaks if there's any other way to RR_FOREST_TEMPLE_MQ_FALLING_ROOM than going through the eye targets in RR_FOREST_TEMPLE_MQ_CENTRAL_AREA
@ -408,7 +408,7 @@ void RegionTable_Init_ForestTemple() {
}); });
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", SCENE_FOREST_TEMPLE, {
EventAccess(&logic->ForestCanTwistHallway, []{return logic->CanHitSwitch();}), EventAccess(LOGIC_FOREST_CAN_TWIST_HALLWAY, []{return logic->CanHitSwitch();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_REDEAD_CHEST, logic->CanKillEnemy(RE_REDEAD)), LOCATION(RC_FOREST_TEMPLE_MQ_REDEAD_CHEST, logic->CanKillEnemy(RE_REDEAD)),
@ -440,8 +440,8 @@ void RegionTable_Init_ForestTemple() {
//The well only coniders the eye target here because the eye target is a temp flag, making it unwieldy to use as an EventAccess to make it it's own room //The well only coniders the eye target here because the eye target is a temp flag, making it unwieldy to use as an EventAccess to make it it's own room
areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS] = Region("Forest Temple MQ NE Outdoors", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS] = Region("Forest Temple MQ NE Outdoors", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_WELL_CHEST, logic->CanHitEyeTargets() || (logic->CanOpenUnderwaterChest() && logic->WaterTimer() >= 8)), LOCATION(RC_FOREST_TEMPLE_MQ_WELL_CHEST, logic->CanHitEyeTargets() || (logic->CanOpenUnderwaterChest() && logic->WaterTimer() >= 8)),
@ -483,10 +483,10 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_JOELLE_ROOM] = Region("Forest Temple MQ Joelle room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_JOELLE_ROOM] = Region("Forest Temple MQ Joelle room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleJoelle, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_JOELLE, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_MAP_CHEST, logic->ForestTempleJoelle), LOCATION(RC_FOREST_TEMPLE_MQ_MAP_CHEST, logic->Get(LOGIC_FOREST_JOELLE)),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}), Entrance(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
@ -496,26 +496,26 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM] = Region("Forest Temple MQ 3 Stalfos Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM] = Region("Forest Temple MQ 3 Stalfos Room", SCENE_FOREST_TEMPLE, {
//Events //Events
//technically happens in RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM, but the way this room blocks the hole means it cannot be logical to do anything else there. //technically happens in RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM, but the way this room blocks the hole means it cannot be logical to do anything else there.
EventAccess(&logic->ForestClearBelowBowChest, []{return logic->CanKillEnemy(RE_WOLFOS);}), EventAccess(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH, []{return logic->CanKillEnemy(RE_WOLFOS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BOW_CHEST, logic->ForestClearBelowBowChest && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3)), LOCATION(RC_FOREST_TEMPLE_MQ_BOW_CHEST, logic->Get(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3)),
LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_2, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_2, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_3, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_3, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_4, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_UPPER_STALFOS_POT_4, logic->CanBreakPots()),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->ForestClearBelowBowChest && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}), Entrance(RR_FOREST_TEMPLE_MQ_JOELLE_ROOM, []{return logic->Get(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}),
Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->ForestClearBelowBowChest && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}), Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->Get(LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_BETH_ROOM] = Region("Forest Temple MQ Beth Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_BETH_ROOM] = Region("Forest Temple MQ Beth Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleBeth, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_BETH, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_COMPASS_CHEST, logic->ForestTempleBeth), LOCATION(RC_FOREST_TEMPLE_MQ_COMPASS_CHEST, logic->Get(LOGIC_FOREST_BETH)),
LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_2, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_2, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_3, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_BLUE_POE_POT_3, logic->CanBreakPots()),
@ -552,29 +552,29 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_AMY_ROOM] = Region("Forest Temple MQ Amy Room", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_AMY_ROOM] = Region("Forest Temple MQ Amy Room", SCENE_FOREST_TEMPLE, {
//Events //Events
EventAccess(&logic->ForestTempleAmy, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_FOREST_AMY, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_GREEN_POE_POT_1, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_GREEN_POE_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_GREEN_POE_POT_2, logic->CanBreakPots()), LOCATION(RC_FOREST_TEMPLE_MQ_GREEN_POE_POT_2, logic->CanBreakPots()),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->ForestTempleAmy;}), Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->Get(LOGIC_FOREST_AMY);}),
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return true;}), Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return true;}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT] = Region("Forest Temple MQ Basement", SCENE_FOREST_TEMPLE, { areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT] = Region("Forest Temple MQ Basement", SCENE_FOREST_TEMPLE, {
//Events //Events
//Implies CanHitSwitch() //Implies CanHitSwitch()
EventAccess(&logic->ForestOpenBossCorridor, []{return logic->CanHitEyeTargets();}), EventAccess(LOGIC_FOREST_OPEN_BOSS_CORRIDOR, []{return logic->CanHitEyeTargets();}),
}, { }, {
//Locations //Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BASEMENT_CHEST, true), LOCATION(RC_FOREST_TEMPLE_MQ_BASEMENT_CHEST, true),
}, { }, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->ForestTempleMeg;}), Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->Get(LOGIC_FOREST_MEG);}),
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage();}), Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage();}),
Entrance(RR_FOREST_TEMPLE_MQ_BOSS_REGION, []{return logic->ForestOpenBossCorridor;}), Entrance(RR_FOREST_TEMPLE_MQ_BOSS_REGION, []{return logic->Get(LOGIC_FOREST_OPEN_BOSS_CORRIDOR);}),
}); });
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM] = Region("Forest Temple MQ Basement Pot Room", SCENE_FOREST_TEMPLE, {}, { areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM] = Region("Forest Temple MQ Basement Pot Room", SCENE_FOREST_TEMPLE, {}, {
@ -590,7 +590,7 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_MQ_BOSS_REGION] = Region("Forest Temple MQ Boss Region", SCENE_FOREST_TEMPLE, {}, {}, { areaTable[RR_FOREST_TEMPLE_MQ_BOSS_REGION] = Region("Forest Temple MQ Boss Region", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits //Exits
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->ForestOpenBossCorridor;}), Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->Get(LOGIC_FOREST_OPEN_BOSS_CORRIDOR);}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return true;}), Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
}); });
@ -606,15 +606,15 @@ void RegionTable_Init_ForestTemple() {
areaTable[RR_FOREST_TEMPLE_BOSS_ROOM] = Region("Forest Temple Boss Room", SCENE_FOREST_TEMPLE_BOSS, { areaTable[RR_FOREST_TEMPLE_BOSS_ROOM] = Region("Forest Temple Boss Room", SCENE_FOREST_TEMPLE_BOSS, {
// Events // Events
EventAccess(&logic->ForestTempleClear, []{return logic->CanKillEnemy(RE_PHANTOM_GANON);}), EventAccess(LOGIC_FOREST_TEMPLE_CLEAR, []{return logic->CanKillEnemy(RE_PHANTOM_GANON);}),
}, { }, {
// Locations // Locations
LOCATION(RC_FOREST_TEMPLE_PHANTOM_GANON_HEART, logic->ForestTempleClear), LOCATION(RC_FOREST_TEMPLE_PHANTOM_GANON_HEART, logic->Get(LOGIC_FOREST_TEMPLE_CLEAR)),
LOCATION(RC_PHANTOM_GANON, logic->ForestTempleClear), LOCATION(RC_PHANTOM_GANON, logic->Get(LOGIC_FOREST_TEMPLE_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_SACRED_FOREST_MEADOW, []{return logic->ForestTempleClear;}, false), Entrance(RR_SACRED_FOREST_MEADOW, []{return logic->Get(LOGIC_FOREST_TEMPLE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -35,7 +35,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_DEKU_SCRUBS] = Region("Ganon's Castle Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_DEKU_SCRUBS] = Region("Ganon's Castle Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_DEKU_SCRUB_CENTER_LEFT, logic->CanStunDeku()), LOCATION(RC_GANONS_CASTLE_DEKU_SCRUB_CENTER_LEFT, logic->CanStunDeku()),
@ -54,7 +54,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_FOREST_TRIAL] = Region("Ganon's Castle Forest Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_FOREST_TRIAL] = Region("Ganon's Castle Forest Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ForestTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_DINS_FIRE));}), EventAccess(LOGIC_FOREST_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_DINS_FIRE));}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_FOREST_TRIAL_CHEST, logic->CanKillEnemy(RE_WOLFOS)), LOCATION(RC_GANONS_CASTLE_FOREST_TRIAL_CHEST, logic->CanKillEnemy(RE_WOLFOS)),
@ -64,7 +64,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_FIRE_TRIAL] = Region("Ganon's Castle Fire Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_FIRE_TRIAL] = Region("Ganon's Castle Fire Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->FireTrialClear, []{return logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_LONGSHOT);}), EventAccess(LOGIC_FIRE_TRIAL_CLEAR, []{return logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_LONGSHOT);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_FIRE_TRIAL_POT_1, logic->CanBreakPots() && logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->CanUse(RG_LONGSHOT)), LOCATION(RC_GANONS_CASTLE_FIRE_TRIAL_POT_1, logic->CanBreakPots() && logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->CanUse(RG_LONGSHOT)),
@ -74,9 +74,9 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_WATER_TRIAL] = Region("Ganon's Castle Water Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_WATER_TRIAL] = Region("Ganon's Castle Water Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->BlueFireAccess, []{return true;}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return true;}),
EventAccess(&logic->FairyPot, []{return logic->BlueFire() && logic->CanKillEnemy(RE_FREEZARD);}), EventAccess(LOGIC_FAIRY_POT, []{return logic->BlueFire() && logic->CanKillEnemy(RE_FREEZARD);}),
EventAccess(&logic->WaterTrialClear, []{return logic->BlueFire() && logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_WATER_TRIAL_CLEAR, []{return logic->BlueFire() && logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_LIGHT_ARROWS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_WATER_TRIAL_LEFT_CHEST, true), LOCATION(RC_GANONS_CASTLE_WATER_TRIAL_LEFT_CHEST, true),
@ -88,7 +88,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_SHADOW_TRIAL] = Region("Ganon's Castle Shadow Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_SHADOW_TRIAL] = Region("Ganon's Castle Shadow Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ShadowTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_MEGATON_HAMMER) && ((logic->CanUse(RG_FIRE_ARROWS) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))) || (logic->CanUse(RG_LONGSHOT) && (logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_DINS_FIRE) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))))));}), EventAccess(LOGIC_SHADOW_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_MEGATON_HAMMER) && ((logic->CanUse(RG_FIRE_ARROWS) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))) || (logic->CanUse(RG_LONGSHOT) && (logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_DINS_FIRE) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))))));}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_SHADOW_TRIAL_FRONT_CHEST, logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SONG_OF_TIME) || logic->IsChild), LOCATION(RC_GANONS_CASTLE_SHADOW_TRIAL_FRONT_CHEST, logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SONG_OF_TIME) || logic->IsChild),
@ -104,8 +104,8 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_SPIRIT_TRIAL] = Region("Ganon's Castle Spirit Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_SPIRIT_TRIAL] = Region("Ganon's Castle Spirit Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->NutPot, []{return ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_BOMBCHU_5) && logic->CanUse(RG_FAIRY_BOW) && (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)));}), EventAccess(LOGIC_NUT_POT, []{return ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_BOMBCHU_5) && logic->CanUse(RG_FAIRY_BOW) && (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)));}),
EventAccess(&logic->SpiritTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_MIRROR_SHIELD) || ctx->GetOption(RSK_SUNLIGHT_ARROWS)) && logic->CanUse(RG_BOMBCHU_5) && ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT));}), EventAccess(LOGIC_SPIRIT_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_MIRROR_SHIELD) || ctx->GetOption(RSK_SUNLIGHT_ARROWS)) && logic->CanUse(RG_BOMBCHU_5) && ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT));}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_SPIRIT_TRIAL_CRYSTAL_SWITCH_CHEST, (ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) || logic->CanUse(RG_HOOKSHOT)) && (logic->CanJumpslashExceptHammer() || logic->CanUse(RG_BOMBCHU_5))), LOCATION(RC_GANONS_CASTLE_SPIRIT_TRIAL_CRYSTAL_SWITCH_CHEST, (ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) || logic->CanUse(RG_HOOKSHOT)) && (logic->CanJumpslashExceptHammer() || logic->CanUse(RG_BOMBCHU_5))),
@ -118,7 +118,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_LIGHT_TRIAL] = Region("Ganon's Castle Light Trial", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_LIGHT_TRIAL] = Region("Ganon's Castle Light Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH));}), EventAccess(LOGIC_LIGHT_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH));}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_FIRST_LEFT_CHEST, true), LOCATION(RC_GANONS_CASTLE_LIGHT_TRIAL_FIRST_LEFT_CHEST, true),
@ -163,7 +163,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_DEKU_SCRUBS] = Region("Ganon's Castle MQ Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_DEKU_SCRUBS] = Region("Ganon's Castle MQ Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_DEKU_SCRUB_CENTER_LEFT, logic->CanStunDeku()), LOCATION(RC_GANONS_CASTLE_MQ_DEKU_SCRUB_CENTER_LEFT, logic->CanStunDeku()),
@ -206,7 +206,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Forest Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Forest Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ForestTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_FOREST_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_FOREST_TRIAL_POT_1, logic->CanBreakPots()), LOCATION(RC_GANONS_CASTLE_MQ_FOREST_TRIAL_POT_1, logic->CanBreakPots()),
@ -225,7 +225,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Fire Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Fire Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->FireTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_FIRE_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
//There's no way back across the lava without glitches //There's no way back across the lava without glitches
}, { }, {
//Locations //Locations
@ -235,7 +235,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM] = Region("Ganon's Castle MQ Water Trial Geyser Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM] = Region("Ganon's Castle MQ Water Trial Geyser Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->BlueFireAccess, []{return logic->CanJumpslash() || logic->HasExplosives();}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return logic->CanJumpslash() || logic->HasExplosives();}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_WATER_TRIAL_CHEST, logic->BlueFire()), LOCATION(RC_GANONS_CASTLE_MQ_WATER_TRIAL_CHEST, logic->BlueFire()),
@ -255,7 +255,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Water Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Water Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->WaterTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_WATER_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_WATER_TRIAL_POT_1, logic->CanBreakPots()), LOCATION(RC_GANONS_CASTLE_MQ_WATER_TRIAL_POT_1, logic->CanBreakPots()),
@ -267,19 +267,19 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE] = Region("Ganon's Castle MQ Shadow Trial Starting Ledge", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE] = Region("Ganon's Castle MQ Shadow Trial Starting Ledge", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_SHADOW_TRIAL_FIRST_CHEST, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}), Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM, []{return (logic->ShadowTrialFirstChest && logic->CanUse(RG_HOOKSHOT)) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM, []{return (logic->Get(LOGIC_SHADOW_TRIAL_FIRST_CHEST) && logic->CanUse(RG_HOOKSHOT)) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}),
}); });
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Chest Platform", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Chest Platform", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanUse(RG_FAIRY_BOW);}), EventAccess(LOGIC_SHADOW_TRIAL_FIRST_CHEST, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_SHADOW_TRIAL_BOMB_FLOWER_CHEST, logic->ShadowTrialFirstChest), LOCATION(RC_GANONS_CASTLE_MQ_SHADOW_TRIAL_BOMB_FLOWER_CHEST, logic->Get(LOGIC_SHADOW_TRIAL_FIRST_CHEST)),
}, { }, {
//Exits //Exits
//Hookshot here is possible but very tight, but it's basically never relevant //Hookshot here is possible but very tight, but it's basically never relevant
@ -290,7 +290,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Moving Platform", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Moving Platform", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
//A torch run from RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE is possible but tight, so would be a trick //A torch run from RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE is possible but tight, so would be a trick
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanDetonateUprightBombFlower();}), EventAccess(LOGIC_SHADOW_TRIAL_FIRST_CHEST, []{return logic->CanDetonateUprightBombFlower();}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM, []{return logic->IsAdult || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM, []{return logic->IsAdult || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}),
@ -323,7 +323,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Shadow Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Shadow Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->ShadowTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_SHADOW_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_SHADOW_TRIAL_POT_1, logic->CanBreakPots()), LOCATION(RC_GANONS_CASTLE_MQ_SHADOW_TRIAL_POT_1, logic->CanBreakPots()),
@ -365,8 +365,8 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Spirit Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Spirit Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->SpiritTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_SPIRIT_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_SPIRIT_TRIAL_POT_1, logic->CanBreakPots()), LOCATION(RC_GANONS_CASTLE_MQ_SPIRIT_TRIAL_POT_1, logic->CanBreakPots()),
@ -410,7 +410,7 @@ void RegionTable_Init_GanonsCastle() {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Light Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Light Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}), EventAccess(LOGIC_LIGHT_TRIAL_CLEAR, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GANONS_CASTLE_MQ_LIGHT_TRIAL_POT_1, logic->CanBreakPots()), LOCATION(RC_GANONS_CASTLE_MQ_LIGHT_TRIAL_POT_1, logic->CanBreakPots()),
@ -426,12 +426,12 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_LOBBY, []{return ctx->GetDungeon(GANONS_CASTLE)->IsVanilla();}), Entrance(RR_GANONS_CASTLE_LOBBY, []{return ctx->GetDungeon(GANONS_CASTLE)->IsVanilla();}),
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return ctx->GetDungeon(GANONS_CASTLE)->IsMQ();}), Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return ctx->GetDungeon(GANONS_CASTLE)->IsMQ();}),
//RANDOTODO could we just set these events automatically based on the setting? //RANDOTODO could we just set these events automatically based on the setting?
Entrance(RR_GANONS_TOWER_FLOOR_1, []{return (logic->ForestTrialClear || ctx->GetTrial(TK_FOREST_TRIAL)->IsSkipped()) && Entrance(RR_GANONS_TOWER_FLOOR_1, []{return (logic->Get(LOGIC_FOREST_TRIAL_CLEAR) || ctx->GetTrial(TK_FOREST_TRIAL)->IsSkipped()) &&
(logic->FireTrialClear || ctx->GetTrial(TK_FIRE_TRIAL)->IsSkipped()) && (logic->Get(LOGIC_FIRE_TRIAL_CLEAR) || ctx->GetTrial(TK_FIRE_TRIAL)->IsSkipped()) &&
(logic->WaterTrialClear || ctx->GetTrial(TK_WATER_TRIAL)->IsSkipped()) && (logic->Get(LOGIC_WATER_TRIAL_CLEAR) || ctx->GetTrial(TK_WATER_TRIAL)->IsSkipped()) &&
(logic->ShadowTrialClear || ctx->GetTrial(TK_SHADOW_TRIAL)->IsSkipped()) && (logic->Get(LOGIC_SHADOW_TRIAL_CLEAR) || ctx->GetTrial(TK_SHADOW_TRIAL)->IsSkipped()) &&
(logic->SpiritTrialClear || ctx->GetTrial(TK_SPIRIT_TRIAL)->IsSkipped()) && (logic->Get(LOGIC_SPIRIT_TRIAL_CLEAR) || ctx->GetTrial(TK_SPIRIT_TRIAL)->IsSkipped()) &&
(logic->LightTrialClear || ctx->GetTrial(TK_LIGHT_TRIAL)->IsSkipped());}), (logic->Get(LOGIC_LIGHT_TRIAL_CLEAR) || ctx->GetTrial(TK_LIGHT_TRIAL)->IsSkipped());}),
}); });
areaTable[RR_GANONS_TOWER_FLOOR_1] = Region("Ganon's Tower Floor 1", SCENE_GANONS_TOWER, {}, {}, { areaTable[RR_GANONS_TOWER_FLOOR_1] = Region("Ganon's Tower Floor 1", SCENE_GANONS_TOWER, {}, {}, {

View file

@ -151,7 +151,7 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER] = Region("Gerudo Training Ground MQ Center", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER] = Region("Gerudo Training Ground MQ Center", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
EventAccess(&logic->MQGTGMazeSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_GTG_MQ_MAZE_SWITCH, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, },
{ //Locations { //Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_CRATE, logic->CanBreakCrates()), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_CRATE, logic->CanBreakCrates()),
@ -178,7 +178,7 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM] = Region("Gerudo Training Ground MQ Stalfos Room", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM] = Region("Gerudo Training Ground MQ Stalfos Room", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
EventAccess(&logic->BlueFireAccess, []{return true;}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return true;}),
}, { }, {
//Locations //Locations
//implies logic->CanKillEnemy(RE_BIG_SKULLTULA) //implies logic->CanKillEnemy(RE_BIG_SKULLTULA)
@ -205,7 +205,7 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAGENTA_FIRE_ROOM] = Region("Gerudo Training Ground MQ Magenta Fire Room", SCENE_GERUDO_TRAINING_GROUND, {}, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAGENTA_FIRE_ROOM] = Region("Gerudo Training Ground MQ Magenta Fire Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations //Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_ICE_ARROWS_CHEST, logic->MQGTGMazeSwitch), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_ICE_ARROWS_CHEST, logic->Get(LOGIC_GTG_MQ_MAZE_SWITCH)),
}, { }, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE, []{return true;}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE, []{return true;}),
@ -233,14 +233,14 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE] = Region("Gerudo Training Ground MQ Switch Ledge", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE] = Region("Gerudo Training Ground MQ Switch Ledge", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
EventAccess(&logic->MQGTGRightSideSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_GTG_MQ_RIGHT_SIDE_SWITCH, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}), EventAccess(LOGIC_GTG_PLATFORM_SILVER_RUPEES, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS);}),
//the fire bubble here is a jerk if you are aiming for the nearest hook platform, you have to aim to the right hand side with hook to dodge it //the fire bubble here is a jerk if you are aiming for the nearest hook platform, you have to aim to the right hand side with hook to dodge it
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return logic->CanUse(RG_LONGSHOT) || (logic->GTGPlatformSilverRupees && logic->CanUse(RG_HOOKSHOT)) || ((logic->CanUse(RG_FIRE_ARROWS) && logic->GTGPlatformSilverRupees) && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return logic->CanUse(RG_LONGSHOT) || (logic->Get(LOGIC_GTG_PLATFORM_SILVER_RUPEES) && logic->CanUse(RG_HOOKSHOT)) || ((logic->CanUse(RG_FIRE_ARROWS) && logic->Get(LOGIC_GTG_PLATFORM_SILVER_RUPEES)) && logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->MQGTGRightSideSwitch && logic->CanUse(RG_LONGSHOT);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->Get(LOGIC_GTG_MQ_RIGHT_SIDE_SWITCH) && logic->CanUse(RG_LONGSHOT);}),
}); });
//this region exists to place silver rupee items on later, normally it's all on fire and cannot be stood on without access from another area //this region exists to place silver rupee items on later, normally it's all on fire and cannot be stood on without access from another area
@ -263,24 +263,24 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH] = Region("Gerudo Training Ground MQ Platforms Unlit Torch", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH] = Region("Gerudo Training Ground MQ Platforms Unlit Torch", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->HasFireSource() && logic->CanUse(RG_HOVER_BOOTS);}), EventAccess(LOGIC_GTG_PLATFORM_SILVER_RUPEES, []{return logic->HasFireSource() && logic->CanUse(RG_HOVER_BOOTS);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_UNDERWATER, []{return logic->GTGPlatformSilverRupees;}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_UNDERWATER, []{return logic->Get(LOGIC_GTG_PLATFORM_SILVER_RUPEES);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->HasFireSource() && logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->HasFireSource() && logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS, []{return logic->HasFireSource() || logic->CanUse(RG_LONGSHOT);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS, []{return logic->HasFireSource() || logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->MQGTGRightSideSwitch && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->HasFireSource()));}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->Get(LOGIC_GTG_MQ_RIGHT_SIDE_SWITCH) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->HasFireSource()));}),
}); });
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS] = Region("Gerudo Training Ground Torch Side Platforms", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS] = Region("Gerudo Training Ground Torch Side Platforms", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
//this torch shot is possible as child but tight and obtuse enough to be a trick //this torch shot is possible as child but tight and obtuse enough to be a trick
EventAccess(&logic->GTGPlatformSilverRupees, []{return ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS)) && logic->CanUse(RG_HOVER_BOOTS);}), EventAccess(LOGIC_GTG_PLATFORM_SILVER_RUPEES, []{return ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS)) && logic->CanUse(RG_HOVER_BOOTS);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS)) && logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS)) && logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return (logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return (logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->MQGTGRightSideSwitch && ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT));}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->Get(LOGIC_GTG_MQ_RIGHT_SIDE_SWITCH) && ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT));}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM, []{return true;}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM, []{return true;}),
}); });
@ -296,7 +296,7 @@ void RegionTable_Init_GerudoTrainingGround() {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT] = Region("Gerudo Training Ground MQ Maze Right", SCENE_GERUDO_TRAINING_GROUND, { areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT] = Region("Gerudo Training Ground MQ Maze Right", SCENE_GERUDO_TRAINING_GROUND, {
//Events //Events
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}), EventAccess(LOGIC_GTG_PLATFORM_SILVER_RUPEES, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT_CENTRAL_CHEST, true), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT_CENTRAL_CHEST, true),
@ -305,7 +305,7 @@ void RegionTable_Init_GerudoTrainingGround() {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return true;}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return true;}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT) || (logic->GTGPlatformSilverRupees && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH, []{return logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_LONGSHOT) || (logic->Get(LOGIC_GTG_PLATFORM_SILVER_RUPEES) && logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_FIRE_ARROWS);}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM, []{return logic->CanUse(RG_FIRE_ARROWS);}), Entrance(RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM, []{return logic->CanUse(RG_FIRE_ARROWS);}),
}); });

