Rewrite MQ spirit logic (#4534)

* rewrite MQ spirit logic

* fix oversights
This commit is contained in:
Pepper0ni 2024-11-09 16:40:00 +00:00 committed by GitHub
parent c8815a26f7
commit 2603b97366
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9 changed files with 685 additions and 294 deletions

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@ -211,6 +211,14 @@ bool Here(const RandomizerRegion region, ConditionFn condition) {
return areaTable[region].Here(condition); return areaTable[region].Here(condition);
} }
bool MQSpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
return areaTable[region].MQSpiritShared(condition, false, anyAge);
}
bool MQSpiritSharedBrokenWallRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge) {
return areaTable[region].MQSpiritShared(condition, true, anyAge);
}
bool CanPlantBean(const RandomizerRegion region) { bool CanPlantBean(const RandomizerRegion region) {
return areaTable[region].CanPlantBeanCheck(); return areaTable[region].CanPlantBeanCheck();
} }
@ -256,7 +264,7 @@ void RegionTable_Init() {
LOCATION(RC_SARIA_SONG_HINT, logic->CanUse(RG_SARIAS_SONG)), LOCATION(RC_SARIA_SONG_HINT, logic->CanUse(RG_SARIAS_SONG)),
}, { }, {
//Exits //Exits
Entrance(RR_ROOT_EXITS, {[]{return true;}}) Entrance(RR_ROOT_EXITS, {[]{return true;}}),
}); });
areaTable[RR_ROOT_EXITS] = Region("Root Exits", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_ROOT_EXITS] = Region("Root Exits", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {

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@ -18,54 +18,54 @@ extern std::shared_ptr<Rando::Logic> logic;
class EventAccess { class EventAccess {
public: public:
explicit EventAccess(bool* event_, std::vector<ConditionFn> conditions_met_) explicit EventAccess(bool* event_, std::vector<ConditionFn> conditions_met_)
: event(event_) { : event(event_) {
conditions_met.resize(2); conditions_met.resize(2);
for (size_t i = 0; i < conditions_met_.size(); i++) { for (size_t i = 0; i < conditions_met_.size(); i++) {
conditions_met[i] = conditions_met_[i]; conditions_met[i] = conditions_met_[i];
}
} }
}
bool ConditionsMet() const { bool ConditionsMet() const {
auto ctx = Rando::Context::GetInstance(); auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) { if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true; return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) { } else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return conditions_met[0](); return conditions_met[0]();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) { } else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
if (conditions_met[0]()) { if (conditions_met[0]()) {
return true; return true;
} else if (conditions_met[1] != NULL) { } else if (conditions_met[1] != NULL) {
return conditions_met[1](); return conditions_met[1]();
} }
}
return false;
} }
return false;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) { bool CheckConditionAtAgeTime(bool& age, bool& time) {
logic->IsChild = false; logic->IsChild = false;
logic->IsAdult = false; logic->IsAdult = false;
logic->AtDay = false; logic->AtDay = false;
logic->AtNight = false; logic->AtNight = false;
time = true; time = true;
age = true; age = true;
return ConditionsMet(); return ConditionsMet();
} }
void EventOccurred() { void EventOccurred() {
*event = true; *event = true;
} }
bool GetEvent() const { bool GetEvent() const {
return *event; return *event;
} }
private: private:
bool* event; bool* event;
std::vector<ConditionFn> conditions_met; std::vector<ConditionFn> conditions_met;
}; };
std::string CleanCheckConditionString(std::string condition); std::string CleanCheckConditionString(std::string condition);
@ -76,49 +76,49 @@ std::string CleanCheckConditionString(std::string condition);
class LocationAccess { class LocationAccess {
public: public:
explicit LocationAccess(RandomizerCheck location_, std::vector<ConditionFn> conditions_met_) explicit LocationAccess(RandomizerCheck location_, std::vector<ConditionFn> conditions_met_)
: location(location_), condition_str("") { : location(location_), condition_str("") {
conditions_met.resize(2); conditions_met.resize(2);
for (size_t i = 0; i < conditions_met_.size(); i++) { for (size_t i = 0; i < conditions_met_.size(); i++) {
conditions_met[i] = conditions_met_[i]; conditions_met[i] = conditions_met_[i];
}
} }
}
explicit LocationAccess(RandomizerCheck location_, std::vector<ConditionFn> conditions_met_, std::string condition_str_) explicit LocationAccess(RandomizerCheck location_, std::vector<ConditionFn> conditions_met_, std::string condition_str_)
: location(location_), condition_str(condition_str_) { : location(location_), condition_str(condition_str_) {
conditions_met.resize(2); conditions_met.resize(2);
for (size_t i = 0; i < conditions_met_.size(); i++) { for (size_t i = 0; i < conditions_met_.size(); i++) {
conditions_met[i] = conditions_met_[i]; conditions_met[i] = conditions_met_[i];
}
} }
}
bool GetConditionsMet() const { bool GetConditionsMet() const {
auto ctx = Rando::Context::GetInstance(); auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) { if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true; return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) { } else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return conditions_met[0](); return conditions_met[0]();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) { } else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
if (conditions_met[0]()) { if (conditions_met[0]()) {
return true; return true;
} else if (conditions_met[1] != NULL) { } else if (conditions_met[1] != NULL) {
return conditions_met[1](); return conditions_met[1]();
} }
}
return false;
} }
return false;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) const; bool CheckConditionAtAgeTime(bool& age, bool& time) const;
bool ConditionsMet() const; bool ConditionsMet() const;
RandomizerCheck GetLocation() const { RandomizerCheck GetLocation() const {
return location; return location;
} }
std::string GetConditionStr() const { std::string GetConditionStr() const {
return condition_str; return condition_str;
} }
protected: protected:
RandomizerCheck location; RandomizerCheck location;
@ -138,127 +138,199 @@ namespace Rando {
class Region { class Region {
public: public:
Region(); Region();
Region(std::string regionName_, std::string scene_, std::set<RandomizerArea> areas, Region(std::string regionName_, std::string scene_, std::set<RandomizerArea> areas,
bool timePass_, bool timePass_,
std::vector<EventAccess> events_, std::vector<EventAccess> events_,
std::vector<LocationAccess> locations_, std::vector<LocationAccess> locations_,
std::list<Rando::Entrance> exits_); std::list<Rando::Entrance> exits_);
~Region(); ~Region();
std::string regionName; std::string regionName;
std::string scene; std::string scene;
std::set<RandomizerArea> areas; std::set<RandomizerArea> areas;
bool timePass; bool timePass;
std::vector<EventAccess> events; std::vector<EventAccess> events;
std::vector<LocationAccess> locations; std::vector<LocationAccess> locations;
std::list<Rando::Entrance> exits; std::list<Rando::Entrance> exits;
std::list<Rando::Entrance*> entrances; std::list<Rando::Entrance*> entrances;
//^ The above exits are now stored in a list instead of a vector because //^ The above exits are now stored in a list instead of a vector because
//the entrance randomization algorithm plays around with pointers to these //the entrance randomization algorithm plays around with pointers to these
//entrances a lot. By putting the entrances in a list, we don't have to //entrances a lot. By putting the entrances in a list, we don't have to
//worry about a vector potentially reallocating itself and invalidating all our //worry about a vector potentially reallocating itself and invalidating all our
//entrance pointers. //entrance pointers.