View file

@ -27,7 +27,7 @@ void RegionTable_Init_IceCavern() {
areaTable[RR_ICE_CAVERN_MAIN] = Region("Ice Cavern", SCENE_ICE_CAVERN, { areaTable[RR_ICE_CAVERN_MAIN] = Region("Ice Cavern", SCENE_ICE_CAVERN, {
//Events //Events
EventAccess(&logic->BlueFireAccess, []{return logic->IsAdult;}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return logic->IsAdult;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ICE_CAVERN_MAP_CHEST, logic->BlueFire() && logic->IsAdult), LOCATION(RC_ICE_CAVERN_MAP_CHEST, logic->BlueFire() && logic->IsAdult),
@ -71,7 +71,7 @@ void RegionTable_Init_IceCavern() {
areaTable[RR_ICE_CAVERN_MQ_HUB] = Region("Ice Cavern MQ Hub", SCENE_ICE_CAVERN, { areaTable[RR_ICE_CAVERN_MQ_HUB] = Region("Ice Cavern MQ Hub", SCENE_ICE_CAVERN, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ICE_CAVERN_MQ_FIRST_CRYSTAL_POT_1, logic->CanBreakPots()), LOCATION(RC_ICE_CAVERN_MQ_FIRST_CRYSTAL_POT_1, logic->CanBreakPots()),
@ -93,7 +93,7 @@ void RegionTable_Init_IceCavern() {
areaTable[RR_ICE_CAVERN_MQ_MAP_ROOM] = Region("Ice Cavern MQ Map Room", SCENE_ICE_CAVERN, { areaTable[RR_ICE_CAVERN_MQ_MAP_ROOM] = Region("Ice Cavern MQ Map Room", SCENE_ICE_CAVERN, {
//Events //Events
//Child can fit between the stalagmites on the left hand side //Child can fit between the stalagmites on the left hand side
EventAccess(&logic->BlueFireAccess, []{return logic->IsChild || logic->CanJumpslash() || logic->HasExplosives();}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return logic->IsChild || logic->CanJumpslash() || logic->HasExplosives();}),
}, { }, {
//Locations //Locations
LOCATION(RC_ICE_CAVERN_MQ_MAP_CHEST, logic->BlueFire() && Here(RR_ICE_CAVERN_MQ_MAP_ROOM, []{return logic->CanHitSwitch();})), LOCATION(RC_ICE_CAVERN_MQ_MAP_CHEST, logic->BlueFire() && Here(RR_ICE_CAVERN_MQ_MAP_ROOM, []{return logic->CanHitSwitch();})),
@ -132,7 +132,7 @@ void RegionTable_Init_IceCavern() {
areaTable[RR_ICE_CAVERN_MQ_COMPASS_ROOM] = Region("Ice Cavern MQ Compass Room", SCENE_ICE_CAVERN, { areaTable[RR_ICE_CAVERN_MQ_COMPASS_ROOM] = Region("Ice Cavern MQ Compass Room", SCENE_ICE_CAVERN, {
//Events //Events
EventAccess(&logic->BlueFireAccess, []{return true;}), EventAccess(LOGIC_BLUE_FIRE_ACCESS, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ICE_CAVERN_MQ_COMPASS_CHEST, true), LOCATION(RC_ICE_CAVERN_MQ_COMPASS_CHEST, true),

View file

@ -25,31 +25,31 @@ void RegionTable_Init_JabuJabusBelly() {
//Combines Lift room middle and lower, 1F holes room, the forked corridor, and it's side rooms //Combines Lift room middle and lower, 1F holes room, the forked corridor, and it's side rooms
areaTable[RR_JABU_JABUS_BELLY_MAIN] = Region("Jabu Jabus Belly Main", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MAIN] = Region("Jabu Jabus Belly Main", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuWestTentacle, []{return logic->JabuRutoIn1F && logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}), EventAccess(LOGIC_JABU_WEST_TENTACLE, []{return logic->Get(LOGIC_JABU_RUTO_IN_1F) && logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_DEKU_SCRUB, logic->HasItem(RG_BRONZE_SCALE) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || ctx->GetTrickOption(RT_JABU_ALCOVE_JUMP_DIVE) || logic->CanUse(RG_IRON_BOOTS)) && logic->CanStunDeku()), LOCATION(RC_JABU_JABUS_BELLY_DEKU_SCRUB, logic->HasItem(RG_BRONZE_SCALE) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || ctx->GetTrickOption(RT_JABU_ALCOVE_JUMP_DIVE) || logic->CanUse(RG_IRON_BOOTS)) && logic->CanStunDeku()),
//We can kill the Stingers with ruto //We can kill the Stingers with ruto
LOCATION(RC_JABU_JABUS_BELLY_BOOMERANG_CHEST, logic->JabuRutoIn1F), LOCATION(RC_JABU_JABUS_BELLY_BOOMERANG_CHEST, logic->Get(LOGIC_JABU_RUTO_IN_1F)),
LOCATION(RC_JABU_JABUS_BELLY_MAP_CHEST, logic->JabuWestTentacle), LOCATION(RC_JABU_JABUS_BELLY_MAP_CHEST, logic->Get(LOGIC_JABU_WEST_TENTACLE)),
LOCATION(RC_JABU_JABUS_BELLY_PLATFORM_ROOM_SMALL_CRATE_1, logic->CanBreakSmallCrates()), LOCATION(RC_JABU_JABUS_BELLY_PLATFORM_ROOM_SMALL_CRATE_1, logic->CanBreakSmallCrates()),
LOCATION(RC_JABU_JABUS_BELLY_PLATFORM_ROOM_SMALL_CRATE_2, logic->CanBreakSmallCrates()), LOCATION(RC_JABU_JABUS_BELLY_PLATFORM_ROOM_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
}, { }, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_BEGINNING, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_BEGINNING, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_B1_NORTH, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_B1_NORTH, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_COMPASS_ROOM, []{return logic->JabuWestTentacle;}), Entrance(RR_JABU_JABUS_BELLY_COMPASS_ROOM, []{return logic->Get(LOGIC_JABU_WEST_TENTACLE);}),
Entrance(RR_JABU_JABUS_BELLY_BLUE_TENTACLE, []{return logic->JabuWestTentacle;}), Entrance(RR_JABU_JABUS_BELLY_BLUE_TENTACLE, []{return logic->Get(LOGIC_JABU_WEST_TENTACLE);}),
Entrance(RR_JABU_JABUS_BELLY_GREEN_TENTACLE, []{return logic->JabuEastTentacle;}), Entrance(RR_JABU_JABUS_BELLY_GREEN_TENTACLE, []{return logic->Get(LOGIC_JABU_EAST_TENTACLE);}),
Entrance(RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE, []{return logic->JabuNorthTentacle;}), Entrance(RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE, []{return logic->Get(LOGIC_JABU_NORTH_TENTACLE);}),
Entrance(RR_JABU_JABUS_BELLY_NEAR_BOSS_ROOM, []{return logic->LoweredJabuPath || (ctx->GetTrickOption(RT_JABU_BOSS_HOVER) && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_JABU_JABUS_BELLY_NEAR_BOSS_ROOM, []{return logic->Get(LOGIC_JABU_LOWERED_PATH) || (ctx->GetTrickOption(RT_JABU_BOSS_HOVER) && logic->CanUse(RG_HOVER_BOOTS));}),
}); });
//contains B1 of hole room (aside from the ledge leading to big octo), 2 octorock room and north water switch room //contains B1 of hole room (aside from the ledge leading to big octo), 2 octorock room and north water switch room
areaTable[RR_JABU_JABUS_BELLY_B1_NORTH] = Region("Jabu Jabus Belly B1 North", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_B1_NORTH] = Region("Jabu Jabus Belly B1 North", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuRutoIn1F, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE);}), EventAccess(LOGIC_JABU_RUTO_IN_1F, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE);}),
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_BOOMERANG) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanKillEnemy(RE_OCTOROK));}), EventAccess(LOGIC_FAIRY_POT, []{return logic->CanUse(RG_BOOMERANG) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanKillEnemy(RE_OCTOROK));}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_GS_LOBBY_BASEMENT_LOWER, logic->HookshotOrBoomerang()), LOCATION(RC_JABU_JABUS_BELLY_GS_LOBBY_BASEMENT_LOWER, logic->HookshotOrBoomerang()),
@ -70,7 +70,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_LEDGE] = Region("Jabu Jabus Belly Water Switch Room Ledge", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_LEDGE] = Region("Jabu Jabus Belly Water Switch Room Ledge", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
//this is the logic for climbing back and forth to use the pots to kill the skull... or killing the skull before climbing to grab the token //this is the logic for climbing back and forth to use the pots to kill the skull... or killing the skull before climbing to grab the token
@ -105,19 +105,19 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_BLUE_TENTACLE] = Region("Jabu Jabus Belly Blue Tentacle", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_BLUE_TENTACLE] = Region("Jabu Jabus Belly Blue Tentacle", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuEastTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}), EventAccess(LOGIC_JABU_EAST_TENTACLE, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->JabuEastTentacle;}), Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->Get(LOGIC_JABU_EAST_TENTACLE);}),
}); });
areaTable[RR_JABU_JABUS_BELLY_GREEN_TENTACLE] = Region("Jabu Jabus Belly Green Tentacle", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_GREEN_TENTACLE] = Region("Jabu Jabus Belly Green Tentacle", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuNorthTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}), EventAccess(LOGIC_JABU_NORTH_TENTACLE, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {}, { }, {}, {
//Exits //Exits
//implied logic->CanKillEnemy(RE_BARI) //implied logic->CanKillEnemy(RE_BARI)
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->JabuNorthTentacle;}), Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->Get(LOGIC_JABU_NORTH_TENTACLE);}),
}); });
areaTable[RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE] = Region("Jabu Jabus Belly Bigocto Room", SCENE_JABU_JABU, {}, { areaTable[RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE] = Region("Jabu Jabus Belly Bigocto Room", SCENE_JABU_JABU, {}, {
@ -128,13 +128,13 @@ void RegionTable_Init_JabuJabusBelly() {
}, { }, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_B1_NORTH, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_B1_NORTH, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO, []{return logic->JabuRutoIn1F && Here(RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE, []{return logic->CanKillEnemy(RE_BIG_OCTO);});}), Entrance(RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO, []{return logic->Get(LOGIC_JABU_RUTO_IN_1F) && Here(RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE, []{return logic->CanKillEnemy(RE_BIG_OCTO);});}),
}); });
areaTable[RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO] = Region("Jabu Jabus Belly Above Bigocto", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO] = Region("Jabu Jabus Belly Above Bigocto", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_ABOVE_BIG_OCTO_POT_1, logic->CanBreakPots()), LOCATION(RC_JABU_JABUS_BELLY_ABOVE_BIG_OCTO_POT_1, logic->CanBreakPots()),
@ -147,7 +147,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_LIFT_UPPER] = Region("Jabu Jabus Belly Lift Upper", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_LIFT_UPPER] = Region("Jabu Jabus Belly Lift Upper", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->LoweredJabuPath, []{return true;}), EventAccess(LOGIC_JABU_LOWERED_PATH, []{return true;}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return true;}),
@ -168,7 +168,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_MQ_BEGINNING] = Region("Jabu Jabus Belly MQ Beginning", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_BEGINNING] = Region("Jabu Jabus Belly MQ Beginning", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_MAP_CHEST, logic->BlastOrSmash()), LOCATION(RC_JABU_JABUS_BELLY_MQ_MAP_CHEST, logic->BlastOrSmash()),
@ -185,7 +185,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM] = Region("Jabu Jabus Belly MQ Lift Room", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM] = Region("Jabu Jabus Belly MQ Lift Room", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->MQJabuLiftRoomCow, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);}), EventAccess(LOGIC_JABU_MQ_LIFT_ROOM_COW, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_SECOND_ROOM_LOWER_CHEST, true), LOCATION(RC_JABU_JABUS_BELLY_MQ_SECOND_ROOM_LOWER_CHEST, true),
@ -198,14 +198,14 @@ void RegionTable_Init_JabuJabusBelly() {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_MQ_BEGINNING, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_MQ_BEGINNING, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE, []{return logic->HasItem(RG_SILVER_SCALE) || (logic->HasItem(RG_BRONZE_SCALE) && ((logic->IsChild || logic->CanUse(RG_IRON_BOOTS) || ctx->GetTrickOption(RT_JABU_ALCOVE_JUMP_DIVE))));}), Entrance(RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE, []{return logic->HasItem(RG_SILVER_SCALE) || (logic->HasItem(RG_BRONZE_SCALE) && ((logic->IsChild || logic->CanUse(RG_IRON_BOOTS) || ctx->GetTrickOption(RT_JABU_ALCOVE_JUMP_DIVE))));}),
Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->MQJabuHolesRoomDoor;}), Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->Get(LOGIC_JABU_MQ_HOLES_ROOM_DOOR);}),
Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE, []{return logic->LoweredJabuPath || logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_HOOKSHOT) && logic->MQJabuLiftRoomCow);}), Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE, []{return logic->Get(LOGIC_JABU_LOWERED_PATH) || logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_HOOKSHOT) && logic->Get(LOGIC_JABU_MQ_LIFT_ROOM_COW));}),
//If opening RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM by lowering the geyser as 1 age is to let the other through is relevant, it needs an eventAccess //If opening RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM by lowering the geyser as 1 age is to let the other through is relevant, it needs an eventAccess
}); });
areaTable[RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE] = Region("Jabu Jabus Belly MQ Underwater Alcove", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE] = Region("Jabu Jabus Belly MQ Underwater Alcove", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->MQJabuHolesRoomDoor, []{return true;}), EventAccess(LOGIC_JABU_MQ_HOLES_ROOM_DOOR, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_COMPASS_CHEST, logic->CanHitSwitch(ED_HOOKSHOT, true) || (ctx->GetTrickOption(RT_JABU_MQ_RANG_JUMP) && logic->CanUse(RG_BOOMERANG) && logic->HasItem(RG_BRONZE_SCALE))), LOCATION(RC_JABU_JABUS_BELLY_MQ_COMPASS_CHEST, logic->CanHitSwitch(ED_HOOKSHOT, true) || (ctx->GetTrickOption(RT_JABU_MQ_RANG_JUMP) && logic->CanUse(RG_BOOMERANG) && logic->HasItem(RG_BRONZE_SCALE))),
@ -234,8 +234,8 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->CanUse(RG_BOOMERANG) && logic->HasExplosives() && Here(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);});}), Entrance(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->CanUse(RG_BOOMERANG) && logic->HasExplosives() && Here(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);});}),
Entrance(RR_JABU_JABUS_BELLY_MQ_INVISIBLE_KEESE_ROOM, []{return logic->JabuNorthTentacle;}), Entrance(RR_JABU_JABUS_BELLY_MQ_INVISIBLE_KEESE_ROOM, []{return logic->Get(LOGIC_JABU_NORTH_TENTACLE);}),
Entrance(RR_JABU_JABUS_BELLY_MQ_PAST_OCTO, []{return logic->JabuWestTentacle && Here(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->CanKillEnemy(RE_BIG_OCTO);}) && logic->CanUse(RG_FAIRY_SLINGSHOT);}), Entrance(RR_JABU_JABUS_BELLY_MQ_PAST_OCTO, []{return logic->Get(LOGIC_JABU_WEST_TENTACLE) && Here(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->CanKillEnemy(RE_BIG_OCTO);}) && logic->CanUse(RG_FAIRY_SLINGSHOT);}),
}); });
areaTable[RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM] = Region("Jabu Jabus Belly MQ Water Switch Room", SCENE_JABU_JABU, {}, { areaTable[RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM] = Region("Jabu Jabus Belly MQ Water Switch Room", SCENE_JABU_JABU, {}, {
@ -257,7 +257,7 @@ void RegionTable_Init_JabuJabusBelly() {
//Includes Like Like room //Includes Like Like room
areaTable[RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR] = Region("Jabu Jabus Belly MQ Forked Corridor", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR] = Region("Jabu Jabus Belly MQ Forked Corridor", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuNorthTentacle, []{return Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->BlastOrSmash();}) && logic->CanUse(RG_BOOMERANG);}), EventAccess(LOGIC_JABU_NORTH_TENTACLE, []{return Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->BlastOrSmash();}) && logic->CanUse(RG_BOOMERANG);}),
}, { }, {
//Locations //Locations
//Implies CanKillEnemy(RE_LIKE_LIKE) //Implies CanKillEnemy(RE_LIKE_LIKE)
@ -276,7 +276,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS] = Region("Jabu Jabus Belly MQ West Forked Rooms", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS] = Region("Jabu Jabus Belly MQ West Forked Rooms", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->JabuWestTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}), EventAccess(LOGIC_JABU_WEST_TENTACLE, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_GS_TAILPASARAN_ROOM, Here(RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS, []{return logic->HasExplosives();}) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)), LOCATION(RC_JABU_JABUS_BELLY_MQ_GS_TAILPASARAN_ROOM, Here(RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS, []{return logic->HasExplosives();}) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -302,13 +302,13 @@ void RegionTable_Init_JabuJabusBelly() {
&& ((logic->IsChild && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && logic->CanUse(RG_IRON_BOOTS)))))), && ((logic->IsChild && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && logic->CanUse(RG_IRON_BOOTS)))))),
}, { }, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return (logic->JabuNorthTentacle || logic->TakeDamage()) && logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return (logic->Get(LOGIC_JABU_NORTH_TENTACLE) || logic->TakeDamage()) && logic->HasItem(RG_BRONZE_SCALE);}),
}); });
areaTable[RR_JABU_JABUS_BELLY_MQ_PAST_OCTO] = Region("Jabu Jabus Belly MQ Past Octo", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_PAST_OCTO] = Region("Jabu Jabus Belly MQ Past Octo", SCENE_JABU_JABU, {
//Events //Events
//if a hover up to the path is added, this will want it's own room //if a hover up to the path is added, this will want it's own room
EventAccess(&logic->LoweredJabuPath, []{return logic->CanUse(RG_BOOMERANG) && logic->CanUse(RG_FAIRY_SLINGSHOT);}), EventAccess(LOGIC_JABU_LOWERED_PATH, []{return logic->CanUse(RG_BOOMERANG) && logic->CanUse(RG_FAIRY_SLINGSHOT);}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_COW, logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_FAIRY_SLINGSHOT)), LOCATION(RC_JABU_JABUS_BELLY_MQ_COW, logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_FAIRY_SLINGSHOT)),
@ -326,16 +326,16 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE] = Region("Jabu Jabus Belly MQ Lift Room East Ledge", SCENE_JABU_JABU, {}, { areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE] = Region("Jabu Jabus Belly MQ Lift Room East Ledge", SCENE_JABU_JABU, {}, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_SECOND_ROOM_UPPER_CHEST, logic->MQJabuLiftRoomCow), LOCATION(RC_JABU_JABUS_BELLY_MQ_SECOND_ROOM_UPPER_CHEST, logic->Get(LOGIC_JABU_MQ_LIFT_ROOM_COW)),
}, { }, {
//Exits //Exits
Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return true;}), Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_MQ_EAST_ROOM, []{return logic->JabuNorthTentacle;}), Entrance(RR_JABU_JABUS_BELLY_MQ_EAST_ROOM, []{return logic->Get(LOGIC_JABU_NORTH_TENTACLE);}),
}); });
areaTable[RR_JABU_JABUS_BELLY_MQ_EAST_ROOM] = Region("Jabu Jabus Belly MQ Boss Region", SCENE_JABU_JABU, { areaTable[RR_JABU_JABUS_BELLY_MQ_EAST_ROOM] = Region("Jabu Jabus Belly MQ Boss Region", SCENE_JABU_JABU, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_NEAR_BOSS_CHEST, logic->CanUse(RG_FAIRY_SLINGSHOT)), LOCATION(RC_JABU_JABUS_BELLY_MQ_NEAR_BOSS_CHEST, logic->CanUse(RG_FAIRY_SLINGSHOT)),
@ -365,7 +365,7 @@ void RegionTable_Init_JabuJabusBelly() {
areaTable[RR_JABU_JABUS_BELLY_BOSS_ROOM] = Region("Jabu Jabus Belly Boss Room", SCENE_JABU_JABU_BOSS, { areaTable[RR_JABU_JABUS_BELLY_BOSS_ROOM] = Region("Jabu Jabus Belly Boss Room", SCENE_JABU_JABU_BOSS, {
// Events //todo: add pot kill trick // Events //todo: add pot kill trick
EventAccess(&logic->JabuJabusBellyClear, []{return logic->CanKillEnemy(RE_BARINADE);}), EventAccess(LOGIC_JABU_JABUS_BELLY_CLEAR, []{return logic->CanKillEnemy(RE_BARINADE);}),
}, { }, {
// Locations // Locations
LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_1, logic->CanBreakPots()), LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_1, logic->CanBreakPots()),
@ -374,12 +374,12 @@ void RegionTable_Init_JabuJabusBelly() {
LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_4, logic->CanBreakPots()), LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_4, logic->CanBreakPots()),
LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_5, logic->CanBreakPots()), LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_5, logic->CanBreakPots()),
LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_6, logic->CanBreakPots()), LOCATION(RC_JABU_JABUS_BELLY_BARINADE_POT_6, logic->CanBreakPots()),
LOCATION(RC_JABU_JABUS_BELLY_BARINADE_HEART, logic->JabuJabusBellyClear), LOCATION(RC_JABU_JABUS_BELLY_BARINADE_HEART, logic->Get(LOGIC_JABU_JABUS_BELLY_CLEAR)),
LOCATION(RC_BARINADE, logic->JabuJabusBellyClear), LOCATION(RC_BARINADE, logic->Get(LOGIC_JABU_JABUS_BELLY_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_JABU_JABUS_BELLY_BOSS_EXIT, []{return false;}), Entrance(RR_JABU_JABUS_BELLY_BOSS_EXIT, []{return false;}),
Entrance(RR_ZORAS_FOUNTAIN, []{return logic->JabuJabusBellyClear;}, false), Entrance(RR_ZORAS_FOUNTAIN, []{return logic->Get(LOGIC_JABU_JABUS_BELLY_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -18,7 +18,7 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", SCENE_SHADOW_TEMPLE, { areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", SCENE_SHADOW_TEMPLE, {
//Events //Events
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST, logic->CanJumpslashExceptHammer()), LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST, logic->CanJumpslashExceptHammer()),
@ -39,7 +39,7 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_FIRST_BEAMOS] = Region("Shadow Temple First Beamos", SCENE_SHADOW_TEMPLE, { areaTable[RR_SHADOW_TEMPLE_FIRST_BEAMOS] = Region("Shadow Temple First Beamos", SCENE_SHADOW_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), //This fairy pot is only on 3DS EventAccess(LOGIC_FAIRY_POT, []{return true;}), //This fairy pot is only on 3DS
}, { }, {
//Locations //Locations
LOCATION(RC_SHADOW_TEMPLE_COMPASS_CHEST, logic->CanJumpslashExceptHammer()), LOCATION(RC_SHADOW_TEMPLE_COMPASS_CHEST, logic->CanJumpslashExceptHammer()),
@ -183,7 +183,7 @@ void RegionTable_Init_ShadowTemple() {
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}), Entrance(RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->ShadowShortcutBlock;}), Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->Get(LOGIC_SHADOW_SHORTCUT_BLOCK);}),
//WARNING if there's any way past here to ship without already reaching the other side the key logic in this dungeon becomes Quantum //WARNING if there's any way past here to ship without already reaching the other side the key logic in this dungeon becomes Quantum
}); });
@ -260,7 +260,7 @@ void RegionTable_Init_ShadowTemple() {
//while the spikes here are annoying, they don't really stop you doing anything, so I'll assume either lens trick, lens to see them, or taking damage from them. Not hovers though as a new player won't see the threat without lens to react properly //while the spikes here are annoying, they don't really stop you doing anything, so I'll assume either lens trick, lens to see them, or taking damage from them. Not hovers though as a new player won't see the threat without lens to react properly
areaTable[RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM] = Region("Shadow Temple MQ Floor Spikes Room", SCENE_SHADOW_TEMPLE, { areaTable[RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM] = Region("Shadow Temple MQ Floor Spikes Room", SCENE_SHADOW_TEMPLE, {
//Events //lens or trick is always required for hookshot targets. We handle it here to not complicate the RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_UPPER_DOOR logic //Events //lens or trick is always required for hookshot targets. We handle it here to not complicate the RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_UPPER_DOOR logic
EventAccess(&logic->MQShadowFloorSpikeRupees, []{return (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && EventAccess(LOGIC_SHADOW_MQ_FLOOR_SPIKES_RUPEES, []{return (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) &&
//Upper door side high rupee needs (hookshot and redead kill(as either age) for chest and adult) or longshot. hovers can cross from the left side with a backflip but that would be a trick //Upper door side high rupee needs (hookshot and redead kill(as either age) for chest and adult) or longshot. hovers can cross from the left side with a backflip but that would be a trick
//East midair rupee needs (hookshot and(hover boots or jumpslash from the upper door platform)) or longshot. //East midair rupee needs (hookshot and(hover boots or jumpslash from the upper door platform)) or longshot.
//Combined these are longshot or (IsAdult && hookshot && (CanJumpslash || (Hover Boots && Here(CanKillRedeads)))) //Combined these are longshot or (IsAdult && hookshot && (CanJumpslash || (Hover Boots && Here(CanKillRedeads))))
@ -272,9 +272,9 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_INVISIBLE_SPIKES_CHEST, logic->CanKillEnemy(RE_REDEAD) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->TakeDamage() || logic->CanUse(RG_LENS_OF_TRUTH))), LOCATION(RC_SHADOW_TEMPLE_MQ_INVISIBLE_SPIKES_CHEST, logic->CanKillEnemy(RE_REDEAD) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->TakeDamage() || logic->CanUse(RG_LENS_OF_TRUTH))),
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->MQShadowFloorSpikeRupees;}), Entrance(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->Get(LOGIC_SHADOW_MQ_FLOOR_SPIKES_RUPEES);}),
//We need to assume we can get here with or without the glass platforms //We need to assume we can get here with or without the glass platforms
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && (logic->CanUse(RG_LONGSHOT) || (logic->IsAdult && logic->CanUse(RG_HOOKSHOT) && (logic->MQShadowFloorSpikeRupees || Here(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);})))) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && (logic->CanUse(RG_LONGSHOT) || (logic->IsAdult && logic->CanUse(RG_HOOKSHOT) && (logic->Get(LOGIC_SHADOW_MQ_FLOOR_SPIKES_RUPEES) || Here(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);})))) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}),
}); });
areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", SCENE_SHADOW_TEMPLE, {}, { areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", SCENE_SHADOW_TEMPLE, {}, {
@ -304,7 +304,7 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM] = Region("Shadow Temple MQ B4 Gibdo Room", SCENE_SHADOW_TEMPLE, { areaTable[RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM] = Region("Shadow Temple MQ B4 Gibdo Room", SCENE_SHADOW_TEMPLE, {
//Events //Events
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_WIND_ENEMY_CHEST, logic->CanKillEnemy(RE_GIBDO)), LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_WIND_ENEMY_CHEST, logic->CanKillEnemy(RE_GIBDO)),
@ -321,14 +321,14 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", SCENE_SHADOW_TEMPLE, { areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", SCENE_SHADOW_TEMPLE, {
//Events //Events
EventAccess(&logic->ShadowShortcutBlock, []{return logic->HasItem(RG_GORONS_BRACELET);}), EventAccess(LOGIC_SHADOW_SHORTCUT_BLOCK, []{return logic->HasItem(RG_GORONS_BRACELET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW)), LOCATION(RC_SHADOW_TEMPLE_MQ_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
LOCATION(RC_SHADOW_TEMPLE_MQ_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW)), LOCATION(RC_SHADOW_TEMPLE_MQ_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
}, { }, {
//Exits //Exits
Entrance(RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH, []{return logic->ShadowShortcutBlock;}), Entrance(RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH, []{return logic->Get(LOGIC_SHADOW_SHORTCUT_BLOCK);}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}), Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
//funnily enough, the wheel jump seems to be in logic as there's no strength requirement in N64 //funnily enough, the wheel jump seems to be in logic as there's no strength requirement in N64
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}), Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}),
@ -409,15 +409,15 @@ void RegionTable_Init_ShadowTemple() {
areaTable[RR_SHADOW_TEMPLE_BOSS_ROOM] = Region("Shadow Temple Boss Room", SCENE_SHADOW_TEMPLE_BOSS, { areaTable[RR_SHADOW_TEMPLE_BOSS_ROOM] = Region("Shadow Temple Boss Room", SCENE_SHADOW_TEMPLE_BOSS, {
// Events // Events
EventAccess(&logic->ShadowTempleClear, []{return logic->CanKillEnemy(RE_BONGO_BONGO);}), EventAccess(LOGIC_SHADOW_TEMPLE_CLEAR, []{return logic->CanKillEnemy(RE_BONGO_BONGO);}),
}, { }, {
// Locations // Locations
LOCATION(RC_SHADOW_TEMPLE_BONGO_BONGO_HEART, logic->ShadowTempleClear), LOCATION(RC_SHADOW_TEMPLE_BONGO_BONGO_HEART, logic->Get(LOGIC_SHADOW_TEMPLE_CLEAR)),
LOCATION(RC_BONGO_BONGO, logic->ShadowTempleClear), LOCATION(RC_BONGO_BONGO, logic->Get(LOGIC_SHADOW_TEMPLE_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return logic->ShadowTempleClear;}, false), Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return logic->Get(LOGIC_SHADOW_TEMPLE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -29,7 +29,7 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_CHILD] = Region("Child Spirit Temple", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_CHILD] = Region("Child Spirit Temple", SCENE_SPIRIT_TEMPLE, {
//Events //Events
EventAccess(&logic->NutCrate, []{return true;}), EventAccess(LOGIC_NUT_CRATE, []{return true;}),
}, { }, {
//Locations //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_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))))),
@ -156,7 +156,7 @@ void RegionTable_Init_SpiritTemple() {
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_LEFT_CHEST, true), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_LEFT_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_BACK_LEFT_CHEST, Here(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets()), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_BACK_LEFT_CHEST, Here(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_BACK_RIGHT_CHEST, logic->CanHitSwitch(ED_BOOMERANG)), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_BACK_RIGHT_CHEST, logic->CanHitSwitch(ED_BOOMERANG)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_RIGHT_CHEST, logic->Spirit1FSilverRupees), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_RIGHT_CHEST, logic->Get(LOGIC_SPIRIT_1F_SILVER_RUPEES)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_1, logic->CanBreakPots()), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_2, logic->CanBreakPots()), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_2, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_3, logic->CanBreakPots()), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_POT_3, logic->CanBreakPots()),
@ -171,10 +171,10 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_WEST] = Region("Spirit Temple MQ 1F West", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_WEST] = Region("Spirit Temple MQ 1F West", SCENE_SPIRIT_TEMPLE, {
//Events //Events
//not technically a rusted switch, but a boulder through a wall, but is part of the same trick on N64 //not technically a rusted switch, but a boulder through a wall, but is part of the same trick on N64
EventAccess(&logic->MQSpiritCrawlBoulder, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}), EventAccess(LOGIC_SPIRIT_MQ_CRAWL_BOULDER, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}),
}, { }, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_HAMMER_SWITCH_CHEST, logic->MQSpiritTimeTravelChest), LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_HAMMER_SWITCH_CHEST, logic->Get(LOGIC_SPIRIT_MQ_TIME_TRAVEL_CHEST)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_SLUGMA_POT, logic->CanBreakPots()), LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_SLUGMA_POT, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_LEFT_HEART, logic->CanHitEyeTargets()), LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_LEFT_HEART, logic->CanHitEyeTargets()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_RIGHT_HEART, logic->CanHitEyeTargets()), LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_RIGHT_HEART, logic->CanHitEyeTargets()),
@ -182,7 +182,7 @@ void RegionTable_Init_SpiritTemple() {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->CanKillEnemy(RE_TORCH_SLUG);});}), Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->CanKillEnemy(RE_TORCH_SLUG);});}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->CanKillEnemy(RE_TORCH_SLUG);});}), Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->CanKillEnemy(RE_TORCH_SLUG);});}),
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, []{return logic->IsChild && logic->MQSpiritCrawlBoulder;}), Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, []{return logic->IsChild && logic->Get(LOGIC_SPIRIT_MQ_CRAWL_BOULDER);}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", SCENE_SPIRIT_TEMPLE, {}, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", SCENE_SPIRIT_TEMPLE, {}, {}, {
@ -202,7 +202,7 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", SCENE_SPIRIT_TEMPLE, {
//Events //Events
//For non-fairy pot items, you can also get them with rang without killing the stalfos //For non-fairy pot items, you can also get them with rang without killing the stalfos
EventAccess(&logic->FairyPot, []{return Here(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}), EventAccess(LOGIC_FAIRY_POT, []{return Here(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}),
}, { }, {
//Locations //Locations
//implies logic->CanBreakPots() //implies logic->CanBreakPots()
@ -218,10 +218,10 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Spirit Temple MQ Map Room North", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Spirit Temple MQ Map Room North", SCENE_SPIRIT_TEMPLE, {
//Events //Events
EventAccess(&logic->MQSpiritMapRoomEnemies, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE);}), EventAccess(LOGIC_SPIRIT_MQ_MAP_ROOM_ENEMIES, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE);}),
}, { }, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_ROOM_ENEMY_CHEST, logic->MQSpiritMapRoomEnemies), LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_ROOM_ENEMY_CHEST, logic->Get(LOGIC_SPIRIT_MQ_MAP_ROOM_ENEMIES)),
}, { }, {
//Exits //Exits
//Stalfos room blocks you in with fire until you kill the stalfos, which won't spawn from behind the fire //Stalfos room blocks you in with fire until you kill the stalfos, which won't spawn from behind the fire
@ -231,7 +231,7 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Spirit Temple MQ Map Room South", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Spirit Temple MQ Map Room South", SCENE_SPIRIT_TEMPLE, {
//Events //Events
//You can lure the keese over by aggroing them with dins if you use it as close to the torch keese as possible, but it's a trick as it's not intuitive and basically never comes up //You can lure the keese over by aggroing them with dins if you use it as close to the torch keese as possible, but it's a trick as it's not intuitive and basically never comes up
EventAccess(&logic->MQSpiritMapRoomEnemies, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE, ED_BOOMERANG);}), EventAccess(LOGIC_SPIRIT_MQ_MAP_ROOM_ENEMIES, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE, ED_BOOMERANG);}),
}, { }, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_CHEST, true), LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_CHEST, true),
@ -244,11 +244,11 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH] = Region("Spirit Temple MQ West 1F Rusted Switch", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH] = Region("Spirit Temple MQ West 1F Rusted Switch", SCENE_SPIRIT_TEMPLE, {
//Events //Events
EventAccess(&logic->MQSpiritTimeTravelChest, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_SPIRIT_MQ_TIME_TRAVEL_CHEST, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->MQSpiritCrawlBoulder, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}), EventAccess(LOGIC_SPIRIT_MQ_CRAWL_BOULDER, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->IsChild && logic->MQSpiritCrawlBoulder;}), Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return logic->IsChild && logic->Get(LOGIC_SPIRIT_MQ_CRAWL_BOULDER);}),
//This tracks possible child access, if adult has not entered STATUE_ROOM. Certain Child Access is checked for separately as 7 Keys //This tracks possible child access, if adult has not entered STATUE_ROOM. Certain Child Access is checked for separately as 7 Keys
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}), Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
}); });
@ -372,23 +372,23 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", SCENE_SPIRIT_TEMPLE, {
//Events //Events
//implies logic->CanKillEnemy(RE_WALLMASTER). If we have lights, we can kill stalfos and wallmasters with bow //implies logic->CanKillEnemy(RE_WALLMASTER). If we have lights, we can kill stalfos and wallmasters with bow
EventAccess(&logic->MQSpirit3SunsEnemies, []{return (logic->CanUse(RG_MIRROR_SHIELD) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}), EventAccess(LOGIC_SPIRIT_MQ_3SUNS_ENEMIES, []{return (logic->CanUse(RG_MIRROR_SHIELD) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return true;}), Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, []{return logic->MQSpirit3SunsEnemies;}), Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, []{return logic->Get(LOGIC_SPIRIT_MQ_3SUNS_ENEMIES);}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F] = Region("Spirit Temple MQ Three Suns Room 1F", SCENE_SPIRIT_TEMPLE, {}, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F] = Region("Spirit Temple MQ Three Suns Room 1F", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, []{return logic->MQSpirit3SunsEnemies;}), Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, []{return logic->Get(LOGIC_SPIRIT_MQ_3SUNS_ENEMIES);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return true;}), Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return true;}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_EAST] = Region("Spirit Temple MQ 1F East", SCENE_SPIRIT_TEMPLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_EAST] = Region("Spirit Temple MQ 1F East", SCENE_SPIRIT_TEMPLE, {
//Events //Events
//Assumes RR_SPIRIT_TEMPLE_MQ_LOBBY access //Assumes RR_SPIRIT_TEMPLE_MQ_LOBBY access
EventAccess(&logic->Spirit1FSilverRupees, []{return logic->CanUse(RG_MEGATON_HAMMER);}), EventAccess(LOGIC_SPIRIT_1F_SILVER_RUPEES, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_EARLY_ADULT_POT_1, logic->CanBreakPots()), LOCATION(RC_SPIRIT_TEMPLE_MQ_EARLY_ADULT_POT_1, logic->CanBreakPots()),
@ -555,15 +555,15 @@ void RegionTable_Init_SpiritTemple() {
areaTable[RR_SPIRIT_TEMPLE_BOSS_ROOM] = Region("Spirit Temple Boss Room", SCENE_SPIRIT_TEMPLE_BOSS, { areaTable[RR_SPIRIT_TEMPLE_BOSS_ROOM] = Region("Spirit Temple Boss Room", SCENE_SPIRIT_TEMPLE_BOSS, {
// Events // Events
EventAccess(&logic->SpiritTempleClear, []{return logic->CanKillEnemy(RE_TWINROVA);}), EventAccess(LOGIC_SPIRIT_TEMPLE_CLEAR, []{return logic->CanKillEnemy(RE_TWINROVA);}),
}, { }, {
// Locations // Locations
LOCATION(RC_SPIRIT_TEMPLE_TWINROVA_HEART, logic->SpiritTempleClear), LOCATION(RC_SPIRIT_TEMPLE_TWINROVA_HEART, logic->Get(LOGIC_SPIRIT_TEMPLE_CLEAR)),
LOCATION(RC_TWINROVA, logic->SpiritTempleClear), LOCATION(RC_TWINROVA, logic->Get(LOGIC_SPIRIT_TEMPLE_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_DESERT_COLOSSUS, []{return logic->SpiritTempleClear;}, false), Entrance(RR_DESERT_COLOSSUS, []{return logic->Get(LOGIC_SPIRIT_TEMPLE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -19,38 +19,38 @@ void RegionTable_Init_WaterTemple() {
//Water Temple logic currently assumes that the locked door leading to the upper water raising location is unlocked from the start //Water Temple logic currently assumes that the locked door leading to the upper water raising location is unlocked from the start
areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", SCENE_WATER_TEMPLE, {}, { areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", SCENE_WATER_TEMPLE, {}, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_1, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))), LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_1, logic->CanBreakPots() && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))),
LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_2, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))), LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_2, logic->CanBreakPots() && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return true;}), Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_WATER_TEMPLE_EAST_LOWER, []{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}), Entrance(RR_WATER_TEMPLE_EAST_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}),
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, []{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}), Entrance(RR_WATER_TEMPLE_NORTH_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}), Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}),
Entrance(RR_WATER_TEMPLE_WEST_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}), Entrance(RR_WATER_TEMPLE_WEST_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->CanWaterTempleLowFromHigh && logic->SmallKeys(RR_WATER_TEMPLE, 5);}), Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}), Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE)) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}),
Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, []{return logic->CanWaterTempleMiddle;}), Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, []{return logic->Get(LOGIC_WATER_MIDDLE);}),
Entrance(RR_WATER_TEMPLE_HIGH_WATER, []{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}), Entrance(RR_WATER_TEMPLE_HIGH_WATER, []{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}),
Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, []{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->CanWaterTempleMiddle)));}), Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE)) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->Get(LOGIC_WATER_MIDDLE))));}),
Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, []{return logic->CanWaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}), Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, []{return logic->Get(LOGIC_WATER_HIGH) && logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->CanWaterTempleHigh && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->Get(LOGIC_WATER_HIGH) && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
}); });
areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->CanWaterTempleLowFromHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_LOW_FROM_HIGH, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_TORCH_POT_1, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS)))), LOCATION(RC_WATER_TEMPLE_TORCH_POT_1, logic->CanBreakPots() && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS)))),
LOCATION(RC_WATER_TEMPLE_TORCH_POT_2, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS)))), LOCATION(RC_WATER_TEMPLE_TORCH_POT_2, logic->CanBreakPots() && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS)))),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}), Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_WATER_TEMPLE_MAP_ROOM, []{return logic->CanWaterTempleHigh;}), Entrance(RR_WATER_TEMPLE_MAP_ROOM, []{return logic->Get(LOGIC_WATER_HIGH);}),
Entrance(RR_WATER_TEMPLE_CRACKED_WALL, []{return logic->CanWaterTempleMiddle || (logic->CanWaterTempleHigh && logic->CanWaterTempleLowFromHigh && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}), Entrance(RR_WATER_TEMPLE_CRACKED_WALL, []{return logic->Get(LOGIC_WATER_MIDDLE) || (logic->Get(LOGIC_WATER_HIGH) && logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}),
Entrance(RR_WATER_TEMPLE_TORCH_ROOM, []{return logic->CanWaterTempleLowFromHigh && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}), Entrance(RR_WATER_TEMPLE_TORCH_ROOM, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}),
}); });
areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", SCENE_WATER_TEMPLE, {}, { areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", SCENE_WATER_TEMPLE, {}, {
@ -118,7 +118,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_BOSS_KEY_ROOM] = Region("Water Temple Boss Key Room", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_BOSS_KEY_ROOM] = Region("Water Temple Boss Key Room", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_BOSS_KEY_CHEST, true), LOCATION(RC_WATER_TEMPLE_BOSS_KEY_CHEST, true),
@ -160,15 +160,15 @@ void RegionTable_Init_WaterTemple() {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}), Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, []{return logic->CanWaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}), Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, []{return logic->Get(LOGIC_WATER_MIDDLE) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}),
}); });
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->CanWaterTempleMiddle, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_MIDDLE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->CanWaterTempleHigh && logic->HookshotOrBoomerang())), LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->Get(LOGIC_WATER_HIGH) && logic->HookshotOrBoomerang())),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}), Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
@ -202,7 +202,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->CanWaterTempleHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_HIGH, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}), Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
@ -210,9 +210,9 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", SCENE_WATER_TEMPLE, {}, { areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", SCENE_WATER_TEMPLE, {}, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)), LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE))),
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_POT_1, logic->CanBreakPots() && logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)), LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_POT_1, logic->CanBreakPots() && logic->HasItem(RG_GORONS_BRACELET) && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE))),
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_POT_2, logic->CanBreakPots() && logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)), LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_POT_2, logic->CanBreakPots() && logic->HasItem(RG_GORONS_BRACELET) && (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE))),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT);}),
@ -269,7 +269,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_PRE_BOSS_ROOM] = Region("Water Temple Pre Boss Room", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_PRE_BOSS_ROOM] = Region("Water Temple Pre Boss Room", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
// Locations // Locations
LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_1_POT_1, logic->CanBreakPots()), LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_1_POT_1, logic->CanBreakPots()),
@ -310,10 +310,10 @@ void RegionTable_Init_WaterTemple() {
//A special entry as we can't set it to high after entering at a lower height //A special entry as we can't set it to high after entering at a lower height
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT));}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT));}),
Entrance(RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY, []{return (logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY, []{return (logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, []{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || ((logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24) && logic->HasItem(RG_BRONZE_SCALE)));}), Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && (logic->MQWaterLevel(WL_LOW) || ((logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24) && logic->HasItem(RG_BRONZE_SCALE)));}),
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM, []{return logic->MQWaterB1Switch && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_SILVER_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}), Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_SILVER_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}),
//Adult needs to jump in instead of dive for swim access, but you just hold forward. RT_WATER_BK_REGION Isn't relevant unless the Dark Link loop can be done without longshot with other tricks //Adult needs to jump in instead of dive for swim access, but you just hold forward. RT_WATER_BK_REGION Isn't relevant unless the Dark Link loop can be done without longshot with other tricks
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->MQWaterB1Switch && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT))) && (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS)));}), Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT))) && (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS)));}),
}); });
//This region specifically covers the topmost platform around central pillar //This region specifically covers the topmost platform around central pillar
@ -346,8 +346,8 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->ReachedWaterHighEmblem, []{return true;}), EventAccess(LOGIC_WATER_REACHED_HIGH_EMBLEM, []{return true;}),
EventAccess(&logic->CanWaterTempleHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_HIGH, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return true;}), Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return true;}),
@ -372,8 +372,8 @@ void RegionTable_Init_WaterTemple() {
//Events //Events
//if we can't reach these, we can't move the water at all, so no need to specify level or account for WL_LOW access here //if we can't reach these, we can't move the water at all, so no need to specify level or account for WL_LOW access here
//review is some way to play ocarina underwater exists //review is some way to play ocarina underwater exists
EventAccess(&logic->CouldWaterTempleLow, []{return true;}), EventAccess(LOGIC_WATER_COULD_LOW, []{return true;}),
EventAccess(&logic->CanWaterTempleLowFromHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_LOW_FROM_HIGH, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
//Reserved for glitches/tricks that could do this //Reserved for glitches/tricks that could do this
//EventAccess(&logic->CanWaterTempleLowFromMid, []{return false;}), //EventAccess(&logic->CanWaterTempleLowFromMid, []{return false;}),
}, { }, {
@ -398,48 +398,48 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", SCENE_WATER_TEMPLE, {
//Events //Events
//This is harder than the other possibilities as you have to move between shots on top of the extra range, but there's basically no universe this should matter. //This is harder than the other possibilities as you have to move between shots on top of the extra range, but there's basically no universe this should matter.
EventAccess(&logic->MQWaterB1Switch, []{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}), EventAccess(LOGIC_WATER_MQ_B1_SWITCH, []{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE);}),
//I don't know if this FW trick can ever matter but maybe it's needed to get child to CENTRAL_2F or something //I don't know if this FW trick can ever matter but maybe it's needed to get child to CENTRAL_2F or something
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, []{return logic->CanUse(RG_HOOKSHOT) || (logic->MQWaterLevel(WL_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE));}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, []{return logic->CanUse(RG_HOOKSHOT) || (logic->MQWaterLevel(WL_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE));}),
//if the gate is open, you sink straight in, so you can't climb up this way in logic without swimming //if the gate is open, you sink straight in, so you can't climb up this way in logic without swimming
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_HIGH_OR_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->Get(LOGIC_WATER_MQ_B1_OPENED_PILLAR) && logic->MQWaterLevel(WL_HIGH_OR_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}),
}); });
//If we enter here in WL_HIGH, go to RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH instead, Assumes WL_MID_OR_LOW //If we enter here in WL_HIGH, go to RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH instead, Assumes WL_MID_OR_LOW
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->CouldWaterTempleMiddle, []{return true;}), EventAccess(LOGIC_WATER_COULD_MIDDLE, []{return true;}),
EventAccess(&logic->CanWaterTempleMiddle, []{return logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_WATER_MIDDLE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
//It's possible to do this even on low water, but more awkward. I'm not sure if it's even possible for it to be relevant though. //It's possible to do this even on low water, but more awkward. I'm not sure if it's even possible for it to be relevant though.
EventAccess(&logic->MQWaterOpenedPillarB1, []{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}), EventAccess(LOGIC_WATER_MQ_B1_OPENED_PILLAR, []{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}),
//this could theoretically matter once OI and equip swap is in logic, as one age may be able to get here dry and not wet, and the other may not be able to OI, but as you can OI with hookshot it probably never happens //this could theoretically matter once OI and equip swap is in logic, as one age may be able to get here dry and not wet, and the other may not be able to OI, but as you can OI with hookshot it probably never happens
//EventAccess(&logic->MQWaterPillarSoTBlock, []{return logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME);}), //EventAccess(&logic->MQWaterPillarSoTBlock, []{return logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_FARORES_WIND) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_FARORES_WIND) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->Get(LOGIC_WATER_MQ_B1_OPENED_PILLAR) && logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}),
}); });
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->MQWaterOpenedPillarB1, []{return ((logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_DINS_FIRE)) || (ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS))) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslash()));}), EventAccess(LOGIC_WATER_MQ_B1_OPENED_PILLAR, []{return ((logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_DINS_FIRE)) || (ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS))) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslash()));}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_UPPER_CRATE_1, logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_UPPER_CRATE_1, logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_UPPER_CRATE_2, logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_UPPER_CRATE_2, logic->CanBreakCrates()),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}),
}); });
//Assuming tunic and irons was checked on entry //Assuming tunic and irons was checked on entry
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", SCENE_WATER_TEMPLE, {}, {}, { areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", SCENE_WATER_TEMPLE, {}, {}, {
//Exits //Exits
//Can't know water level, so we'll just assume any possibility and skip to MAIN //Can't know water level, so we'll just assume any possibility and skip to MAIN
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterOpenedPillarB1 && logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE);}), Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->Get(LOGIC_WATER_MQ_B1_OPENED_PILLAR) && logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE);}),
//Child needs to release irons for height to push down the larger "peg", however they can push the lower one down by climbing and then hit the switch through the larger peg, but it's a trick //Child needs to release irons for height to push down the larger "peg", however they can push the lower one down by climbing and then hit the switch through the larger peg, but it's a trick
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL, []{return ((logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE)));}), Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL, []{return ((logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE)));}),
}); });
@ -555,25 +555,25 @@ void RegionTable_Init_WaterTemple() {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, []{return (logic->MQWaterStalfosPit && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_HOVER_BOOTS);}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, []{return (logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->MQWaterStalfosPit && logic->CanUse(RG_LONGSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && logic->CanUse(RG_LONGSHOT);}),
}); });
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->MQWaterStalfosPit, []{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanKillEnemy(RE_STALFOS, ED_BOMB_THROW, true, 3, false, true)));}), EventAccess(LOGIC_WATER_MQ_STALFOS_PIT, []{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanKillEnemy(RE_STALFOS, ED_BOMB_THROW, true, 3, false, true)));}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}), Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, []{return (logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || (logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && (logic->CanUse(RG_HOVER_BOOTS) || logic->MQWaterStalfosPit));}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, []{return (logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || (logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && (logic->CanUse(RG_HOVER_BOOTS) || logic->Get(LOGIC_WATER_MQ_STALFOS_PIT)));}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->MQWaterStalfosPit && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && logic->CanUse(RG_HOOKSHOT);}),
}); });
//also includes the suns fairy in the middle //also includes the suns fairy in the middle
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MQ_STALFOS_PIT_SOUTH_POT, logic->CanBreakPots()), LOCATION(RC_WATER_TEMPLE_MQ_STALFOS_PIT_SOUTH_POT, logic->CanBreakPots()),
@ -582,9 +582,9 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)), LOCATION(RC_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->MQWaterStalfosPit && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT));}), Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, []{return logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT));}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->Get(LOGIC_WATER_MQ_STALFOS_PIT) && logic->CanUse(RG_HOOKSHOT);}),
}); });
//specifically the area past the spikes //specifically the area past the spikes
@ -603,7 +603,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MQ_AFTER_DARK_LINK_POT_1, logic->CanBreakPots()), LOCATION(RC_WATER_TEMPLE_MQ_AFTER_DARK_LINK_POT_1, logic->CanBreakPots()),
@ -625,7 +625,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MQ_RIVER_POT_1, logic->CanBreakPots()), LOCATION(RC_WATER_TEMPLE_MQ_RIVER_POT_1, logic->CanBreakPots()),
@ -657,7 +657,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", SCENE_WATER_TEMPLE, { areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", SCENE_WATER_TEMPLE, {
//Events //Events
EventAccess(&logic->MQWaterDragonTorches, []{return logic->HasFireSource();}), EventAccess(LOGIC_WATER_MQ_DRAGON_TORCHES, []{return logic->HasFireSource();}),
}, },
{ {
//Locations //Locations
@ -684,7 +684,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, []{return logic->CanUse(RG_LONGSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, []{return logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, []{return logic->HasItem(RG_SILVER_SCALE);}), Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, []{return logic->HasItem(RG_SILVER_SCALE);}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->MQWaterDragonTorches;}), Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->Get(LOGIC_WATER_MQ_DRAGON_TORCHES);}),
}); });
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", SCENE_WATER_TEMPLE, {}, { areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", SCENE_WATER_TEMPLE, {}, {
@ -726,26 +726,26 @@ void RegionTable_Init_WaterTemple() {
//Events //Events
//If the water is low, the switch is underwater and needs irons to press, otherwise, the water is too low to climb up and you need irons to hookshot a target //If the water is low, the switch is underwater and needs irons to press, otherwise, the water is too low to climb up and you need irons to hookshot a target
//If a glitch clips through the gate on low, have it logically press the switch and let entrance logic enter //If a glitch clips through the gate on low, have it logically press the switch and let entrance logic enter
EventAccess(&logic->MQWaterB1Switch, []{return logic->CanUse(RG_IRON_BOOTS);}), EventAccess(LOGIC_WATER_MQ_B1_SWITCH, []{return logic->CanUse(RG_IRON_BOOTS);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16));}), Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && (logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16));}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, []{return logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE) && (logic->MQWaterLevel(WL_LOW) || logic->WaterTimer() >= 24);}) Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, []{return logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE) && (logic->MQWaterLevel(WL_LOW) || logic->WaterTimer() >= 24);})
}); });
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", SCENE_WATER_TEMPLE, {}, areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", SCENE_WATER_TEMPLE, {},
{ {
//Locations //Locations
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_1, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_1, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_2, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_2, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_3, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_3, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_4, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_4, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_5, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_5, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_6, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()), LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_6, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
}, },
{ {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterB1Switch && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_GOLDEN_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}), Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && ((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_GOLDEN_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}),
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->CanUse(RG_FIRE_ARROWS) && ((logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)) || (logic->CanUse(RG_LONGSHOT) && Here(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->ScarecrowsSong();})));}) Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->CanUse(RG_FIRE_ARROWS) && ((logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)) || (logic->CanUse(RG_LONGSHOT) && Here(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->ScarecrowsSong();})));})
}); });
@ -777,7 +777,7 @@ void RegionTable_Init_WaterTemple() {
{ {
//Exits //Exits
//we can backflip over the spikes, but land in water. //we can backflip over the spikes, but land in water.
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24 && (logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE));}), Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->Get(LOGIC_WATER_MQ_B1_SWITCH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24 && (logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE));}),
//Child can use the crate to get the height to make it with hovers, but it's annoyingly tight so would be a trick //Child can use the crate to get the height to make it with hovers, but it's annoyingly tight so would be a trick
Entrance(RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && Entrance(RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 &&
//We're putting the requirement to get out of the water here as the scarecrow method in includes hook which satisfies it //We're putting the requirement to get out of the water here as the scarecrow method in includes hook which satisfies it
@ -847,15 +847,15 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", SCENE_WATER_TEMPLE_BOSS, { areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", SCENE_WATER_TEMPLE_BOSS, {
// Events // Events
EventAccess(&logic->WaterTempleClear, []{return logic->CanKillEnemy(RE_MORPHA);}), EventAccess(LOGIC_WATER_TEMPLE_CLEAR, []{return logic->CanKillEnemy(RE_MORPHA);}),
}, { }, {
// Locations // Locations
LOCATION(RC_WATER_TEMPLE_MORPHA_HEART, logic->WaterTempleClear), LOCATION(RC_WATER_TEMPLE_MORPHA_HEART, logic->Get(LOGIC_WATER_TEMPLE_CLEAR)),
LOCATION(RC_MORPHA, logic->WaterTempleClear), LOCATION(RC_MORPHA, logic->Get(LOGIC_WATER_TEMPLE_CLEAR)),
}, { }, {
// Exits // Exits
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return false;}), Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_LAKE_HYLIA, []{return logic->WaterTempleClear;}, false), Entrance(RR_LAKE_HYLIA, []{return logic->Get(LOGIC_WATER_TEMPLE_CLEAR);}, false),
}); });
// clang-format on // clang-format on

View file

@ -18,9 +18,9 @@ void RegionTable_Init_CastleGrounds() {
areaTable[RR_HYRULE_CASTLE_GROUNDS] = Region("Hyrule Castle Grounds", SCENE_HYRULE_CASTLE, { areaTable[RR_HYRULE_CASTLE_GROUNDS] = Region("Hyrule Castle Grounds", SCENE_HYRULE_CASTLE, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS);}),
EventAccess(&logic->BugRock, []{return true;}), EventAccess(LOGIC_BUG_ROCK, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_HC_MALON_EGG, true), LOCATION(RC_HC_MALON_EGG, true),
@ -69,9 +69,9 @@ void RegionTable_Init_CastleGrounds() {
areaTable[RR_HC_STORMS_GROTTO_BEHIND_WALLS] = Region("HC Storms Grotto Behind Walls", SCENE_GROTTOS, { areaTable[RR_HC_STORMS_GROTTO_BEHIND_WALLS] = Region("HC Storms Grotto Behind Walls", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->WanderingBugs, []{return true;}), EventAccess(LOGIC_WANDERING_BUGS, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_HC_GS_STORMS_GROTTO, logic->HookshotOrBoomerang()), LOCATION(RC_HC_GS_STORMS_GROTTO, logic->HookshotOrBoomerang()),
@ -89,7 +89,7 @@ void RegionTable_Init_CastleGrounds() {
areaTable[RR_GANONS_CASTLE_GROUNDS] = Region("Ganon's Castle Grounds", SCENE_OUTSIDE_GANONS_CASTLE, { areaTable[RR_GANONS_CASTLE_GROUNDS] = Region("Ganon's Castle Grounds", SCENE_OUTSIDE_GANONS_CASTLE, {
//Events //Events
EventAccess(&logic->BuiltRainbowBridge, []{return logic->CanBuildRainbowBridge();}), EventAccess(LOGIC_BUILD_RAINBOW_BRIDGE, []{return logic->CanBuildRainbowBridge();}),
}, { }, {
//Locations //Locations
LOCATION(RC_OGC_GS, logic->CanJumpslashExceptHammer() || logic->CanUseProjectile() || (logic->CanShield() && logic->CanUse(RG_MEGATON_HAMMER)) || logic->CanUse(RG_DINS_FIRE)), LOCATION(RC_OGC_GS, logic->CanJumpslashExceptHammer() || logic->CanUseProjectile() || (logic->CanShield() && logic->CanUse(RG_MEGATON_HAMMER)) || logic->CanUse(RG_DINS_FIRE)),
@ -97,7 +97,7 @@ void RegionTable_Init_CastleGrounds() {
//Exits //Exits
Entrance(RR_CASTLE_GROUNDS, []{return logic->AtNight;}), Entrance(RR_CASTLE_GROUNDS, []{return logic->AtNight;}),
Entrance(RR_OGC_GREAT_FAIRY_FOUNTAIN, []{return logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->AtNight;}), Entrance(RR_OGC_GREAT_FAIRY_FOUNTAIN, []{return logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->AtNight;}),
Entrance(RR_GANONS_CASTLE_LEDGE, []{return logic->BuiltRainbowBridge;}), Entrance(RR_GANONS_CASTLE_LEDGE, []{return logic->Get(LOGIC_BUILD_RAINBOW_BRIDGE);}),
}); });
areaTable[RR_OGC_GREAT_FAIRY_FOUNTAIN] = Region("OGC Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, {}, { areaTable[RR_OGC_GREAT_FAIRY_FOUNTAIN] = Region("OGC Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, {}, {
@ -116,7 +116,7 @@ void RegionTable_Init_CastleGrounds() {
areaTable[RR_GANONS_CASTLE_LEDGE] = Region("Ganon's Castle Ledge", SCENE_OUTSIDE_GANONS_CASTLE, {}, {}, { areaTable[RR_GANONS_CASTLE_LEDGE] = Region("Ganon's Castle Ledge", SCENE_OUTSIDE_GANONS_CASTLE, {}, {}, {
// Exits // Exits
Entrance(RR_GANONS_CASTLE_GROUNDS, []{return logic->BuiltRainbowBridge;}), Entrance(RR_GANONS_CASTLE_GROUNDS, []{return logic->Get(LOGIC_BUILD_RAINBOW_BRIDGE);}),
Entrance(RR_GANONS_CASTLE_ENTRYWAY, []{return logic->IsAdult;}), Entrance(RR_GANONS_CASTLE_ENTRYWAY, []{return logic->IsAdult;}),
}); });

View file

@ -14,7 +14,7 @@ void RegionTable_Init_DeathMountainCrater() {
areaTable[RR_DMC_UPPER_LOCAL] = Region("DMC Upper Local", SCENE_DEATH_MOUNTAIN_CRATER, { areaTable[RR_DMC_UPPER_LOCAL] = Region("DMC Upper Local", SCENE_DEATH_MOUNTAIN_CRATER, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->HasExplosives() && logic->CallGossipFairyExceptSuns() && (logic->FireTimer() >= 16 || logic->Hearts() >= 3);}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->HasExplosives() && logic->CallGossipFairyExceptSuns() && (logic->FireTimer() >= 16 || logic->Hearts() >= 3);}),
}, { }, {
//Locations //Locations
LOCATION(RC_DMC_WALL_FREESTANDING_POH, logic->FireTimer() >= 16 || logic->Hearts() >= 3), LOCATION(RC_DMC_WALL_FREESTANDING_POH, logic->FireTimer() >= 16 || logic->Hearts() >= 3),
@ -75,7 +75,7 @@ void RegionTable_Init_DeathMountainCrater() {
areaTable[RR_DMC_CENTRAL_LOCAL] = Region("DMC Central Local", SCENE_DEATH_MOUNTAIN_CRATER, { areaTable[RR_DMC_CENTRAL_LOCAL] = Region("DMC Central Local", SCENE_DEATH_MOUNTAIN_CRATER, {
//Events //Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->FireTimer() >= 8 || logic->Hearts() >= 3);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->FireTimer() >= 8 || logic->Hearts() >= 3);}),
}, { }, {
//Locations //Locations
LOCATION(RC_DMC_GS_BEAN_PATCH, (logic->FireTimer() >= 8 || logic->Hearts() >= 3) && logic->CanSpawnSoilSkull() && logic->CanAttack()), LOCATION(RC_DMC_GS_BEAN_PATCH, (logic->FireTimer() >= 8 || logic->Hearts() >= 3) && logic->CanSpawnSoilSkull() && logic->CanAttack()),

View file

@ -7,7 +7,7 @@ void RegionTable_Init_DeathMountainTrail() {
// clang-format off // clang-format off
areaTable[RR_DEATH_MOUNTAIN_TRAIL] = Region("Death Mountain", SCENE_DEATH_MOUNTAIN_TRAIL, { areaTable[RR_DEATH_MOUNTAIN_TRAIL] = Region("Death Mountain", SCENE_DEATH_MOUNTAIN_TRAIL, {
//Events //Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->HasExplosives() || logic->HasItem(RG_GORONS_BRACELET));}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->HasExplosives() || logic->HasItem(RG_GORONS_BRACELET));}),
}, { }, {
//Locations //Locations
LOCATION(RC_DMT_CHEST, logic->BlastOrSmash() || (ctx->GetTrickOption(RT_DMT_BOMBABLE) && logic->IsChild && logic->HasItem(RG_GORONS_BRACELET))), LOCATION(RC_DMT_CHEST, logic->BlastOrSmash() || (ctx->GetTrickOption(RT_DMT_BOMBABLE) && logic->IsChild && logic->HasItem(RG_GORONS_BRACELET))),
@ -32,8 +32,8 @@ void RegionTable_Init_DeathMountainTrail() {
areaTable[RR_DEATH_MOUNTAIN_SUMMIT] = Region("Death Mountain Summit", SCENE_DEATH_MOUNTAIN_TRAIL, { areaTable[RR_DEATH_MOUNTAIN_SUMMIT] = Region("Death Mountain Summit", SCENE_DEATH_MOUNTAIN_TRAIL, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BugRock, []{return logic->IsChild;}), EventAccess(LOGIC_BUG_ROCK, []{return logic->IsChild;}),
}, { }, {
//Locations //Locations
LOCATION(RC_DMT_TRADE_BROKEN_SWORD, logic->IsAdult && logic->CanUse(RG_BROKEN_SWORD)), LOCATION(RC_DMT_TRADE_BROKEN_SWORD, logic->IsAdult && logic->CanUse(RG_BROKEN_SWORD)),

View file

@ -7,8 +7,8 @@ void RegionTable_Init_DesertColossus() {
// clang-format off // clang-format off
areaTable[RR_DESERT_COLOSSUS] = Region("Desert Colossus", SCENE_DESERT_COLOSSUS, { areaTable[RR_DESERT_COLOSSUS] = Region("Desert Colossus", SCENE_DESERT_COLOSSUS, {
//Events //Events
EventAccess(&logic->FairyPond, []{return logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_FAIRY_POND, []{return logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugRock, []{return true;}), EventAccess(LOGIC_BUG_ROCK, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_COLOSSUS_FREESTANDING_POH, logic->IsAdult && CanPlantBean(RR_DESERT_COLOSSUS)), LOCATION(RC_COLOSSUS_FREESTANDING_POH, logic->IsAdult && CanPlantBean(RR_DESERT_COLOSSUS)),
@ -34,7 +34,7 @@ void RegionTable_Init_DesertColossus() {
//specifically the full oasis, after the fairies have spawned //specifically the full oasis, after the fairies have spawned
areaTable[RR_DESERT_COLOSSUS_OASIS] = Region("Desert Colossus Oasis", SCENE_DESERT_COLOSSUS, { areaTable[RR_DESERT_COLOSSUS_OASIS] = Region("Desert Colossus Oasis", SCENE_DESERT_COLOSSUS, {
//Events //Events
EventAccess(&logic->FairyPond, []{return true;}), EventAccess(LOGIC_FAIRY_POND, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_COLOSSUS_OASIS_FAIRY_1, true), LOCATION(RC_COLOSSUS_OASIS_FAIRY_1, true),

View file

@ -9,7 +9,7 @@ void RegionTable_Init_GerudoFortress() {
areaTable[RR_GF_OUTSKIRTS] = Region("Gerudo Fortress Outskirts", SCENE_GERUDOS_FORTRESS, { areaTable[RR_GF_OUTSKIRTS] = Region("Gerudo Fortress Outskirts", SCENE_GERUDOS_FORTRESS, {
//Events //Events
EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}), //needs climb EventAccess(LOGIC_GF_GATE_OPEN, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}), //needs climb
}, { }, {
//Locations //Locations
LOCATION(RC_GF_OUTSKIRTS_NE_CRATE, (logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)) && logic->CanBreakCrates()), LOCATION(RC_GF_OUTSKIRTS_NE_CRATE, (logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD)) && logic->CanBreakCrates()),
@ -18,7 +18,7 @@ void RegionTable_Init_GerudoFortress() {
//Exits //Exits
Entrance(RR_GV_FORTRESS_SIDE, []{return true;}), Entrance(RR_GV_FORTRESS_SIDE, []{return true;}),
Entrance(RR_TH_1_TORCH_CELL, []{return true;}), Entrance(RR_TH_1_TORCH_CELL, []{return true;}),
Entrance(RR_GF_OUTSIDE_GATE, []{return logic->GF_GateOpen;}), Entrance(RR_GF_OUTSIDE_GATE, []{return logic->Get(LOGIC_GF_GATE_OPEN);}),
Entrance(RR_GF_NEAR_GROTTO, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}), Entrance(RR_GF_NEAR_GROTTO, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}), Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->CanPassEnemy(RE_GERUDO_GUARD);}),
//You can talk to the guards to get yourself thrown in jail, so long as you have a hookshot to actually end up there //You can talk to the guards to get yourself thrown in jail, so long as you have a hookshot to actually end up there
@ -46,10 +46,10 @@ void RegionTable_Init_GerudoFortress() {
areaTable[RR_GF_OUTSIDE_GTG] = Region("GF Outside GTG", SCENE_GERUDOS_FORTRESS, { areaTable[RR_GF_OUTSIDE_GTG] = Region("GF Outside GTG", SCENE_GERUDOS_FORTRESS, {
//Events //Events
EventAccess(&logic->GtG_GateOpen, []{return (logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->HasItem(RG_CHILD_WALLET));}), EventAccess(LOGIC_GTG_GATE_OPEN, []{return (logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->HasItem(RG_CHILD_WALLET));}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GF_TO_GTG, []{return logic->GtG_GateOpen && (logic->IsAdult || ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES));}), Entrance(RR_GF_TO_GTG, []{return logic->Get(LOGIC_GTG_GATE_OPEN) && (logic->IsAdult || ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES));}),
//Jail //Jail
Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_GF_OUTSKIRTS, []{return true;}), Entrance(RR_GF_OUTSKIRTS, []{return true;}),
@ -233,16 +233,16 @@ void RegionTable_Init_GerudoFortress() {
areaTable[RR_GF_OUTSIDE_GATE] = Region("GF Outside Gate", SCENE_GERUDOS_FORTRESS, { areaTable[RR_GF_OUTSIDE_GATE] = Region("GF Outside Gate", SCENE_GERUDOS_FORTRESS, {
//Events //Events
EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}), EventAccess(LOGIC_GF_GATE_OPEN, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GF_OUTSKIRTS, []{return logic->GF_GateOpen;}), Entrance(RR_GF_OUTSKIRTS, []{return logic->Get(LOGIC_GF_GATE_OPEN);}),
Entrance(RR_WASTELAND_NEAR_FORTRESS, []{return true;}), Entrance(RR_WASTELAND_NEAR_FORTRESS, []{return true;}),
}); });
areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", SCENE_GROTTOS, { areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_1, true), LOCATION(RC_GF_FAIRY_GROTTO_FAIRY_1, true),

View file

@ -7,7 +7,7 @@ void RegionTable_Init_GerudoValley() {
// clang-format off // clang-format off
areaTable[RR_GERUDO_VALLEY] = Region("Gerudo Valley", SCENE_GERUDO_VALLEY, { areaTable[RR_GERUDO_VALLEY] = Region("Gerudo Valley", SCENE_GERUDO_VALLEY, {
//Events //Events
EventAccess(&logic->BugRock, []{return logic->IsChild;}), EventAccess(LOGIC_BUG_ROCK, []{return logic->IsChild;}),
}, { }, {
//Locations //Locations
LOCATION(RC_GV_GS_SMALL_BRIDGE, logic->IsChild && logic->HookshotOrBoomerang() && logic->CanGetNightTimeGS()), LOCATION(RC_GV_GS_SMALL_BRIDGE, logic->IsChild && logic->HookshotOrBoomerang() && logic->CanGetNightTimeGS()),
@ -17,14 +17,14 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_UPPER_STREAM, []{return logic->IsChild || logic->HasItem(RG_BRONZE_SCALE) || logic->TakeDamage();}), Entrance(RR_GV_UPPER_STREAM, []{return logic->IsChild || logic->HasItem(RG_BRONZE_SCALE) || logic->TakeDamage();}),
Entrance(RR_GV_CRATE_LEDGE, []{return logic->IsChild || logic->CanUse(RG_LONGSHOT);}), Entrance(RR_GV_CRATE_LEDGE, []{return logic->IsChild || logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_GV_GROTTO_LEDGE, []{return true;}), Entrance(RR_GV_GROTTO_LEDGE, []{return true;}),
Entrance(RR_GV_FORTRESS_SIDE, []{return (logic->IsAdult && (logic->CanUse(RG_EPONA) || logic->CanUse(RG_LONGSHOT) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || logic->THRescuedAllCarpenters)) || (logic->IsChild && logic->CanUse(RG_HOOKSHOT));}), Entrance(RR_GV_FORTRESS_SIDE, []{return (logic->IsAdult && (logic->CanUse(RG_EPONA) || logic->CanUse(RG_LONGSHOT) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS))) || (logic->IsChild && logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_GV_LOWER_STREAM, []{return logic->IsChild;}), //can use cucco as child Entrance(RR_GV_LOWER_STREAM, []{return logic->IsChild;}), //can use cucco as child
}); });
areaTable[RR_GV_UPPER_STREAM] = Region("GV Upper Stream", SCENE_GERUDO_VALLEY, { areaTable[RR_GV_UPPER_STREAM] = Region("GV Upper Stream", SCENE_GERUDO_VALLEY, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GV_WATERFALL_FREESTANDING_POH, logic->IsChild || logic->HasItem(RG_BRONZE_SCALE)),//can use cucco as child LOCATION(RC_GV_WATERFALL_FREESTANDING_POH, logic->IsChild || logic->HasItem(RG_BRONZE_SCALE)),//can use cucco as child
@ -80,7 +80,7 @@ void RegionTable_Init_GerudoValley() {
//Exits //Exits
Entrance(RR_GF_OUTSKIRTS, []{return true;}), Entrance(RR_GF_OUTSKIRTS, []{return true;}),
Entrance(RR_GV_UPPER_STREAM, []{return true;}), Entrance(RR_GV_UPPER_STREAM, []{return true;}),
Entrance(RR_GERUDO_VALLEY, []{return logic->IsChild || logic->CanUse(RG_EPONA) || logic->CanUse(RG_LONGSHOT) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || logic->THRescuedAllCarpenters;}), Entrance(RR_GERUDO_VALLEY, []{return logic->IsChild || logic->CanUse(RG_EPONA) || logic->CanUse(RG_LONGSHOT) || ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE) || logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS);}),
Entrance(RR_GV_CARPENTER_TENT, []{return logic->IsAdult;}), Entrance(RR_GV_CARPENTER_TENT, []{return logic->IsAdult;}),
Entrance(RR_GV_STORMS_GROTTO, []{return logic->IsAdult && logic->CanOpenStormsGrotto();}), Entrance(RR_GV_STORMS_GROTTO, []{return logic->IsAdult && logic->CanOpenStormsGrotto();}),
Entrance(RR_GV_CRATE_LEDGE, []{return ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives();}), Entrance(RR_GV_CRATE_LEDGE, []{return ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives();}),

View file

@ -7,23 +7,23 @@ void RegionTable_Init_GoronCity() {
// clang-format off // clang-format off
areaTable[RR_GORON_CITY] = Region("Goron City", SCENE_GORON_CITY, { areaTable[RR_GORON_CITY] = Region("Goron City", SCENE_GORON_CITY, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->StickPot, []{return logic->IsChild;}), EventAccess(LOGIC_STICK_POT, []{return logic->IsChild;}),
EventAccess(&logic->BugRock, []{return logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS);}), EventAccess(LOGIC_BUG_ROCK, []{return logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS);}),
EventAccess(&logic->GoronCityChildFire, []{return logic->IsChild && logic->CanUse(RG_DINS_FIRE);}), EventAccess(LOGIC_GORON_CITY_CHILD_FIRE, []{return logic->IsChild && logic->CanUse(RG_DINS_FIRE);}),
EventAccess(&logic->GCWoodsWarpOpen, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER) || logic->GoronCityChildFire;}), EventAccess(LOGIC_GORON_CITY_WOODS_WARP_OPEN, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER) || logic->Get(LOGIC_GORON_CITY_CHILD_FIRE);}),
EventAccess(&logic->GCDaruniasDoorOpenChild, []{return logic->IsChild && logic->CanUse(RG_ZELDAS_LULLABY);}), EventAccess(LOGIC_GORON_CITY_DARUNIAS_DOOR_OPEN_CHILD, []{return logic->IsChild && logic->CanUse(RG_ZELDAS_LULLABY);}),
// bottle animation causes similar complications as stopping goron with Din's Fire, only put in logic when both din's & blue fire tricks enabled // bottle animation causes similar complications as stopping goron with Din's Fire, only put in logic when both din's & blue fire tricks enabled
EventAccess(&logic->StopGCRollingGoronAsAdult, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || EventAccess(LOGIC_GORON_CITY_STOP_ROLLING_GORON_AS_ADULT, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) ||
(ctx->GetTrickOption(RT_GC_LINK_GORON_DINS) && (logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE)))));}), (ctx->GetTrickOption(RT_GC_LINK_GORON_DINS) && (logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE)))));}),
}, { }, {
//Locations //Locations
LOCATION(RC_GC_MAZE_LEFT_CHEST, logic->CanUse(RG_MEGATON_HAMMER) || logic->CanUse(RG_SILVER_GAUNTLETS) || (ctx->GetTrickOption(RT_GC_LEFTMOST) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS))), LOCATION(RC_GC_MAZE_LEFT_CHEST, logic->CanUse(RG_MEGATON_HAMMER) || logic->CanUse(RG_SILVER_GAUNTLETS) || (ctx->GetTrickOption(RT_GC_LEFTMOST) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_GC_MAZE_CENTER_CHEST, logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS)), LOCATION(RC_GC_MAZE_CENTER_CHEST, logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS)),
LOCATION(RC_GC_MAZE_RIGHT_CHEST, logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS)), LOCATION(RC_GC_MAZE_RIGHT_CHEST, logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS)),
LOCATION(RC_GC_POT_FREESTANDING_POH, logic->IsChild && logic->GoronCityChildFire && (logic->CanUse(RG_BOMB_BAG) || (logic->HasItem(RG_GORONS_BRACELET) && ctx->GetTrickOption(RT_GC_POT_STRENGTH)) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_GC_POT)))), LOCATION(RC_GC_POT_FREESTANDING_POH, logic->IsChild && logic->Get(LOGIC_GORON_CITY_CHILD_FIRE) && (logic->CanUse(RG_BOMB_BAG) || (logic->HasItem(RG_GORONS_BRACELET) && ctx->GetTrickOption(RT_GC_POT_STRENGTH)) || (logic->CanUse(RG_BOMBCHU_5) && ctx->GetTrickOption(RT_GC_POT)))),
LOCATION(RC_GC_ROLLING_GORON_AS_CHILD, logic->IsChild && (logic->HasExplosives() || (logic->HasItem(RG_GORONS_BRACELET) && ctx->GetTrickOption(RT_GC_ROLLING_STRENGTH)))), LOCATION(RC_GC_ROLLING_GORON_AS_CHILD, logic->IsChild && (logic->HasExplosives() || (logic->HasItem(RG_GORONS_BRACELET) && ctx->GetTrickOption(RT_GC_ROLLING_STRENGTH)))),
LOCATION(RC_GC_ROLLING_GORON_AS_ADULT, logic->StopGCRollingGoronAsAdult), LOCATION(RC_GC_ROLLING_GORON_AS_ADULT, logic->Get(LOGIC_GORON_CITY_STOP_ROLLING_GORON_AS_ADULT)),
LOCATION(RC_GC_GS_BOULDER_MAZE, logic->IsChild && logic->BlastOrSmash()), LOCATION(RC_GC_GS_BOULDER_MAZE, logic->IsChild && logic->BlastOrSmash()),
LOCATION(RC_GC_GS_CENTER_PLATFORM, logic->IsAdult && logic->CanAttack()), LOCATION(RC_GC_GS_CENTER_PLATFORM, logic->IsAdult && logic->CanAttack()),
LOCATION(RC_GC_MEDIGORON, logic->IsAdult && (logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET))), LOCATION(RC_GC_MEDIGORON, logic->IsAdult && (logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET))),
@ -41,9 +41,9 @@ void RegionTable_Init_GoronCity() {
//Exits //Exits
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}), Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}),
Entrance(RR_GC_MEDIGORON, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);}), Entrance(RR_GC_MEDIGORON, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);}),
Entrance(RR_GC_WOODS_WARP, []{return logic->GCWoodsWarpOpen;}), Entrance(RR_GC_WOODS_WARP, []{return logic->Get(LOGIC_GORON_CITY_WOODS_WARP_OPEN);}),
Entrance(RR_GC_SHOP, []{return (logic->IsAdult && logic->StopGCRollingGoronAsAdult) || (logic->IsChild && (logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET) || logic->GoronCityChildFire || logic->CanUse(RG_FAIRY_BOW)));}), Entrance(RR_GC_SHOP, []{return (logic->IsAdult && logic->Get(LOGIC_GORON_CITY_STOP_ROLLING_GORON_AS_ADULT)) || (logic->IsChild && (logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET) || logic->Get(LOGIC_GORON_CITY_CHILD_FIRE) || logic->CanUse(RG_FAIRY_BOW)));}),
Entrance(RR_GC_DARUNIAS_CHAMBER, []{return (logic->IsAdult && logic->StopGCRollingGoronAsAdult) || (logic->IsChild && logic->GCDaruniasDoorOpenChild);}), Entrance(RR_GC_DARUNIAS_CHAMBER, []{return (logic->IsAdult && logic->Get(LOGIC_GORON_CITY_STOP_ROLLING_GORON_AS_ADULT)) || (logic->IsChild && logic->Get(LOGIC_GORON_CITY_DARUNIAS_DOOR_OPEN_CHILD));}),
Entrance(RR_GC_GROTTO_PLATFORM, []{return logic->IsAdult && ((logic->CanUse(RG_SONG_OF_TIME) && ((logic->EffectiveHealth() > 2) || logic->CanUse(RG_GORON_TUNIC) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_NAYRUS_LOVE))) || (logic->EffectiveHealth() > 1 && logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_HOOKSHOT)) || (logic->CanUse(RG_NAYRUS_LOVE) && logic->CanUse(RG_HOOKSHOT)) || (logic->EffectiveHealth() > 2 && logic->CanUse(RG_HOOKSHOT) && ctx->GetTrickOption(RT_GC_GROTTO)));}), Entrance(RR_GC_GROTTO_PLATFORM, []{return logic->IsAdult && ((logic->CanUse(RG_SONG_OF_TIME) && ((logic->EffectiveHealth() > 2) || logic->CanUse(RG_GORON_TUNIC) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_NAYRUS_LOVE))) || (logic->EffectiveHealth() > 1 && logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_HOOKSHOT)) || (logic->CanUse(RG_NAYRUS_LOVE) && logic->CanUse(RG_HOOKSHOT)) || (logic->EffectiveHealth() > 2 && logic->CanUse(RG_HOOKSHOT) && ctx->GetTrickOption(RT_GC_GROTTO)));}),
}); });
@ -60,16 +60,16 @@ void RegionTable_Init_GoronCity() {
areaTable[RR_GC_WOODS_WARP] = Region("GC Woods Warp", SCENE_GORON_CITY, { areaTable[RR_GC_WOODS_WARP] = Region("GC Woods Warp", SCENE_GORON_CITY, {
//Events //Events
EventAccess(&logic->GCWoodsWarpOpen, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}), EventAccess(LOGIC_GORON_CITY_WOODS_WARP_OPEN, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_GORON_CITY, []{return logic->GCWoodsWarpOpen;}), Entrance(RR_GORON_CITY, []{return logic->Get(LOGIC_GORON_CITY_WOODS_WARP_OPEN);}),
Entrance(RR_THE_LOST_WOODS, []{return true;}), Entrance(RR_THE_LOST_WOODS, []{return true;}),
}); });
areaTable[RR_GC_DARUNIAS_CHAMBER] = Region("GC Darunias Chamber", SCENE_GORON_CITY, { areaTable[RR_GC_DARUNIAS_CHAMBER] = Region("GC Darunias Chamber", SCENE_GORON_CITY, {
//Events //Events
EventAccess(&logic->GoronCityChildFire, []{return logic->IsChild && logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_GORON_CITY_CHILD_FIRE, []{return logic->IsChild && logic->CanUse(RG_STICKS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GC_DARUNIAS_JOY, logic->IsChild && logic->CanUse(RG_SARIAS_SONG)), LOCATION(RC_GC_DARUNIAS_JOY, logic->IsChild && logic->CanUse(RG_SARIAS_SONG)),

View file

@ -7,10 +7,10 @@ void RegionTable_Init_Graveyard() {
// clang-format off // clang-format off
areaTable[RR_THE_GRAVEYARD] = Region("The Graveyard", SCENE_GRAVEYARD, { areaTable[RR_THE_GRAVEYARD] = Region("The Graveyard", SCENE_GRAVEYARD, {
//Events //Events
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugRock, []{return true;}), EventAccess(LOGIC_BUG_ROCK, []{return true;}),
EventAccess(&logic->BorrowBunnyHood, []{return logic->IsChild && logic->AtDay && logic->BorrowSpookyMask && logic->HasItem(RG_CHILD_WALLET);}), EventAccess(LOGIC_BORROW_BUNNY_HOOD, []{return logic->IsChild && logic->AtDay && logic->Get(LOGIC_BORROW_SPOOKY_MASK) && logic->HasItem(RG_CHILD_WALLET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GRAVEYARD_FREESTANDING_POH, (((logic->IsAdult && CanPlantBean(RR_THE_GRAVEYARD)) || logic->CanUse(RG_LONGSHOT)) && logic->CanBreakCrates()) || (ctx->GetTrickOption(RT_GY_POH) && logic->CanUse(RG_BOOMERANG))), LOCATION(RC_GRAVEYARD_FREESTANDING_POH, (((logic->IsAdult && CanPlantBean(RR_THE_GRAVEYARD)) || logic->CanUse(RG_LONGSHOT)) && logic->CanBreakCrates()) || (ctx->GetTrickOption(RT_GY_POH) && logic->CanUse(RG_BOOMERANG))),
@ -88,8 +88,8 @@ void RegionTable_Init_Graveyard() {
areaTable[RR_GRAVEYARD_DAMPES_GRAVE] = Region("Graveyard Dampes Grave", SCENE_WINDMILL_AND_DAMPES_GRAVE, { areaTable[RR_GRAVEYARD_DAMPES_GRAVE] = Region("Graveyard Dampes Grave", SCENE_WINDMILL_AND_DAMPES_GRAVE, {
//Events //Events
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
EventAccess(&logic->DampesWindmillAccess, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}), EventAccess(LOGIC_DAMPES_WINDMILL_ACCESS, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}),
}, { }, {
//Locations //Locations
LOCATION(RC_GRAVEYARD_HOOKSHOT_CHEST, true), LOCATION(RC_GRAVEYARD_HOOKSHOT_CHEST, true),
@ -124,7 +124,7 @@ void RegionTable_Init_Graveyard() {
areaTable[RR_GRAVEYARD_WARP_PAD_REGION] = Region("Graveyard Warp Pad Region", SCENE_GRAVEYARD, { areaTable[RR_GRAVEYARD_WARP_PAD_REGION] = Region("Graveyard Warp Pad Region", SCENE_GRAVEYARD, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
}, { }, {
//Locations //Locations
LOCATION(RC_GRAVEYARD_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns()), LOCATION(RC_GRAVEYARD_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns()),

View file

@ -17,9 +17,9 @@ void RegionTable_Init_HauntedWasteland() {
areaTable[RR_HAUNTED_WASTELAND] = Region("Haunted Wasteland", SCENE_HAUNTED_WASTELAND, { areaTable[RR_HAUNTED_WASTELAND] = Region("Haunted Wasteland", SCENE_HAUNTED_WASTELAND, {
//Events //Events
EventAccess(&logic->FairyPot, []{return true;}), EventAccess(LOGIC_FAIRY_POT, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
EventAccess(&logic->CarpetMerchant, []{return logic->HasItem(RG_ADULT_WALLET) && CanBuyAnother(RC_WASTELAND_BOMBCHU_SALESMAN) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}), EventAccess(LOGIC_CARPET_MERCHANT, []{return logic->HasItem(RG_ADULT_WALLET) && CanBuyAnother(RC_WASTELAND_BOMBCHU_SALESMAN) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}),
}, { }, {
//Locations //Locations
LOCATION(RC_WASTELAND_CHEST, logic->HasFireSource()), LOCATION(RC_WASTELAND_CHEST, logic->HasFireSource()),

View file

@ -7,8 +7,8 @@ void RegionTable_Init_HyruleField() {
// clang-format off // clang-format off
areaTable[RR_HYRULE_FIELD] = Region("Hyrule Field", SCENE_HYRULE_FIELD, { areaTable[RR_HYRULE_FIELD] = Region("Hyrule Field", SCENE_HYRULE_FIELD, {
//Events //Events
EventAccess(&logic->BigPoeKill, []{return logic->HasBottle() && logic->CanUse(RG_FAIRY_BOW) && (logic->CanUse(RG_EPONA) || ctx->GetTrickOption(RT_HF_BIG_POE_WITHOUT_EPONA));}), EventAccess(LOGIC_BIG_POE_KILL, []{return logic->HasBottle() && logic->CanUse(RG_FAIRY_BOW) && (logic->CanUse(RG_EPONA) || ctx->GetTrickOption(RT_HF_BIG_POE_WITHOUT_EPONA));}),
EventAccess(&logic->BorrowRightMasks, []{return logic->IsChild && logic->BorrowBunnyHood && logic->HasItem(RG_KOKIRI_EMERALD) && logic->HasItem(RG_GORON_RUBY) && logic->HasItem(RG_ZORA_SAPPHIRE) && logic->HasItem(RG_CHILD_WALLET);}), EventAccess(LOGIC_BORROW_RIGHT_MASKS, []{return logic->IsChild && logic->Get(LOGIC_BORROW_BUNNY_HOOD) && logic->HasItem(RG_KOKIRI_EMERALD) && logic->HasItem(RG_GORON_RUBY) && logic->HasItem(RG_ZORA_SAPPHIRE) && logic->HasItem(RG_CHILD_WALLET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_HF_OCARINA_OF_TIME_ITEM, logic->IsChild && logic->StoneCount() == 3 && logic->HasItem(RG_BRONZE_SCALE)), LOCATION(RC_HF_OCARINA_OF_TIME_ITEM, logic->IsChild && logic->StoneCount() == 3 && logic->HasItem(RG_BRONZE_SCALE)),
@ -135,8 +135,8 @@ void RegionTable_Init_HyruleField() {
areaTable[RR_HF_COW_GROTTO_BEHIND_WEBS] = Region("HF Cow Grotto Behind Webs", SCENE_GROTTOS, { areaTable[RR_HF_COW_GROTTO_BEHIND_WEBS] = Region("HF Cow Grotto Behind Webs", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->BugShrub, []{return logic->CanCutShrubs();}), EventAccess(LOGIC_BUG_SHRUB, []{return logic->CanCutShrubs();}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
}, { }, {
//Locations //Locations
LOCATION(RC_HF_GS_COW_GROTTO, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)), LOCATION(RC_HF_GS_COW_GROTTO, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -173,7 +173,7 @@ void RegionTable_Init_HyruleField() {
areaTable[RR_HF_FAIRY_GROTTO] = Region("HF Fairy Grotto", SCENE_GROTTOS, { areaTable[RR_HF_FAIRY_GROTTO] = Region("HF Fairy Grotto", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_HF_FAIRY_GROTTO_FAIRY_1, true), LOCATION(RC_HF_FAIRY_GROTTO_FAIRY_1, true),

View file

@ -7,17 +7,17 @@ void RegionTable_Init_Kakariko() {
// clang-format off // clang-format off
areaTable[RR_KAKARIKO_VILLAGE] = Region("Kakariko Village", SCENE_KAKARIKO_VILLAGE, { areaTable[RR_KAKARIKO_VILLAGE] = Region("Kakariko Village", SCENE_KAKARIKO_VILLAGE, {
//Events //Events
EventAccess(&logic->BugRock, []{return true;}), EventAccess(LOGIC_BUG_ROCK, []{return true;}),
//Open Gate setting is applied in RR_ROOT //Open Gate setting is applied in RR_ROOT
EventAccess(&logic->KakarikoVillageGateOpen, []{return logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER);}), EventAccess(LOGIC_KAKARIKO_GATE_OPEN, []{return logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER);}),
//Needs wallet to be able to get another mask after selling Keaton //Needs wallet to be able to get another mask after selling Keaton
EventAccess(&logic->BorrowSkullMask, []{return logic->IsChild && logic->CanBorrowMasks && logic->HasItem(RG_CHILD_WALLET);}), EventAccess(LOGIC_BORROW_SKULL_MASK, []{return logic->IsChild && logic->Get(LOGIC_CAN_BORROW_MASKS) && logic->HasItem(RG_CHILD_WALLET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_SHEIK_IN_KAKARIKO, logic->IsAdult && logic->HasItem(RG_FOREST_MEDALLION) && logic->HasItem(RG_FIRE_MEDALLION) && logic->HasItem(RG_WATER_MEDALLION)), LOCATION(RC_SHEIK_IN_KAKARIKO, logic->IsAdult && logic->HasItem(RG_FOREST_MEDALLION) && logic->HasItem(RG_FIRE_MEDALLION) && logic->HasItem(RG_WATER_MEDALLION)),
LOCATION(RC_KAK_ANJU_AS_CHILD, logic->IsChild && logic->AtDay), LOCATION(RC_KAK_ANJU_AS_CHILD, logic->IsChild && logic->AtDay),
LOCATION(RC_KAK_ANJU_AS_ADULT, logic->IsAdult && logic->AtDay), LOCATION(RC_KAK_ANJU_AS_ADULT, logic->IsAdult && logic->AtDay),
LOCATION(RC_KAK_TRADE_POCKET_CUCCO, logic->IsAdult && logic->AtDay && (logic->CanUse(RG_POCKET_EGG) && logic->WakeUpAdultTalon)), LOCATION(RC_KAK_TRADE_POCKET_CUCCO, logic->IsAdult && logic->AtDay && (logic->CanUse(RG_POCKET_EGG) && logic->Get(LOGIC_WAKE_UP_ADULT_TALON))),
//Can kill lower kak skulls with pots //Can kill lower kak skulls with pots
LOCATION(RC_KAK_GS_HOUSE_UNDER_CONSTRUCTION, logic->IsChild && logic->CanGetNightTimeGS()), LOCATION(RC_KAK_GS_HOUSE_UNDER_CONSTRUCTION, logic->IsChild && logic->CanGetNightTimeGS()),
LOCATION(RC_KAK_GS_SKULLTULA_HOUSE, logic->IsChild && logic->CanGetNightTimeGS()), LOCATION(RC_KAK_GS_SKULLTULA_HOUSE, logic->IsChild && logic->CanGetNightTimeGS()),
@ -68,7 +68,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_WINDMILL, []{return logic->CanOpenOverworldDoor(RG_WINDMILL_KEY);}), Entrance(RR_KAK_WINDMILL, []{return logic->CanOpenOverworldDoor(RG_WINDMILL_KEY);}),
Entrance(RR_KAK_BAZAAR, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_BAZAAR_KEY);}), Entrance(RR_KAK_BAZAAR, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_BAZAAR_KEY);}),
Entrance(RR_KAK_SHOOTING_GALLERY, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_SHOOTING_GALLERY_KEY);}), Entrance(RR_KAK_SHOOTING_GALLERY, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_SHOOTING_GALLERY_KEY);}),
Entrance(RR_KAK_WELL, []{return logic->IsAdult || logic->DrainWell || logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_BOTTOM_OF_THE_WELL_NAVI_DIVE) && logic->IsChild && logic->HasItem(RG_BRONZE_SCALE) && logic->CanJumpslash());}), Entrance(RR_KAK_WELL, []{return logic->IsAdult || logic->Get(LOGIC_DRAIN_WELL) || logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_BOTTOM_OF_THE_WELL_NAVI_DIVE) && logic->IsChild && logic->HasItem(RG_BRONZE_SCALE) && logic->CanJumpslash());}),
Entrance(RR_KAK_POTION_SHOP_FRONT, []{return (logic->AtDay || logic->IsChild) && logic->CanOpenOverworldDoor(RG_KAK_POTION_SHOP_KEY);}), Entrance(RR_KAK_POTION_SHOP_FRONT, []{return (logic->AtDay || logic->IsChild) && logic->CanOpenOverworldDoor(RG_KAK_POTION_SHOP_KEY);}),
Entrance(RR_KAK_REDEAD_GROTTO, []{return logic->CanOpenBombGrotto();}), Entrance(RR_KAK_REDEAD_GROTTO, []{return logic->CanOpenBombGrotto();}),
Entrance(RR_KAK_IMPAS_LEDGE, []{return (logic->IsChild && logic->AtDay) || (logic->IsAdult && ctx->GetTrickOption(RT_VISIBLE_COLLISION));}), Entrance(RR_KAK_IMPAS_LEDGE, []{return (logic->IsChild && logic->AtDay) || (logic->IsAdult && ctx->GetTrickOption(RT_VISIBLE_COLLISION));}),
@ -76,7 +76,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_ROOFTOP, []{return logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_KAK_MAN_ON_ROOF) && logic->IsAdult);}), Entrance(RR_KAK_ROOFTOP, []{return logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_KAK_MAN_ON_ROOF) && logic->IsAdult);}),
Entrance(RR_KAK_IMPAS_ROOFTOP, []{return logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_KAK_ROOFTOP_GS) && logic->CanUse(RG_HOVER_BOOTS));}), Entrance(RR_KAK_IMPAS_ROOFTOP, []{return logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_KAK_ROOFTOP_GS) && logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_THE_GRAVEYARD, []{return true;}), Entrance(RR_THE_GRAVEYARD, []{return true;}),
Entrance(RR_KAK_BEHIND_GATE, []{return logic->IsAdult || logic->KakarikoVillageGateOpen;}), Entrance(RR_KAK_BEHIND_GATE, []{return logic->IsAdult || logic->Get(LOGIC_KAKARIKO_GATE_OPEN);}),
//adult can jump from the fence near the windmill to ledgegrab the fence near granny's shop. is in logic on N64 //adult can jump from the fence near the windmill to ledgegrab the fence near granny's shop. is in logic on N64
Entrance(RR_KAK_BACKYARD, []{return logic->IsAdult || logic->AtDay;}), Entrance(RR_KAK_BACKYARD, []{return logic->IsAdult || logic->AtDay;}),
}); });
@ -130,7 +130,7 @@ void RegionTable_Init_Kakariko() {
areaTable[RR_KAK_CARPENTER_BOSS_HOUSE] = Region("Kak Carpenter Boss House", SCENE_KAKARIKO_CENTER_GUEST_HOUSE, { areaTable[RR_KAK_CARPENTER_BOSS_HOUSE] = Region("Kak Carpenter Boss House", SCENE_KAKARIKO_CENTER_GUEST_HOUSE, {
//Events //Events
EventAccess(&logic->WakeUpAdultTalon, []{return logic->IsAdult && logic->CanUse(RG_POCKET_EGG);}), EventAccess(LOGIC_WAKE_UP_ADULT_TALON, []{return logic->IsAdult && logic->CanUse(RG_POCKET_EGG);}),
}, {}, { }, {}, {
//Exits //Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}), Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
@ -168,10 +168,10 @@ void RegionTable_Init_Kakariko() {
areaTable[RR_KAK_WINDMILL] = Region("Kak Windmill", SCENE_WINDMILL_AND_DAMPES_GRAVE, { areaTable[RR_KAK_WINDMILL] = Region("Kak Windmill", SCENE_WINDMILL_AND_DAMPES_GRAVE, {
//Events //Events
EventAccess(&logic->DrainWell, []{return logic->IsChild && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_DRAIN_WELL, []{return logic->IsChild && logic->CanUse(RG_SONG_OF_STORMS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_KAK_WINDMILL_FREESTANDING_POH, logic->CanUse(RG_BOOMERANG) || logic->DampesWindmillAccess || (logic->IsAdult && ctx->GetTrickOption(RT_KAK_ADULT_WINDMILL_POH)) || (logic->IsChild && logic->CanJumpslashExceptHammer() && ctx->GetTrickOption(RT_KAK_CHILD_WINDMILL_POH))), LOCATION(RC_KAK_WINDMILL_FREESTANDING_POH, logic->CanUse(RG_BOOMERANG) || logic->Get(LOGIC_DAMPES_WINDMILL_ACCESS) || (logic->IsAdult && ctx->GetTrickOption(RT_KAK_ADULT_WINDMILL_POH)) || (logic->IsChild && logic->CanJumpslashExceptHammer() && ctx->GetTrickOption(RT_KAK_CHILD_WINDMILL_POH))),
LOCATION(RC_SONG_FROM_WINDMILL, logic->IsAdult && logic->HasItem(RG_FAIRY_OCARINA)), LOCATION(RC_SONG_FROM_WINDMILL, logic->IsAdult && logic->HasItem(RG_FAIRY_OCARINA)),
}, { }, {
//Exits //Exits
@ -263,14 +263,14 @@ void RegionTable_Init_Kakariko() {
areaTable[RR_KAK_BEHIND_GATE] = Region("Kak Behind Gate", SCENE_KAKARIKO_VILLAGE, {}, {}, { areaTable[RR_KAK_BEHIND_GATE] = Region("Kak Behind Gate", SCENE_KAKARIKO_VILLAGE, {}, {}, {
//Exits //Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->KakarikoVillageGateOpen;}), Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->Get(LOGIC_KAKARIKO_GATE_OPEN);}),
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}), Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}),
}); });
areaTable[RR_KAK_WELL] = Region("Kak Well", SCENE_KAKARIKO_VILLAGE, {}, {}, { areaTable[RR_KAK_WELL] = Region("Kak Well", SCENE_KAKARIKO_VILLAGE, {}, {}, {
//Exits //Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE) || logic->DrainWell;}), Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE) || logic->Get(LOGIC_DRAIN_WELL);}),
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild || (logic->DrainWell && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF));}), Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild || (logic->Get(LOGIC_DRAIN_WELL) && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF));}),
}); });
// clang-format on // clang-format on

View file

@ -7,9 +7,9 @@ void RegionTable_Init_KokiriForest() {
// clang-format off // clang-format off
areaTable[RR_KOKIRI_FOREST] = Region("Kokiri Forest", SCENE_KOKIRI_FOREST, { areaTable[RR_KOKIRI_FOREST] = Region("Kokiri Forest", SCENE_KOKIRI_FOREST, {
//Events //Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->ShowedMidoSwordAndShield, []{return logic->IsChild && logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_DEKU_SHIELD);}), EventAccess(LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD, []{return logic->IsChild && logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_DEKU_SHIELD);}),
}, { }, {
//Locations //Locations
LOCATION(RC_KF_KOKIRI_SWORD_CHEST, logic->IsChild), LOCATION(RC_KF_KOKIRI_SWORD_CHEST, logic->IsChild),
@ -83,17 +83,17 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KF_HOUSE_OF_TWINS, []{return true;}), Entrance(RR_KF_HOUSE_OF_TWINS, []{return true;}),
Entrance(RR_KF_KNOW_IT_ALL_HOUSE, []{return true;}), Entrance(RR_KF_KNOW_IT_ALL_HOUSE, []{return true;}),
Entrance(RR_KF_KOKIRI_SHOP, []{return true;}), Entrance(RR_KF_KOKIRI_SHOP, []{return true;}),
Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return (logic->IsAdult && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->ForestTempleClear)) || ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->ShowedMidoSwordAndShield;}), Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return (logic->IsAdult && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->Get(LOGIC_FOREST_TEMPLE_CLEAR))) || ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->Get(LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD);}),
Entrance(RR_THE_LOST_WOODS, []{return true;}), Entrance(RR_THE_LOST_WOODS, []{return true;}),
Entrance(RR_LW_BRIDGE_FROM_FOREST, []{return logic->IsAdult || ctx->GetOption(RSK_FOREST).IsNot(RO_CLOSED_FOREST_ON) || logic->DekuTreeClear;}), Entrance(RR_LW_BRIDGE_FROM_FOREST, []{return logic->IsAdult || ctx->GetOption(RSK_FOREST).IsNot(RO_CLOSED_FOREST_ON) || logic->Get(LOGIC_DEKU_TREE_CLEAR);}),
Entrance(RR_KF_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}), Entrance(RR_KF_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
}); });
areaTable[RR_KF_OUTSIDE_DEKU_TREE] = Region("KF Outside Deku Tree", SCENE_KOKIRI_FOREST, { areaTable[RR_KF_OUTSIDE_DEKU_TREE] = Region("KF Outside Deku Tree", SCENE_KOKIRI_FOREST, {
//Events //Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}), EventAccess(LOGIC_DEKU_BABA_STICKS, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}), EventAccess(LOGIC_DEKU_BABA_NUTS, []{return logic->CanGetDekuBabaNuts();}),
EventAccess(&logic->ShowedMidoSwordAndShield, []{return logic->IsChild && logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_DEKU_SHIELD);}), EventAccess(LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD, []{return logic->IsChild && logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_DEKU_SHIELD);}),
}, { }, {
//Locations //Locations
LOCATION(RC_KF_DEKU_TREE_LEFT_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns()), LOCATION(RC_KF_DEKU_TREE_LEFT_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns()),
@ -104,13 +104,13 @@ void RegionTable_Init_KokiriForest() {
LOCATION(RC_KF_DEKU_TREE_RIGHT_GOSSIP_STONE, true), LOCATION(RC_KF_DEKU_TREE_RIGHT_GOSSIP_STONE, true),
}, { }, {
//Exits //Exits
Entrance(RR_DEKU_TREE_ENTRYWAY, []{return logic->IsChild || (ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF) && (ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->ShowedMidoSwordAndShield));}), Entrance(RR_DEKU_TREE_ENTRYWAY, []{return logic->IsChild || (ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF) && (ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->Get(LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD)));}),
Entrance(RR_KOKIRI_FOREST, []{return (logic->IsAdult && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->ForestTempleClear)) || ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->ShowedMidoSwordAndShield;}), Entrance(RR_KOKIRI_FOREST, []{return (logic->IsAdult && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->Get(LOGIC_DEKU_TREE_CLEAR))) || ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->Get(LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD);}),
}); });
areaTable[RR_KF_LINKS_HOUSE] = Region("KF Link's House", SCENE_LINKS_HOUSE, {}, { areaTable[RR_KF_LINKS_HOUSE] = Region("KF Link's House", SCENE_LINKS_HOUSE, {}, {
//Locations //Locations
LOCATION(RC_KF_LINKS_HOUSE_COW, logic->IsAdult && logic->CanUse(RG_EPONAS_SONG) && logic->LinksCow), LOCATION(RC_KF_LINKS_HOUSE_COW, logic->IsAdult && logic->CanUse(RG_EPONAS_SONG) && logic->Get(LOGIC_LINKS_COW)),
LOCATION(RC_KF_LINKS_HOUSE_POT, logic->CanBreakPots()), LOCATION(RC_KF_LINKS_HOUSE_POT, logic->CanBreakPots()),
}, { }, {
//Exits //Exits

View file

@ -7,16 +7,16 @@ void RegionTable_Init_LakeHylia() {
// clang-format off // clang-format off
areaTable[RR_LAKE_HYLIA] = Region("Lake Hylia", SCENE_LAKE_HYLIA, { areaTable[RR_LAKE_HYLIA] = Region("Lake Hylia", SCENE_LAKE_HYLIA, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS);}),
EventAccess(&logic->BugShrub, []{return logic->IsChild && logic->CanCutShrubs();}), EventAccess(LOGIC_BUG_SHRUB, []{return logic->IsChild && logic->CanCutShrubs();}),
EventAccess(&logic->ChildScarecrow, []{return logic->IsChild && logic->HasItem(RG_FAIRY_OCARINA) && logic->OcarinaButtons() >= 2;}), EventAccess(LOGIC_CHILD_SCARECROW, []{return logic->IsChild && logic->HasItem(RG_FAIRY_OCARINA) && logic->OcarinaButtons() >= 2;}),
EventAccess(&logic->AdultScarecrow, []{return logic->IsAdult && logic->HasItem(RG_FAIRY_OCARINA) && logic->OcarinaButtons() >= 2;}), EventAccess(LOGIC_ADULT_SCARECROW, []{return logic->IsAdult && logic->HasItem(RG_FAIRY_OCARINA) && logic->OcarinaButtons() >= 2;}),
}, { }, {
//Locations //Locations
LOCATION(RC_LH_UNDERWATER_ITEM, logic->IsChild && logic->HasItem(RG_SILVER_SCALE)), LOCATION(RC_LH_UNDERWATER_ITEM, logic->IsChild && logic->HasItem(RG_SILVER_SCALE)),
LOCATION(RC_LH_SUN, logic->IsAdult && ((logic->WaterTempleClear && logic->HasItem(RG_BRONZE_SCALE)) || logic->CanUse(RG_DISTANT_SCARECROW)) && logic->CanUse(RG_FAIRY_BOW)), LOCATION(RC_LH_SUN, logic->IsAdult && ((logic->Get(LOGIC_WATER_TEMPLE_CLEAR) && logic->HasItem(RG_BRONZE_SCALE)) || logic->CanUse(RG_DISTANT_SCARECROW)) && logic->CanUse(RG_FAIRY_BOW)),
LOCATION(RC_LH_FREESTANDING_POH, logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA))), LOCATION(RC_LH_FREESTANDING_POH, logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA))),
LOCATION(RC_LH_GS_BEAN_PATCH, logic->CanSpawnSoilSkull() && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)), LOCATION(RC_LH_GS_BEAN_PATCH, logic->CanSpawnSoilSkull() && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
LOCATION(RC_LH_GS_LAB_WALL, logic->IsChild && (logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || (ctx->GetTrickOption(RT_LH_LAB_WALL_GS) && logic->CanJumpslashExceptHammer())) && logic->CanGetNightTimeGS()), LOCATION(RC_LH_GS_LAB_WALL, logic->IsChild && (logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || (ctx->GetTrickOption(RT_LH_LAB_WALL_GS) && logic->CanJumpslashExceptHammer())) && logic->CanGetNightTimeGS()),
@ -35,7 +35,7 @@ void RegionTable_Init_LakeHylia() {
LOCATION(RC_LH_SOUTHEAST_GOSSIP_STONE_FAIRY_BIG, logic->CanUse(RG_SONG_OF_STORMS)), LOCATION(RC_LH_SOUTHEAST_GOSSIP_STONE_FAIRY_BIG, logic->CanUse(RG_SONG_OF_STORMS)),
LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE_FAIRY, logic->CallGossipFairy()), LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE_FAIRY, logic->CallGossipFairy()),
LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE_FAIRY_BIG, logic->CanUse(RG_SONG_OF_STORMS)), LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE_FAIRY_BIG, logic->CanUse(RG_SONG_OF_STORMS)),
LOCATION(RC_LH_ISLAND_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG) && ((logic->HasItem(RG_BRONZE_SCALE) && (logic->IsChild || logic->WaterTempleClear)) || logic->CanUse(RG_DISTANT_SCARECROW))), LOCATION(RC_LH_ISLAND_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG) && ((logic->HasItem(RG_BRONZE_SCALE) && (logic->IsChild || logic->Get(LOGIC_WATER_TEMPLE_CLEAR))) || logic->CanUse(RG_DISTANT_SCARECROW))),
LOCATION(RC_LH_LAB_GOSSIP_STONE, true), LOCATION(RC_LH_LAB_GOSSIP_STONE, true),
LOCATION(RC_LH_SOUTHEAST_GOSSIP_STONE, true), LOCATION(RC_LH_SOUTHEAST_GOSSIP_STONE, true),
LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE, true), LOCATION(RC_LH_SOUTHWEST_GOSSIP_STONE, true),
@ -86,7 +86,7 @@ void RegionTable_Init_LakeHylia() {
Entrance(RR_HYRULE_FIELD, []{return true;}), Entrance(RR_HYRULE_FIELD, []{return true;}),
Entrance(RR_LH_FROM_SHORTCUT, []{return true;}), Entrance(RR_LH_FROM_SHORTCUT, []{return true;}),
Entrance(RR_LH_OWL_FLIGHT, []{return logic->IsChild;}), Entrance(RR_LH_OWL_FLIGHT, []{return logic->IsChild;}),
Entrance(RR_LH_FISHING_ISLAND, []{return ((logic->IsChild || logic->WaterTempleClear) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA)));}), Entrance(RR_LH_FISHING_ISLAND, []{return ((logic->IsChild || logic->Get(LOGIC_WATER_TEMPLE_CLEAR)) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA)));}),
Entrance(RR_LH_LAB, []{return logic->CanOpenOverworldDoor(RG_HYLIA_LAB_KEY);}), Entrance(RR_LH_LAB, []{return logic->CanOpenOverworldDoor(RG_HYLIA_LAB_KEY);}),
Entrance(RR_LH_FROM_WATER_TEMPLE, []{return true;}), Entrance(RR_LH_FROM_WATER_TEMPLE, []{return true;}),
Entrance(RR_LH_GROTTO, []{return true;}), Entrance(RR_LH_GROTTO, []{return true;}),

View file

@ -7,8 +7,8 @@ void RegionTable_Init_LonLonRanch() {
// clang-format off // clang-format off
areaTable[RR_LON_LON_RANCH] = Region("Lon Lon Ranch", SCENE_LON_LON_RANCH, { areaTable[RR_LON_LON_RANCH] = Region("Lon Lon Ranch", SCENE_LON_LON_RANCH, {
//Events //Events
EventAccess(&logic->FreedEpona, []{return (logic->HasItem(RG_CHILD_WALLET) || ctx->GetOption(RSK_SKIP_EPONA_RACE)) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}), EventAccess(LOGIC_FREED_EPONA, []{return (logic->HasItem(RG_CHILD_WALLET) || ctx->GetOption(RSK_SKIP_EPONA_RACE)) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}),
EventAccess(&logic->LinksCow, []{return logic->HasItem(RG_CHILD_WALLET) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}), EventAccess(LOGIC_LINKS_COW, []{return logic->HasItem(RG_CHILD_WALLET) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}),
}, { }, {
//Locations //Locations
LOCATION(RC_SONG_FROM_MALON, logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER) && logic->HasItem(RG_FAIRY_OCARINA) && logic->AtDay), LOCATION(RC_SONG_FROM_MALON, logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER) && logic->HasItem(RG_FAIRY_OCARINA) && logic->AtDay),

View file

@ -12,10 +12,10 @@ void RegionTable_Init_LostWoods() {
areaTable[RR_THE_LOST_WOODS] = Region("Lost Woods", SCENE_LOST_WOODS, { areaTable[RR_THE_LOST_WOODS] = Region("Lost Woods", SCENE_LOST_WOODS, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugShrub, []{return logic->IsChild && logic->CanCutShrubs();}), EventAccess(LOGIC_BUG_SHRUB, []{return logic->IsChild && logic->CanCutShrubs();}),
EventAccess(&logic->BorrowSpookyMask, []{return logic->IsChild && logic->BorrowSkullMask && logic->CanUse(RG_SARIAS_SONG) && logic->HasItem(RG_CHILD_WALLET);}), EventAccess(LOGIC_BORROW_SPOOKY_MASK, []{return logic->IsChild && logic->Get(LOGIC_BORROW_SKULL_MASK) && logic->CanUse(RG_SARIAS_SONG) && logic->HasItem(RG_CHILD_WALLET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_LW_SKULL_KID, logic->IsChild && logic->CanUse(RG_SARIAS_SONG)), LOCATION(RC_LW_SKULL_KID, logic->IsChild && logic->CanUse(RG_SARIAS_SONG)),
@ -65,7 +65,7 @@ void RegionTable_Init_LostWoods() {
areaTable[RR_LW_BEYOND_MIDO] = Region("LW Beyond Mido", SCENE_LOST_WOODS, { areaTable[RR_LW_BEYOND_MIDO] = Region("LW Beyond Mido", SCENE_LOST_WOODS, {
//Events //Events
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_LW_DEKU_SCRUB_NEAR_DEKU_THEATER_RIGHT, logic->IsChild && logic->CanStunDeku()), LOCATION(RC_LW_DEKU_SCRUB_NEAR_DEKU_THEATER_RIGHT, logic->IsChild && logic->CanStunDeku()),
@ -111,8 +111,8 @@ void RegionTable_Init_LostWoods() {
areaTable[RR_DEKU_THEATER] = Region("Deku Theater", SCENE_GROTTOS, {}, { areaTable[RR_DEKU_THEATER] = Region("Deku Theater", SCENE_GROTTOS, {}, {
//Locations //Locations
LOCATION(RC_DEKU_THEATER_SKULL_MASK, logic->IsChild && logic->BorrowSkullMask), LOCATION(RC_DEKU_THEATER_SKULL_MASK, logic->IsChild && logic->Get(LOGIC_BORROW_SKULL_MASK)),
LOCATION(RC_DEKU_THEATER_MASK_OF_TRUTH, logic->IsChild && logic->BorrowRightMasks), LOCATION(RC_DEKU_THEATER_MASK_OF_TRUTH, logic->IsChild && logic->Get(LOGIC_BORROW_RIGHT_MASKS)),
}, { }, {
//Exits //Exits
Entrance(RR_LW_BEYOND_MIDO, []{return true;}), Entrance(RR_LW_BEYOND_MIDO, []{return true;}),

View file

@ -51,10 +51,10 @@ void RegionTable_Init_Market() {
areaTable[RR_MARKET_GUARD_HOUSE] = Region("Market Guard House", SCENE_MARKET_GUARD_HOUSE, { areaTable[RR_MARKET_GUARD_HOUSE] = Region("Market Guard House", SCENE_MARKET_GUARD_HOUSE, {
//Events //Events
EventAccess(&logic->CanEmptyBigPoes, []{return logic->IsAdult;}), EventAccess(LOGIC_CAN_EMPTY_BIG_POES, []{return logic->IsAdult;}),
}, { }, {
//Locations //Locations
LOCATION(RC_MARKET_10_BIG_POES, logic->IsAdult && (logic->BigPoeKill || logic->BigPoes >= ctx->GetOption(RSK_BIG_POE_COUNT).Get())), LOCATION(RC_MARKET_10_BIG_POES, logic->IsAdult && (logic->Get(LOGIC_BIG_POE_KILL) || logic->BigPoes >= ctx->GetOption(RSK_BIG_POE_COUNT).Get())),
LOCATION(RC_MARKET_GS_GUARD_HOUSE, logic->IsChild), LOCATION(RC_MARKET_GS_GUARD_HOUSE, logic->IsChild),
LOCATION(RC_MK_GUARD_HOUSE_CHILD_POT_1, logic->IsChild && logic->CanBreakPots()), LOCATION(RC_MK_GUARD_HOUSE_CHILD_POT_1, logic->IsChild && logic->CanBreakPots()),
LOCATION(RC_MK_GUARD_HOUSE_CHILD_POT_2, logic->IsChild && logic->CanBreakPots()), LOCATION(RC_MK_GUARD_HOUSE_CHILD_POT_2, logic->IsChild && logic->CanBreakPots()),
@ -141,11 +141,11 @@ void RegionTable_Init_Market() {
//Currently, mask swap in menu doesn't need access to the mask shop //Currently, mask swap in menu doesn't need access to the mask shop
//If it is forced on/a setting, a copy of these events should be added to root //If it is forced on/a setting, a copy of these events should be added to root
//it also doesn't need you to open kak gate, but that might be best treated as a bug //it also doesn't need you to open kak gate, but that might be best treated as a bug
EventAccess(&logic->CanBorrowMasks, []{return logic->HasItem(RG_ZELDAS_LETTER) && logic->KakarikoVillageGateOpen;}), EventAccess(LOGIC_CAN_BORROW_MASKS, []{return logic->HasItem(RG_ZELDAS_LETTER) && logic->Get(LOGIC_KAKARIKO_GATE_OPEN);}),
EventAccess(&logic->BorrowSkullMask, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}), EventAccess(LOGIC_BORROW_SKULL_MASK, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->Get(LOGIC_CAN_BORROW_MASKS);}),
EventAccess(&logic->BorrowSpookyMask, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}), EventAccess(LOGIC_BORROW_SPOOKY_MASK, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->Get(LOGIC_CAN_BORROW_MASKS);}),
EventAccess(&logic->BorrowBunnyHood, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}), EventAccess(LOGIC_BORROW_BUNNY_HOOD, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->Get(LOGIC_CAN_BORROW_MASKS);}),
EventAccess(&logic->BorrowRightMasks, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}), EventAccess(LOGIC_BORROW_RIGHT_MASKS, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->Get(LOGIC_CAN_BORROW_MASKS);}),
}, { }, {
//Locations //Locations
LOCATION(RC_MASK_SHOP_HINT, true), LOCATION(RC_MASK_SHOP_HINT, true),
@ -164,11 +164,11 @@ void RegionTable_Init_Market() {
areaTable[RR_MARKET_BOMBCHU_BOWLING] = Region("Market Bombchu Bowling", SCENE_BOMBCHU_BOWLING_ALLEY, { areaTable[RR_MARKET_BOMBCHU_BOWLING] = Region("Market Bombchu Bowling", SCENE_BOMBCHU_BOWLING_ALLEY, {
//Events //Events
EventAccess(&logic->CouldPlayBowling, []{return (logic->HasItem(RG_CHILD_WALLET));}), EventAccess(LOGIC_COULD_PLAY_BOWLING, []{return logic->HasItem(RG_CHILD_WALLET);}),
}, { }, {
//Locations //Locations
LOCATION(RC_MARKET_BOMBCHU_BOWLING_FIRST_PRIZE, logic->CouldPlayBowling && logic->BombchusEnabled()), LOCATION(RC_MARKET_BOMBCHU_BOWLING_FIRST_PRIZE, logic->Get(LOGIC_COULD_PLAY_BOWLING) && logic->BombchusEnabled()),
LOCATION(RC_MARKET_BOMBCHU_BOWLING_SECOND_PRIZE, logic->CouldPlayBowling && logic->BombchusEnabled()), LOCATION(RC_MARKET_BOMBCHU_BOWLING_SECOND_PRIZE, logic->Get(LOGIC_COULD_PLAY_BOWLING) && logic->BombchusEnabled()),
}, { }, {
//Exits //Exits
Entrance(RR_THE_MARKET, []{return true;}), Entrance(RR_THE_MARKET, []{return true;}),

View file

@ -14,7 +14,7 @@ void RegionTable_Init_SacredForestMeadow() {
areaTable[RR_SACRED_FOREST_MEADOW] = Region("Sacred Forest Meadow", SCENE_SACRED_FOREST_MEADOW, { areaTable[RR_SACRED_FOREST_MEADOW] = Region("Sacred Forest Meadow", SCENE_SACRED_FOREST_MEADOW, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
}, { }, {
//Locations //Locations
LOCATION(RC_SONG_FROM_SARIA, logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER)), LOCATION(RC_SONG_FROM_SARIA, logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER)),
@ -39,7 +39,7 @@ void RegionTable_Init_SacredForestMeadow() {
areaTable[RR_SFM_FAIRY_GROTTO] = Region("SFM Fairy Grotto", SCENE_GROTTOS, { areaTable[RR_SFM_FAIRY_GROTTO] = Region("SFM Fairy Grotto", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_SFM_FAIRY_GROTTO_FAIRY_1, true), LOCATION(RC_SFM_FAIRY_GROTTO_FAIRY_1, true),

View file

@ -7,7 +7,7 @@ void RegionTable_Init_TempleOfTime() {
// clang-format off // clang-format off
areaTable[RR_TOT_ENTRANCE] = Region("ToT Entrance", SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY, { areaTable[RR_TOT_ENTRANCE] = Region("ToT Entrance", SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
}, { }, {
//Locations //Locations
LOCATION(RC_TOT_LEFTMOST_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns() || (logic->CanUse(RG_SUNS_SONG) && logic->IsAdult)), LOCATION(RC_TOT_LEFTMOST_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns() || (logic->CanUse(RG_SUNS_SONG) && logic->IsAdult)),
@ -40,10 +40,7 @@ void RegionTable_Init_TempleOfTime() {
Entrance(RR_TOT_BEYOND_DOOR_OF_TIME, []{return ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_OPEN) || (logic->CanUse(RG_SONG_OF_TIME) && (ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_SONGONLY) || (logic->StoneCount() == 3 && logic->HasItem(RG_OCARINA_OF_TIME))));}), Entrance(RR_TOT_BEYOND_DOOR_OF_TIME, []{return ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_OPEN) || (logic->CanUse(RG_SONG_OF_TIME) && (ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_SONGONLY) || (logic->StoneCount() == 3 && logic->HasItem(RG_OCARINA_OF_TIME))));}),
}); });
areaTable[RR_TOT_BEYOND_DOOR_OF_TIME] = Region("Beyond Door of Time", SCENE_TEMPLE_OF_TIME, { areaTable[RR_TOT_BEYOND_DOOR_OF_TIME] = Region("Beyond Door of Time", SCENE_TEMPLE_OF_TIME, {}, {
//Events
//EventAccess(&logic->TimeTravel, []{return true;}),
}, {
//Locations //Locations
LOCATION(RC_TOT_MASTER_SWORD, logic->IsAdult), LOCATION(RC_TOT_MASTER_SWORD, logic->IsAdult),
LOCATION(RC_GIFT_FROM_RAURU, logic->IsAdult), LOCATION(RC_GIFT_FROM_RAURU, logic->IsAdult),

View file

@ -8,8 +8,8 @@ using namespace Rando;
void RegionTable_Init_ThievesHideout() { void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", SCENE_THIEVES_HIDEOUT, { areaTable[RR_TH_1_TORCH_CELL] = Region("Thieves Hideout 1 Torch Cell", SCENE_THIEVES_HIDEOUT, {
//Events //Events
EventAccess(&logic->THCouldFree1TorchCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}), EventAccess(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}), EventAccess(LOGIC_TH_RESCUED_ALL_CARPENTERS, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->Get(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_TH_1_TORCH_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)), LOCATION(RC_TH_1_TORCH_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
@ -17,7 +17,7 @@ void RegionTable_Init_ThievesHideout() {
LOCATION(RC_TH_1_TORCH_CELL_MID_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_LEFT_POT, logic->CanBreakPots()),
LOCATION(RC_TH_1_TORCH_CELL_CRATE, logic->CanBreakCrates()), LOCATION(RC_TH_1_TORCH_CELL_CRATE, logic->CanBreakCrates()),
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters), LOCATION(RC_TH_FREED_CARPENTERS, logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS)),
}, { }, {
//Exits //Exits
Entrance(RR_GF_OUTSKIRTS, []{return true;}), Entrance(RR_GF_OUTSKIRTS, []{return true;}),
@ -26,8 +26,8 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", SCENE_THIEVES_HIDEOUT, { areaTable[RR_TH_DOUBLE_CELL] = Region("Thieves Hideout Double Cell", SCENE_THIEVES_HIDEOUT, {
//Events //Events
EventAccess(&logic->THCouldFreeDoubleCellCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}), EventAccess(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}), EventAccess(LOGIC_TH_RESCUED_ALL_CARPENTERS, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->Get(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_TH_DOUBLE_CELL_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)), LOCATION(RC_TH_DOUBLE_CELL_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
@ -40,7 +40,7 @@ void RegionTable_Init_ThievesHideout() {
LOCATION(RC_TH_LEFTMOST_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_LEFT_CRATE, logic->CanBreakCrates()),
LOCATION(RC_TH_DOUBLE_CELL_RIGHT_CRATE, logic->CanBreakCrates()), LOCATION(RC_TH_DOUBLE_CELL_RIGHT_CRATE, logic->CanBreakCrates()),
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters), LOCATION(RC_TH_FREED_CARPENTERS, logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS)),
}, { }, {
//Exits //Exits
Entrance(RR_GF_OUTSKIRTS, []{return true;}), Entrance(RR_GF_OUTSKIRTS, []{return true;}),
@ -49,13 +49,13 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", SCENE_THIEVES_HIDEOUT, { areaTable[RR_TH_DEAD_END_CELL] = Region("Thieves Hideout Dead End Cell", SCENE_THIEVES_HIDEOUT, {
//Events //Events
EventAccess(&logic->TH_CouldFreeDeadEndCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}), EventAccess(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}), EventAccess(LOGIC_TH_RESCUED_ALL_CARPENTERS, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->Get(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_TH_DEAD_END_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)), LOCATION(RC_TH_DEAD_END_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)),
LOCATION(RC_TH_DEAD_END_CELL_CRATE, logic->CanBreakCrates()), LOCATION(RC_TH_DEAD_END_CELL_CRATE, logic->CanBreakCrates()),
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters), LOCATION(RC_TH_FREED_CARPENTERS, logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS)),
}, { }, {
//Exits //Exits
Entrance(RR_GF_BELOW_GS, []{return true;}), Entrance(RR_GF_BELOW_GS, []{return true;}),
@ -63,14 +63,14 @@ void RegionTable_Init_ThievesHideout() {
areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", SCENE_THIEVES_HIDEOUT, { areaTable[RR_TH_STEEP_SLOPE_CELL] = Region("Thieves Hideout Steep Slope Cell", SCENE_THIEVES_HIDEOUT, {
//Events //Events
EventAccess(&logic->THCouldRescueSlopeCarpenter, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}), EventAccess(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER, []{return logic->CanKillEnemy(RE_GERUDO_WARRIOR);}),
EventAccess(&logic->THRescuedAllCarpenters, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) && logic->SmallKeys(RR_GF_OUTSKIRTS, 4) && logic->THCouldFree1TorchCarpenter && logic->THCouldFreeDoubleCellCarpenter && logic->TH_CouldFreeDeadEndCarpenter && logic->THCouldRescueSlopeCarpenter;}), EventAccess(LOGIC_TH_RESCUED_ALL_CARPENTERS, []{return logic->SmallKeys(RR_GF_OUTSKIRTS, ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_NORMAL) ? 4 : 1) && logic->Get(LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER) && logic->Get(LOGIC_TH_COULD_FREE_SLOPE_CARPENTER);}),
}, { }, {
//Locations //Locations
LOCATION(RC_TH_STEEP_SLOPE_CARPENTER, logic->CanKillEnemy(RE_GERUDO_WARRIOR)), 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_RIGHT_POT, logic->CanBreakPots()),
LOCATION(RC_TH_STEEP_SLOPE_LEFT_POT, logic->CanBreakPots()), LOCATION(RC_TH_STEEP_SLOPE_LEFT_POT, logic->CanBreakPots()),
LOCATION(RC_TH_FREED_CARPENTERS, logic->THRescuedAllCarpenters), LOCATION(RC_TH_FREED_CARPENTERS, logic->Get(LOGIC_TH_RESCUED_ALL_CARPENTERS)),
}, { }, {
//Exits //Exits
Entrance(RR_GF_ABOVE_GTG, []{return true;}), Entrance(RR_GF_ABOVE_GTG, []{return true;}),

View file

@ -7,18 +7,18 @@ void RegionTable_Init_ZorasDomain() {
// clang-format off // clang-format off
areaTable[RR_ZORAS_DOMAIN] = Region("Zoras Domain", SCENE_ZORAS_DOMAIN, { areaTable[RR_ZORAS_DOMAIN] = Region("Zoras Domain", SCENE_ZORAS_DOMAIN, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->NutPot, []{return true;}), EventAccess(LOGIC_NUT_POT, []{return true;}),
EventAccess(&logic->StickPot, []{return logic->IsChild;}), EventAccess(LOGIC_STICK_POT, []{return logic->IsChild;}),
EventAccess(&logic->FishGroup, []{return logic->IsChild;}), EventAccess(LOGIC_FISH_GROUP, []{return logic->IsChild;}),
EventAccess(&logic->KingZoraThawed, []{return logic->IsAdult && logic->BlueFire();}), EventAccess(LOGIC_KING_ZORA_THAWED, []{return logic->IsAdult && logic->BlueFire();}),
EventAccess(&logic->DeliverLetter, []{return logic->CanUse(RG_RUTOS_LETTER) && logic->IsChild && ctx->GetOption(RSK_ZORAS_FOUNTAIN).IsNot(RO_ZF_OPEN);}), EventAccess(LOGIC_DELIVER_RUTOS_LETTER, []{return logic->CanUse(RG_RUTOS_LETTER) && logic->IsChild && ctx->GetOption(RSK_ZORAS_FOUNTAIN).IsNot(RO_ZF_OPEN);}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZD_DIVING_MINIGAME, logic->HasItem(RG_BRONZE_SCALE) && logic->HasItem(RG_CHILD_WALLET) && logic->IsChild), LOCATION(RC_ZD_DIVING_MINIGAME, logic->HasItem(RG_BRONZE_SCALE) && logic->HasItem(RG_CHILD_WALLET) && logic->IsChild),
LOCATION(RC_ZD_CHEST, logic->IsChild && logic->CanUse(RG_STICKS)), LOCATION(RC_ZD_CHEST, logic->IsChild && logic->CanUse(RG_STICKS)),
LOCATION(RC_ZD_KING_ZORA_THAWED, logic->IsAdult && logic->KingZoraThawed), LOCATION(RC_ZD_KING_ZORA_THAWED, logic->IsAdult && logic->Get(LOGIC_KING_ZORA_THAWED)),
LOCATION(RC_ZD_TRADE_PRESCRIPTION, logic->IsAdult && logic->KingZoraThawed && logic->CanUse(RG_PRESCRIPTION)), LOCATION(RC_ZD_TRADE_PRESCRIPTION, logic->IsAdult && logic->Get(LOGIC_KING_ZORA_THAWED) && logic->CanUse(RG_PRESCRIPTION)),
LOCATION(RC_ZD_GS_FROZEN_WATERFALL, logic->IsAdult && (logic->HookshotOrBoomerang() || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW) || (logic->CanUse(RG_MAGIC_SINGLE) && (logic->CanUse(RG_MASTER_SWORD) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_BIGGORON_SWORD))) || (ctx->GetTrickOption(RT_ZD_GS) && logic->CanJumpslashExceptHammer())) && logic->CanGetNightTimeGS()), LOCATION(RC_ZD_GS_FROZEN_WATERFALL, logic->IsAdult && (logic->HookshotOrBoomerang() || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW) || (logic->CanUse(RG_MAGIC_SINGLE) && (logic->CanUse(RG_MASTER_SWORD) || logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_BIGGORON_SWORD))) || (ctx->GetTrickOption(RT_ZD_GS) && logic->CanJumpslashExceptHammer())) && logic->CanGetNightTimeGS()),
LOCATION(RC_ZD_FISH_1, logic->IsChild && logic->HasBottle()), LOCATION(RC_ZD_FISH_1, logic->IsChild && logic->HasBottle()),
LOCATION(RC_ZD_FISH_2, logic->IsChild && logic->HasBottle()), LOCATION(RC_ZD_FISH_2, logic->IsChild && logic->HasBottle()),
@ -39,7 +39,7 @@ void RegionTable_Init_ZorasDomain() {
//Exits //Exits
Entrance(RR_ZR_BEHIND_WATERFALL, []{return true;}), Entrance(RR_ZR_BEHIND_WATERFALL, []{return true;}),
Entrance(RR_LH_FROM_SHORTCUT, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}), Entrance(RR_LH_FROM_SHORTCUT, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_ZD_BEHIND_KING_ZORA, []{return logic->DeliverLetter || ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_OPEN) || (ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_CLOSED_CHILD) && logic->IsAdult) || (ctx->GetTrickOption(RT_ZD_KING_ZORA_SKIP) && logic->IsAdult);}), Entrance(RR_ZD_BEHIND_KING_ZORA, []{return logic->Get(LOGIC_DELIVER_RUTOS_LETTER) || ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_OPEN) || (ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_CLOSED_CHILD) && logic->IsAdult) || (ctx->GetTrickOption(RT_ZD_KING_ZORA_SKIP) && logic->IsAdult);}),
Entrance(RR_ZD_SHOP, []{return logic->IsChild || logic->BlueFire();}), Entrance(RR_ZD_SHOP, []{return logic->IsChild || logic->BlueFire();}),
Entrance(RR_ZORAS_DOMAIN_ISLAND, []{return true;}), Entrance(RR_ZORAS_DOMAIN_ISLAND, []{return true;}),
}); });
@ -52,13 +52,13 @@ void RegionTable_Init_ZorasDomain() {
areaTable[RR_ZD_BEHIND_KING_ZORA] = Region("ZD Behind King Zora", SCENE_ZORAS_DOMAIN, { areaTable[RR_ZD_BEHIND_KING_ZORA] = Region("ZD Behind King Zora", SCENE_ZORAS_DOMAIN, {
//Events //Events
EventAccess(&logic->KingZoraThawed, []{return logic->IsAdult && logic->BlueFire();}), EventAccess(LOGIC_KING_ZORA_THAWED, []{return logic->IsAdult && logic->BlueFire();}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZD_BEHIND_KING_ZORA_BEEHIVE, logic->IsChild && logic->CanBreakUpperBeehives()), LOCATION(RC_ZD_BEHIND_KING_ZORA_BEEHIVE, logic->IsChild && logic->CanBreakUpperBeehives()),
}, { }, {
//Exits //Exits
Entrance(RR_ZORAS_DOMAIN, []{return logic->DeliverLetter || ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_OPEN) || (ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_CLOSED_CHILD) && logic->IsAdult);}), Entrance(RR_ZORAS_DOMAIN, []{return logic->Get(LOGIC_DELIVER_RUTOS_LETTER) || ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_OPEN) || (ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_CLOSED_CHILD) && logic->IsAdult);}),
Entrance(RR_ZORAS_FOUNTAIN, []{return true;}), Entrance(RR_ZORAS_FOUNTAIN, []{return true;}),
}); });
@ -79,7 +79,7 @@ void RegionTable_Init_ZorasDomain() {
areaTable[RR_ZD_STORMS_GROTTO] = Region("ZD Storms Grotto", SCENE_GROTTOS, { areaTable[RR_ZD_STORMS_GROTTO] = Region("ZD Storms Grotto", SCENE_GROTTOS, {
//Events //Events
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZD_FAIRY_GROTTO_FAIRY_1, true), LOCATION(RC_ZD_FAIRY_GROTTO_FAIRY_1, true),

View file

@ -7,8 +7,8 @@ void RegionTable_Init_ZorasFountain() {
// clang-format off // clang-format off
areaTable[RR_ZORAS_FOUNTAIN] = Region("Zoras Fountain", SCENE_ZORAS_FOUNTAIN, { areaTable[RR_ZORAS_FOUNTAIN] = Region("Zoras Fountain", SCENE_ZORAS_FOUNTAIN, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZF_GS_TREE, logic->IsChild), LOCATION(RC_ZF_GS_TREE, logic->IsChild),

View file

@ -28,10 +28,10 @@ void RegionTable_Init_ZoraRiver() {
areaTable[RR_ZORAS_RIVER] = Region("Zora River", SCENE_ZORAS_RIVER, { areaTable[RR_ZORAS_RIVER] = Region("Zora River", SCENE_ZORAS_RIVER, {
//Events //Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}), EventAccess(LOGIC_GOSSIP_STONE_FAIRY, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}), EventAccess(LOGIC_BEAN_PLANT_FAIRY, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}), EventAccess(LOGIC_BUTTERFLY_FAIRY, []{return logic->CanUse(RG_STICKS);}),
EventAccess(&logic->BugShrub, []{return logic->CanCutShrubs();}), EventAccess(LOGIC_BUG_SHRUB, []{return logic->CanCutShrubs();}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZR_MAGIC_BEAN_SALESMAN, logic->HasItem(RG_CHILD_WALLET) && logic->IsChild), LOCATION(RC_ZR_MAGIC_BEAN_SALESMAN, logic->HasItem(RG_CHILD_WALLET) && logic->IsChild),
@ -103,7 +103,7 @@ void RegionTable_Init_ZoraRiver() {
areaTable[RR_ZR_FAIRY_GROTTO] = Region("ZR Fairy Grotto", SCENE_GROTTOS, { areaTable[RR_ZR_FAIRY_GROTTO] = Region("ZR Fairy Grotto", SCENE_GROTTOS, {
//Event //Event
EventAccess(&logic->FreeFairies, []{return true;}), EventAccess(LOGIC_FREE_FAIRIES, []{return true;}),
}, { }, {
//Locations //Locations
LOCATION(RC_ZR_FAIRY_GROTTO_FAIRY_1, true), LOCATION(RC_ZR_FAIRY_GROTTO_FAIRY_1, true),

View file

@ -56,7 +56,8 @@ bool Logic::HasItem(RandomizerGet itemName) {
case RG_BOMBCHU_5: case RG_BOMBCHU_5:
case RG_BOMBCHU_10: case RG_BOMBCHU_10:
case RG_BOMBCHU_20: case RG_BOMBCHU_20:
return (BombchusEnabled() && (GetInLogic(LOGIC_BUY_BOMBCHUS) || CouldPlayBowling || CarpetMerchant)) || return (BombchusEnabled() &&
(Get(LOGIC_BUY_BOMBCHUS) || Get(LOGIC_COULD_PLAY_BOWLING) || Get(LOGIC_CARPET_MERCHANT))) ||
CheckInventory(ITEM_BOMBCHU, true); CheckInventory(ITEM_BOMBCHU, true);
case RG_FAIRY_SLINGSHOT: case RG_FAIRY_SLINGSHOT:
return CheckInventory(ITEM_SLINGSHOT, true); return CheckInventory(ITEM_SLINGSHOT, true);
@ -173,7 +174,7 @@ bool Logic::HasItem(RandomizerGet itemName) {
return CheckRandoInf(RandoGetToRandInf.at(itemName)); return CheckRandoInf(RandoGetToRandInf.at(itemName));
// Boss Keys // Boss Keys
case RG_EPONA: case RG_EPONA:
return FreedEpona; return Get(LOGIC_FREED_EPONA);
case RG_FOREST_TEMPLE_BOSS_KEY: case RG_FOREST_TEMPLE_BOSS_KEY:
case RG_FIRE_TEMPLE_BOSS_KEY: case RG_FIRE_TEMPLE_BOSS_KEY:
case RG_WATER_TEMPLE_BOSS_KEY: case RG_WATER_TEMPLE_BOSS_KEY:
@ -263,7 +264,7 @@ bool Logic::CanUse(RandomizerGet itemName) {
switch (itemName) { switch (itemName) {
// Magic items // Magic items
case RG_MAGIC_SINGLE: case RG_MAGIC_SINGLE:
return AmmoCanDrop || (HasBottle() && GetInLogic(LOGIC_BUY_MAGIC_POTION)); return HasBottle() && Get(LOGIC_BUY_MAGIC_POTION);
case RG_DINS_FIRE: case RG_DINS_FIRE:
case RG_FARORES_WIND: case RG_FARORES_WIND:
case RG_NAYRUS_LOVE: case RG_NAYRUS_LOVE:
@ -277,7 +278,7 @@ bool Logic::CanUse(RandomizerGet itemName) {
// Adult items // Adult items
// TODO: Uncomment those if we ever implement more item usability settings // TODO: Uncomment those if we ever implement more item usability settings
case RG_FAIRY_BOW: case RG_FAIRY_BOW:
return IsAdult && (AmmoCanDrop || GetInLogic(LOGIC_BUY_ARROW)); // || BowAsChild; return IsAdult; // || BowAsChild;
case RG_MEGATON_HAMMER: case RG_MEGATON_HAMMER:
return IsAdult; // || HammerAsChild; return IsAdult; // || HammerAsChild;
case RG_IRON_BOOTS: case RG_IRON_BOOTS:
@ -316,20 +317,21 @@ bool Logic::CanUse(RandomizerGet itemName) {
// Child items // Child items
case RG_FAIRY_SLINGSHOT: case RG_FAIRY_SLINGSHOT:
return IsChild && (AmmoCanDrop || GetInLogic(LOGIC_BUY_SEED)); // || SlingshotAsAdult; return IsChild; // || SlingshotAsAdult;
case RG_BOOMERANG: case RG_BOOMERANG:
return IsChild; // || BoomerangAsAdult; return IsChild; // || BoomerangAsAdult;
case RG_KOKIRI_SWORD: case RG_KOKIRI_SWORD:
return IsChild; // || KokiriSwordAsAdult; return IsChild; // || KokiriSwordAsAdult;
case RG_NUTS: case RG_NUTS:
return ((NutPot || NutCrate || DekuBabaNuts) && AmmoCanDrop) || GetInLogic(LOGIC_BUY_NUTS); return Get(LOGIC_NUT_POT) || Get(LOGIC_NUT_CRATE) || Get(LOGIC_DEKU_BABA_NUTS) || Get(LOGIC_BUY_NUTS);
case RG_STICKS: case RG_STICKS:
return IsChild /* || StickAsAdult;*/ && (StickPot || DekuBabaSticks || GetInLogic(LOGIC_BUY_STICKS)); return IsChild /* || StickAsAdult;*/ &&
(Get(LOGIC_STICK_POT) || Get(LOGIC_DEKU_BABA_STICKS) || Get(LOGIC_BUY_STICKS));
case RG_DEKU_SHIELD: case RG_DEKU_SHIELD:
return IsChild; // || DekuShieldAsAdult; return IsChild; // || DekuShieldAsAdult;
case RG_PROGRESSIVE_BOMB_BAG: case RG_PROGRESSIVE_BOMB_BAG:
case RG_BOMB_BAG: case RG_BOMB_BAG:
return AmmoCanDrop || GetInLogic(LOGIC_BUY_BOMB); return true;
case RG_PROGRESSIVE_BOMBCHUS: case RG_PROGRESSIVE_BOMBCHUS:
case RG_BOMBCHU_5: case RG_BOMBCHU_5:
case RG_BOMBCHU_10: case RG_BOMBCHU_10:
@ -377,15 +379,16 @@ bool Logic::CanUse(RandomizerGet itemName) {
// Bottle Items // Bottle Items
case RG_BOTTLE_WITH_BUGS: case RG_BOTTLE_WITH_BUGS:
return BugShrub || WanderingBugs || BugRock || GetInLogic(LOGIC_BUGS_ACCESS); return Get(LOGIC_BUG_SHRUB) || Get(LOGIC_WANDERING_BUGS) || Get(LOGIC_BUG_ROCK) || Get(LOGIC_BUGS_ACCESS);
case RG_BOTTLE_WITH_FISH: case RG_BOTTLE_WITH_FISH:
return LoneFish || FishGroup || return Get(LOGIC_LONE_FISH) || Get(LOGIC_FISH_GROUP) ||
GetInLogic(LOGIC_FISH_ACCESS); // is there any need to care about lone vs group? Get(LOGIC_FISH_ACCESS); // is there any need to care about lone vs group?
case RG_BOTTLE_WITH_BLUE_FIRE: // RANDOTODO should probably be better named case RG_BOTTLE_WITH_BLUE_FIRE: // RANDOTODO should probably be better named
return BlueFireAccess || GetInLogic(LOGIC_BLUE_FIRE_ACCESS); return Get(LOGIC_BLUE_FIRE_ACCESS);
case RG_BOTTLE_WITH_FAIRY: case RG_BOTTLE_WITH_FAIRY:
return FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond || return Get(LOGIC_FAIRY_POT) || Get(LOGIC_GOSSIP_STONE_FAIRY) || Get(LOGIC_BEAN_PLANT_FAIRY) ||
GetInLogic(LOGIC_FAIRY_ACCESS); Get(LOGIC_BUTTERFLY_FAIRY) || Get(LOGIC_FREE_FAIRIES) || Get(LOGIC_FAIRY_POND) ||
Get(LOGIC_FAIRY_ACCESS);
default: default:
SPDLOG_ERROR("CanUse reached `default` for {}. Assuming intention is no extra requirements for use so " SPDLOG_ERROR("CanUse reached `default` for {}. Assuming intention is no extra requirements for use so "
@ -996,17 +999,17 @@ bool Logic::MQWaterLevel(RandoWaterLevel level) {
// WL_LOW in logic. Alternativly a way to reach WL_LOW from WL_MID could exist, but all glitchless methods need // WL_LOW in logic. Alternativly a way to reach WL_LOW from WL_MID could exist, but all glitchless methods need
// you to do a Low-locked action // you to do a Low-locked action
case WL_LOW: case WL_LOW:
return (CanWaterTempleHigh && CanWaterTempleLowFromHigh) || return (Get(LOGIC_WATER_HIGH) && Get(LOGIC_WATER_LOW_FROM_HIGH)) ||
(CanWaterTempleLowFromMid && CanWaterTempleLowFromHigh); (Get(LOGIC_WATER_LOW_FROM_MID) && Get(LOGIC_WATER_LOW_FROM_HIGH));
case WL_LOW_OR_MID: case WL_LOW_OR_MID:
return (CanWaterTempleHigh && CanWaterTempleLowFromHigh) || return (Get(LOGIC_WATER_HIGH) && Get(LOGIC_WATER_LOW_FROM_HIGH)) ||
(CanWaterTempleLowFromHigh && CanWaterTempleMiddle) || (Get(LOGIC_WATER_LOW_FROM_HIGH) && Get(LOGIC_WATER_MIDDLE)) ||
(CanWaterTempleLowFromMid && CanWaterTempleLowFromHigh); (Get(LOGIC_WATER_LOW_FROM_MID) && Get(LOGIC_WATER_LOW_FROM_HIGH));
// If we can set it to High out of logic we can just repeat what we did to lower the water in the first place as // If we can set it to High out of logic we can just repeat what we did to lower the water in the first place as
// High is the default. Because of this you only need to be able to use the Low and Mid Emblems, WL_LOW could be // High is the default. Because of this you only need to be able to use the Low and Mid Emblems, WL_LOW could be
// skipped if it was ever possible to play ZL underwater. // skipped if it was ever possible to play ZL underwater.
case WL_MID: case WL_MID:
return CanWaterTempleLowFromHigh && CanWaterTempleMiddle; return Get(LOGIC_WATER_LOW_FROM_HIGH) && Get(LOGIC_WATER_MIDDLE);
// Despite being the initial state of water temple, WL_HIGH has the extra requirement of making sure that, if we // Despite being the initial state of water temple, WL_HIGH has the extra requirement of making sure that, if we
// were to lower the water out of logic, we could put it back to WL_HIGH However because it is the default // were to lower the water out of logic, we could put it back to WL_HIGH However because it is the default
// state, we do not need to check if we can actually change the water level, only to make sure we can return to // state, we do not need to check if we can actually change the water level, only to make sure we can return to
@ -1016,9 +1019,9 @@ bool Logic::MQWaterLevel(RandoWaterLevel level) {
// but we assume the water is WL_MID (as if we can set it to WL_LOW, we can set it to WL_MID, as Mid Emblem has // but we assume the water is WL_MID (as if we can set it to WL_LOW, we can set it to WL_MID, as Mid Emblem has
// no requirements) The latter check can be assumed for now but will want a revisit once OI tricks are added. // no requirements) The latter check can be assumed for now but will want a revisit once OI tricks are added.
case WL_HIGH: case WL_HIGH:
return ReachedWaterHighEmblem; return Get(LOGIC_WATER_REACHED_HIGH_EMBLEM);
case WL_HIGH_OR_MID: case WL_HIGH_OR_MID:
return ReachedWaterHighEmblem || (CanWaterTempleLowFromHigh && CanWaterTempleMiddle); return Get(LOGIC_WATER_REACHED_HIGH_EMBLEM) || (Get(LOGIC_WATER_LOW_FROM_HIGH) && Get(LOGIC_WATER_MIDDLE));
} }
SPDLOG_ERROR("MQWaterLevel reached `return false;`. Missing case for a Water Level"); SPDLOG_ERROR("MQWaterLevel reached `return false;`. Missing case for a Water Level");
assert(false); assert(false);
@ -1034,12 +1037,12 @@ uint8_t Logic::BottleCount() {
uint8_t item = GetSaveContext()->inventory.items[i]; uint8_t item = GetSaveContext()->inventory.items[i];
switch (item) { switch (item) {
case ITEM_LETTER_RUTO: case ITEM_LETTER_RUTO:
if (DeliverLetter) { if (Get(LOGIC_DELIVER_RUTOS_LETTER)) {
count++; count++;
} }
break; break;
case ITEM_BIG_POE: case ITEM_BIG_POE:
if (CanEmptyBigPoes) { if (Get(LOGIC_CAN_EMPTY_BIG_POES)) {
count++; count++;
} }
break; break;
@ -1123,7 +1126,7 @@ bool Logic::BombchusEnabled() {
// TODO: Implement Ammo Drop Setting in place of bombchu drops // TODO: Implement Ammo Drop Setting in place of bombchu drops
bool Logic::BombchuRefill() { bool Logic::BombchuRefill() {
return GetInLogic(LOGIC_BUY_BOMBCHUS) || CouldPlayBowling || CarpetMerchant || return Get(LOGIC_BUY_BOMBCHUS) || Get(LOGIC_COULD_PLAY_BOWLING) || Get(LOGIC_CARPET_MERCHANT) ||
(ctx->GetOption(RSK_ENABLE_BOMBCHU_DROPS).Is(RO_AMMO_DROPS_ON /*_PLUS_BOMBCHU*/)); (ctx->GetOption(RSK_ENABLE_BOMBCHU_DROPS).Is(RO_AMMO_DROPS_ON /*_PLUS_BOMBCHU*/));
} }
@ -1133,7 +1136,7 @@ bool Logic::HookshotOrBoomerang() {
bool Logic::ScarecrowsSong() { bool Logic::ScarecrowsSong() {
return (ctx->GetOption(RSK_SKIP_SCARECROWS_SONG) && HasItem(RG_FAIRY_OCARINA) && OcarinaButtons() >= 2) || return (ctx->GetOption(RSK_SKIP_SCARECROWS_SONG) && HasItem(RG_FAIRY_OCARINA) && OcarinaButtons() >= 2) ||
(ChildScarecrow && AdultScarecrow); (Get(LOGIC_CHILD_SCARECROW) && Get(LOGIC_ADULT_SCARECROW));
} }
bool Logic::BlueFire() { bool Logic::BlueFire() {
@ -1213,8 +1216,9 @@ uint8_t Logic::Hearts() {
} }
uint8_t Logic::DungeonCount() { uint8_t Logic::DungeonCount() {
return DekuTreeClear + DodongosCavernClear + JabuJabusBellyClear + ForestTempleClear + FireTempleClear + return Get(LOGIC_DEKU_TREE_CLEAR) + Get(LOGIC_DODONGOS_CAVERN_CLEAR) + Get(LOGIC_JABU_JABUS_BELLY_CLEAR) +
WaterTempleClear + SpiritTempleClear + ShadowTempleClear; Get(LOGIC_FOREST_TEMPLE_CLEAR) + Get(LOGIC_FIRE_TEMPLE_CLEAR) + Get(LOGIC_WATER_TEMPLE_CLEAR) +
Get(LOGIC_SPIRIT_TEMPLE_CLEAR) + Get(LOGIC_SHADOW_TEMPLE_CLEAR);
} }
uint8_t Logic::StoneCount() { uint8_t Logic::StoneCount() {
@ -2324,58 +2328,26 @@ void Logic::SetContext(std::shared_ptr<Context> _ctx) {
ctx = _ctx; ctx = _ctx;
} }
bool Logic::GetInLogic(LogicVal logicVal) { bool Logic::Get(LogicVal logicVal) {
return inLogic[logicVal]; return inLogic[logicVal];
} }
void Logic::SetInLogic(LogicVal logicVal, bool value) { void Logic::Set(LogicVal logicVal, bool value) {
inLogic[logicVal] = value; inLogic[logicVal] = value;
} }
bool Logic::IsFireLoopLocked() {
return ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) ||
ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OVERWORLD) ||
ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANY_DUNGEON);
}
void Logic::Reset(bool resetSaveContext /*= true*/) { void Logic::Reset(bool resetSaveContext /*= true*/) {
if (resetSaveContext) { if (resetSaveContext) {
NewSaveContext(); NewSaveContext();
} }
StartPerformanceTimer(PT_LOGIC_RESET); StartPerformanceTimer(PT_LOGIC_RESET);
memset(inLogic, false, sizeof(inLogic)); memset(inLogic, false, sizeof(inLogic));
// Settings-dependent variables
IsFireLoopLocked = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) ||
ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_OVERWORLD) ||
ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANY_DUNGEON);
// AmmoCanDrop = /*AmmoDrops.IsNot(AMMODROPS_NONE)*/ false; TODO: AmmoDrop setting
// Mask quest
CanBorrowMasks = false;
BorrowSkullMask = false;
BorrowSpookyMask = false;
BorrowBunnyHood = false;
BorrowRightMasks = false;
// Adult logic
FreedEpona = false;
// BigPoe = false;
// Trade Quest Events
WakeUpAdultTalon = false;
// Dungeon Clears
DekuTreeClear = false;
DodongosCavernClear = false;
JabuJabusBellyClear = false;
ForestTempleClear = false;
FireTempleClear = false;
WaterTempleClear = false;
SpiritTempleClear = false;
ShadowTempleClear = false;
// Trial Clears
ForestTrialClear = false;
FireTrialClear = false;
WaterTrialClear = false;
SpiritTrialClear = false;
ShadowTrialClear = false;
LightTrialClear = false;
if (resetSaveContext) { if (resetSaveContext) {
// Ocarina C Buttons // Ocarina C Buttons
@ -2407,131 +2379,28 @@ void Logic::Reset(bool resetSaveContext /*= true*/) {
// If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in // If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in
// vanilla FiT // vanilla FiT
if (!IsFireLoopLocked && ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsVanilla()) { if (!IsFireLoopLocked() && ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsVanilla()) {
SetSmallKeyCount(SCENE_FIRE_TEMPLE, 1); SetSmallKeyCount(SCENE_FIRE_TEMPLE, 1);
} }
} }
// Bottle Count
Bottles = 0; Bottles = 0;
NumBottles = 0; NumBottles = 0;
CanEmptyBigPoes = false;
// Drops and Bottle Contents Access
NutPot = false;
NutCrate = false;
DekuBabaNuts = false;
StickPot = false;
DekuBabaSticks = false;
BugShrub = false;
WanderingBugs = false;
BugRock = false;
BlueFireAccess = false;
FishGroup = false;
LoneFish = false;
GossipStoneFairy = false;
BeanPlantFairy = false;
ButterflyFairy = false;
FairyPot = false;
FreeFairies = false;
FairyPond = false;
PieceOfHeart = 0; PieceOfHeart = 0;
HeartContainer = 0; HeartContainer = 0;
/* --- HELPERS, EVENTS, AND LOCATION ACCESS --- */
/* These are used to simplify reading the logic, but need to be updated
/ every time a base value is updated. */
ChildScarecrow = false;
AdultScarecrow = false;
CouldPlayBowling = false;
IsChild = false; IsChild = false;
IsAdult = false; IsAdult = false;
// CanPlantBean = false;
BigPoeKill = false;
BigPoes = 0; BigPoes = 0;
BaseHearts = ctx->GetOption(RSK_STARTING_HEARTS).Get() + 1; BaseHearts = ctx->GetOption(RSK_STARTING_HEARTS).Get() + 1;
// Bridge Requirements
BuiltRainbowBridge = false;
// Other
AtDay = false; AtDay = false;
AtNight = false; AtNight = false;
if (resetSaveContext) { if (resetSaveContext) {
GetSaveContext()->linkAge = !ctx->GetOption(RSK_SELECTED_STARTING_AGE).Get(); GetSaveContext()->linkAge = !ctx->GetOption(RSK_SELECTED_STARTING_AGE).Get();
} }
// Events
ShowedMidoSwordAndShield = false;
THCouldFree1TorchCarpenter = false;
THCouldFreeDoubleCellCarpenter = false;
TH_CouldFreeDeadEndCarpenter = false;
THCouldRescueSlopeCarpenter = false;
THRescuedAllCarpenters = false;
GF_GateOpen = false;
GtG_GateOpen = false;
DampesWindmillAccess = false;
DrainWell = false;
GoronCityChildFire = false;
GCWoodsWarpOpen = false;
GCDaruniasDoorOpenChild = false;
StopGCRollingGoronAsAdult = false;
CanWaterTempleLowFromHigh = false;
CanWaterTempleLowFromMid = false;
CanWaterTempleMiddle = false;
CanWaterTempleHigh = false;
KakarikoVillageGateOpen = false;
KingZoraThawed = false;
ForestTempleJoelle = false;
ForestTempleBeth = false;
ForestTempleAmy = false;
ForestTempleMeg = false;
FireLoopSwitch = false;
LinksCow = false;
DeliverLetter = false;
ClearMQDCUpperLobbyRocks = false;
LoweredWaterInsideBotw = false;
OpenedWestRoomMQBotw = false;
OpenedMiddleHoleMQBotw = false;
BrokeDeku1FWeb = false;
ClearedMQDekuSERoom = false;
MQDekuWaterRoomTorches = false;
PushedDekuBasementBlock = false;
OpenedLowestGoronCage = false;
OpenedUpperFireShortcut = false;
HitFireTemplePlatform = false;
OpenedFireMQFireMazeDoor = false;
MQForestBlockRoomTargets = false;
ForestCanTwistHallway = false;
ForestClearBelowBowChest = false;
ForestOpenBossCorridor = false;
ShadowTrialFirstChest = false;
MQGTGMazeSwitch = false;
MQGTGRightSideSwitch = false;
GTGPlatformSilverRupees = false;
MQJabuHolesRoomDoor = false;
JabuWestTentacle = false;
JabuEastTentacle = false;
JabuNorthTentacle = false;
LoweredJabuPath = false;
MQJabuLiftRoomCow = false;
MQShadowFloorSpikeRupees = false;
ShadowShortcutBlock = false;
MQWaterStalfosPit = false;
MQWaterDragonTorches = false;
MQWaterB1Switch = false;
// MQWaterPillarSoTBlock = false;
MQWaterOpenedPillarB1 = false;
MQSpiritCrawlBoulder = false;
MQSpiritMapRoomEnemies = false;
MQSpirit3SunsEnemies = false;
Spirit1FSilverRupees = false;
JabuRutoIn1F = false;
CalculatingAvailableChecks = false; CalculatingAvailableChecks = false;
StopPerformanceTimer(PT_LOGIC_RESET); StopPerformanceTimer(PT_LOGIC_RESET);

View file

@ -28,162 +28,17 @@ enum class GlitchDifficulty {
class Logic { class Logic {
public: public:
bool noVariable = false;
// Mask Quest
bool CanBorrowMasks = false;
bool BorrowSkullMask = false;
bool BorrowSpookyMask = false;
bool BorrowBunnyHood = false;
bool BorrowRightMasks = false;
// Adult logic
bool FreedEpona = false;
// Trade Quest Events
bool WakeUpAdultTalon = false;
// Dungeon Clears
bool DekuTreeClear = false;
bool DodongosCavernClear = false;
bool JabuJabusBellyClear = false;
bool ForestTempleClear = false;
bool FireTempleClear = false;
bool WaterTempleClear = false;
bool SpiritTempleClear = false;
bool ShadowTempleClear = false;
// Trial Clears
bool ForestTrialClear = false;
bool FireTrialClear = false;
bool WaterTrialClear = false;
bool SpiritTrialClear = false;
bool ShadowTrialClear = false;
bool LightTrialClear = false;
// Logical keysanity
bool IsFireLoopLocked = false;
// Bottle Count
uint8_t Bottles = 0; uint8_t Bottles = 0;
uint8_t NumBottles = 0; uint8_t NumBottles = 0;
// this event covers if the player can currently empty big poes in logic
bool CanEmptyBigPoes = false;
// Drops and Bottle Contents Access
bool NutPot = false;
bool NutCrate = false;
bool DekuBabaNuts = false;
bool StickPot = false;
bool DekuBabaSticks = false;
bool BugShrub = false;
bool WanderingBugs = false;
bool BugRock = false;
bool BlueFireAccess = false;
bool FishGroup = false;
bool LoneFish = false;
bool GossipStoneFairy = false;
bool BeanPlantFairy = false;
bool ButterflyFairy = false;
bool FairyPot = false;
bool FreeFairies = false;
bool FairyPond = false;
bool AmmoCanDrop = true;
uint8_t PieceOfHeart = 0; uint8_t PieceOfHeart = 0;
uint8_t HeartContainer = 0; uint8_t HeartContainer = 0;
bool ChildScarecrow = false;
bool AdultScarecrow = false;
bool CarpetMerchant = false;
bool CouldPlayBowling = false;
bool IsChild = false; bool IsChild = false;
bool IsAdult = false; bool IsAdult = false;
bool BigPoeKill = false;
uint8_t BigPoes = 0; uint8_t BigPoes = 0;
uint8_t BaseHearts = 0; uint8_t BaseHearts = 0;
// Bridge and LACS Requirements
bool BuiltRainbowBridge = false;
// Other
bool AtDay = false; bool AtDay = false;
bool AtNight = false; bool AtNight = false;
// Events
bool ShowedMidoSwordAndShield = false;
bool THCouldFree1TorchCarpenter = false;
bool THCouldFreeDoubleCellCarpenter = false;
bool TH_CouldFreeDeadEndCarpenter = false;
bool THCouldRescueSlopeCarpenter = false;
bool THRescuedAllCarpenters = false;
bool GF_GateOpen = false;
bool GtG_GateOpen = false;
bool DampesWindmillAccess = false;
bool DrainWell = false;
bool GoronCityChildFire = false;
bool GCWoodsWarpOpen = false;
bool GCDaruniasDoorOpenChild = false;
bool StopGCRollingGoronAsAdult = false;
bool CanWaterTempleLowFromHigh = false;
bool CanWaterTempleMiddle = false;
bool CanWaterTempleHigh = false;
bool CanWaterTempleLowFromMid = false;
bool CouldWaterTempleLow = false;
bool CouldWaterTempleMiddle = false;
bool ReachedWaterHighEmblem = false;
bool KakarikoVillageGateOpen = false;
bool KingZoraThawed = false;
bool ForestTempleJoelle = false;
bool ForestTempleBeth = false;
bool ForestTempleAmy = false;
bool ForestTempleMeg = false;
bool FireLoopSwitch = false;
bool LinksCow = false;
bool DeliverLetter = false;
bool ClearMQDCUpperLobbyRocks = false;
bool LoweredWaterInsideBotw = false;
bool OpenedWestRoomMQBotw = false;
bool OpenedMiddleHoleMQBotw = false;
bool BrokeDeku1FWeb = false;
bool ClearedMQDekuSERoom = false;
bool MQDekuWaterRoomTorches = false;
bool PushedDekuBasementBlock = false;
bool OpenedLowestGoronCage = false;
bool OpenedUpperFireShortcut = false;
bool HitFireTemplePlatform = false;
bool OpenedFireMQFireMazeDoor = false;
bool MQForestBlockRoomTargets = false;
bool ForestCanTwistHallway = false;
bool ForestClearBelowBowChest = false; // a better name that covers both versions would be nice
bool ForestOpenBossCorridor = false;
bool ShadowTrialFirstChest = false;
bool MQGTGMazeSwitch = false;
bool MQGTGRightSideSwitch = false;
bool GTGPlatformSilverRupees = false;
bool MQJabuHolesRoomDoor = false;
bool JabuWestTentacle = false;
bool JabuEastTentacle = false;
bool JabuNorthTentacle = false;
bool LoweredJabuPath = false;
bool MQJabuLiftRoomCow = false;
bool MQShadowFloorSpikeRupees = false;
bool ShadowShortcutBlock = false;
bool MQWaterStalfosPit = false;
bool MQWaterDragonTorches = false;
bool MQWaterB1Switch = false;
// bool MQWaterPillarSoTBlock = false; should be irrelevant. SHOULD.
bool MQWaterOpenedPillarB1 = false;
bool MQSpiritCrawlBoulder = false;
bool MQSpiritMapRoomEnemies = false;
bool MQSpiritTimeTravelChest = false;
bool MQSpirit3SunsEnemies = false;
bool Spirit1FSilverRupees = false;
bool JabuRutoIn1F = false;
/* --- END OF HELPERS AND LOCATION ACCESS --- */
bool CalculatingAvailableChecks = false; bool CalculatingAvailableChecks = false;
bool ACProcessUndiscoveredExits = false; bool ACProcessUndiscoveredExits = false;
@ -257,10 +112,11 @@ class Logic {
bool CanUseProjectile(); bool CanUseProjectile();
bool CanBuildRainbowBridge(); bool CanBuildRainbowBridge();
bool CanTriggerLACS(); bool CanTriggerLACS();
bool IsFireLoopLocked();
void Reset(bool resetSaveContext = true); void Reset(bool resetSaveContext = true);
void SetContext(std::shared_ptr<Context> _ctx); void SetContext(std::shared_ptr<Context> _ctx);
bool GetInLogic(LogicVal logicVal); bool Get(LogicVal logicVal);
void SetInLogic(LogicVal logicVal, bool remove); void Set(LogicVal logicVal, bool remove);
void ApplyItemEffect(Item& item, bool state); void ApplyItemEffect(Item& item, bool state);
uint8_t InventorySlot(uint32_t item); uint8_t InventorySlot(uint32_t item);
void SetUpgrade(uint32_t upgrade, uint8_t level); void SetUpgrade(uint32_t upgrade, uint8_t level);

View file

@ -210,6 +210,118 @@ typedef enum {
LOGIC_OCARINA_C_LEFT_BUTTON, LOGIC_OCARINA_C_LEFT_BUTTON,
LOGIC_OCARINA_C_RIGHT_BUTTON, LOGIC_OCARINA_C_RIGHT_BUTTON,
LOGIC_TRIFORCE_PIECES, LOGIC_TRIFORCE_PIECES,
LOGIC_CAN_BORROW_MASKS,
LOGIC_BORROW_SKULL_MASK,
LOGIC_BORROW_SPOOKY_MASK,
LOGIC_BORROW_BUNNY_HOOD,
LOGIC_BORROW_RIGHT_MASKS,
LOGIC_FREED_EPONA,
LOGIC_DEKU_TREE_CLEAR,
LOGIC_DODONGOS_CAVERN_CLEAR,
LOGIC_JABU_JABUS_BELLY_CLEAR,
LOGIC_FOREST_TEMPLE_CLEAR,
LOGIC_FIRE_TEMPLE_CLEAR,
LOGIC_WATER_TEMPLE_CLEAR,
LOGIC_SPIRIT_TEMPLE_CLEAR,
LOGIC_SHADOW_TEMPLE_CLEAR,
LOGIC_FOREST_TRIAL_CLEAR,
LOGIC_FIRE_TRIAL_CLEAR,
LOGIC_WATER_TRIAL_CLEAR,
LOGIC_SPIRIT_TRIAL_CLEAR,
LOGIC_SHADOW_TRIAL_CLEAR,
LOGIC_LIGHT_TRIAL_CLEAR,
LOGIC_CAN_EMPTY_BIG_POES,
LOGIC_NUT_POT,
LOGIC_NUT_CRATE,
LOGIC_DEKU_BABA_NUTS,
LOGIC_STICK_POT,
LOGIC_DEKU_BABA_STICKS,
LOGIC_BUG_SHRUB,
LOGIC_WANDERING_BUGS,
LOGIC_BUG_ROCK,
LOGIC_FISH_GROUP,
LOGIC_LONE_FISH,
LOGIC_GOSSIP_STONE_FAIRY,
LOGIC_BEAN_PLANT_FAIRY,
LOGIC_BUTTERFLY_FAIRY,
LOGIC_FAIRY_POT,
LOGIC_FREE_FAIRIES,
LOGIC_FAIRY_POND,
LOGIC_CHILD_SCARECROW,
LOGIC_ADULT_SCARECROW,
LOGIC_CARPET_MERCHANT,
LOGIC_COULD_PLAY_BOWLING,
LOGIC_BIG_POE_KILL,
LOGIC_BUILD_RAINBOW_BRIDGE,
LOGIC_SHOWED_MIDO_SWORD_AND_SHIELD,
LOGIC_TH_COULD_FREE_1_TORCH_CARPENTER,
LOGIC_TH_COULD_FREE_DOUBLE_CELL_CARPENTER,
LOGIC_TH_COULD_FREE_DEAD_END_CARPENTER,
LOGIC_TH_COULD_FREE_SLOPE_CARPENTER,
LOGIC_TH_RESCUED_ALL_CARPENTERS,
LOGIC_GF_GATE_OPEN,
LOGIC_GTG_GATE_OPEN,
LOGIC_DAMPES_WINDMILL_ACCESS,
LOGIC_DRAIN_WELL,
LOGIC_GORON_CITY_CHILD_FIRE,
LOGIC_GORON_CITY_WOODS_WARP_OPEN,
LOGIC_GORON_CITY_DARUNIAS_DOOR_OPEN_CHILD,
LOGIC_GORON_CITY_STOP_ROLLING_GORON_AS_ADULT,
LOGIC_DEKU_TREE_1F_BROKE_WEB,
LOGIC_DEKU_TREE_PUSHED_BASEMENT_BLOCK,
LOGIC_DEKU_TREE_MQ_CLEARED_SE_ROOM,
LOGIC_DEKU_TREE_MQ_WATER_ROOM_TORCHES,
LOGIC_DC_MQ_CLEAR_UPPER_LOBBY_ROCKS,
LOGIC_JABU_RUTO_IN_1F,
LOGIC_JABU_WEST_TENTACLE,
LOGIC_JABU_EAST_TENTACLE,
LOGIC_JABU_NORTH_TENTACLE,
LOGIC_JABU_LOWERED_PATH,
LOGIC_JABU_MQ_HOLES_ROOM_DOOR,
LOGIC_JABU_MQ_LIFT_ROOM_COW,
LOGIC_FOREST_MQ_BLOCK_ROOM_TARGETS,
LOGIC_FOREST_CAN_TWIST_HALLWAY,
LOGIC_FOREST_CLEAR_BETWEEN_JOELLE_AND_BETH,
LOGIC_FOREST_OPEN_BOSS_CORRIDOR,
LOGIC_FOREST_JOELLE,
LOGIC_FOREST_BETH,
LOGIC_FOREST_AMY,
LOGIC_FOREST_MEG,
LOGIC_FIRE_LOOP_SWITCH,
LOGIC_FIRE_OPENED_LOWEST_GORON_CAGE,
LOGIC_FIRE_OPENED_UPPER_SHORTCUT,
LOGIC_FIRE_HIT_PLATFORM,
LOGIC_FIRE_MQ_OPENED_FIRE_MAZE_DOOR,
LOGIC_WATER_LOW_FROM_HIGH,
LOGIC_WATER_LOW_FROM_MID,
LOGIC_WATER_MIDDLE,
LOGIC_WATER_HIGH,
LOGIC_WATER_COULD_LOW,
LOGIC_WATER_COULD_MIDDLE,
LOGIC_WATER_REACHED_HIGH_EMBLEM,
LOGIC_WATER_MQ_STALFOS_PIT,
LOGIC_WATER_MQ_DRAGON_TORCHES,
LOGIC_WATER_MQ_B1_SWITCH,
LOGIC_WATER_MQ_B1_OPENED_PILLAR,
LOGIC_SPIRIT_1F_SILVER_RUPEES,
LOGIC_SPIRIT_MQ_CRAWL_BOULDER,
LOGIC_SPIRIT_MQ_MAP_ROOM_ENEMIES,
LOGIC_SPIRIT_MQ_TIME_TRAVEL_CHEST,
LOGIC_SPIRIT_MQ_3SUNS_ENEMIES,
LOGIC_SHADOW_SHORTCUT_BLOCK,
LOGIC_SHADOW_MQ_FLOOR_SPIKES_RUPEES,
LOGIC_WAKE_UP_ADULT_TALON,
LOGIC_KAKARIKO_GATE_OPEN,
LOGIC_DELIVER_RUTOS_LETTER,
LOGIC_KING_ZORA_THAWED,
LOGIC_LINKS_COW,
LOGIC_BOTW_LOWERED_WATER,
LOGIC_BOTW_MQ_OPENED_WEST_ROOM,
LOGIC_BOTW_MQ_OPENED_MIDDLE_HOLE,
LOGIC_GTG_MQ_MAZE_SWITCH,
LOGIC_GTG_MQ_RIGHT_SIDE_SWITCH,
LOGIC_GTG_PLATFORM_SILVER_RUPEES,
LOGIC_SHADOW_TRIAL_FIRST_CHEST,
LOGIC_MAX LOGIC_MAX
} LogicVal; } LogicVal;