bool childDay = false; bool childDay = false;
bool childNight = false; bool childNight = false;
bool adultDay = false; bool adultDay = false;
bool adultNight = false; bool adultNight = false;
bool addedToPool = false;; bool addedToPool = false;;
void ApplyTimePass(); void ApplyTimePass();
bool UpdateEvents(); bool UpdateEvents();
void AddExit(RandomizerRegion parentKey, RandomizerRegion newExitKey, ConditionFn condition); void AddExit(RandomizerRegion parentKey, RandomizerRegion newExitKey, ConditionFn condition);
void RemoveExit(Rando::Entrance* exitToRemove); void RemoveExit(Rando::Entrance* exitToRemove);
void SetAsPrimary(RandomizerRegion exitToBePrimary); void SetAsPrimary(RandomizerRegion exitToBePrimary);
Rando::Entrance* GetExit(RandomizerRegion exit); Rando::Entrance* GetExit(RandomizerRegion exit);
bool Child() const { bool Child() const {
return childDay || childNight; return childDay || childNight;
}
bool Adult() const {
return adultDay || adultNight;
}
bool BothAgesCheck() const {
return Child() && Adult();
}
bool HasAccess() const {
return Child() || Adult();
}
bool AllAccess() const {
return childDay && childNight && adultDay && adultNight;
}
//Check to see if an exit can be access as both ages at both times of day
bool CheckAllAccess(RandomizerRegion exitKey);
std::set<RandomizerArea> GetAllAreas() const{
return areas;
}
RandomizerArea GetFirstArea() const{
if (areas.empty()){
assert(false);
return RA_NONE;
} else {
return *areas.begin();
} }
}
bool Adult() const { void ReplaceAreas(std::set<RandomizerArea> newAreas) {
return adultDay || adultNight; areas = newAreas;
} }
bool BothAgesCheck() const { //Here checks conditional access based on whether or not both ages have
return Child() && Adult(); //access to this area. For example: if there are rocks that block a path
} //which both child and adult can access, adult having hammer can give
//both child and adult access to the path.
bool Here(ConditionFn condition) {
bool HasAccess() const { //store current age variables
return Child() || Adult(); bool pastAdult = logic->IsAdult;
} bool pastChild = logic->IsChild;
bool AllAccess() const { //set age access as this areas ages
return childDay && childNight && adultDay && adultNight; logic->IsChild = Child();
} logic->IsAdult = Adult();
//Check to see if an exit can be access as both ages at both times of day //heck condition as well as having at least child or adult access
bool CheckAllAccess(RandomizerRegion exitKey); bool hereVal = condition() && (logic->IsAdult || logic->IsChild);
std::set<RandomizerArea> GetAllAreas() const{ //set back age variables
return areas; logic->IsChild = pastChild;
} logic->IsAdult = pastAdult;
RandomizerArea GetFirstArea() const{ return hereVal;
if (areas.empty()){ }
assert(false);
return RA_NONE;
} else {
return *areas.begin();
}
}
void ReplaceAreas(std::set<RandomizerArea> newAreas) { bool CanPlantBeanCheck() const;
areas = newAreas; bool AllAccountedFor() const;
}
//Here checks conditional access based on whether or not both ages have void ResetVariables();
//access to this area. For example: if there are rocks that block a path
//which both child and adult can access, adult having hammer can give
//both child and adult access to the path.
bool Here(ConditionFn condition) {
void printAgeTimeAccess() const {
auto message = "Child Day: " + std::to_string(childDay) + "\t"
"Child Night: " + std::to_string(childNight) + "\t"
"Adult Day: " + std::to_string(adultDay) + "\t"
"Adult Night: " + std::to_string(adultNight);
}
/*This logic covers checks that exist in the shared areas of MQ spirit from a glitchless standpoint.
This room has Quantum logic that I am currently handling with this function, however this is NOT suitable for glitch logic as it relies on specific ages
In this chunk there are 3 possibilities for passing a check, but first I have to talk about parallel universes.
In MQ Spirit key logic, we mostly care about 2 possibilities for how the player can spend keys, creating 2 Parralel universes
In the first universe, the player did not enter spirit as adult until after climbing as child, thus child spends keys linearly, only needing 2 to reach statue room.
In the second universe, the player went in as adult, possibly out of logic, and started wasting the keys to lock child out.
These Universes converge when the player has 7 keys (meaning adult can no longer lock child out) and adult is known to be able to reach Statue room. This creates "Certain Access", which is tracked seperatly for each age.
Child Certain Access is simple, if we have 7 keys and child access, it's Certain Access.
Adult Certain Access is also simple, adult is not key locked, so if they make it to a location, it's Certain Access.
Things get complicated when we handle the overlap of the 2 universes,
though an important detail is that if we have Certain Access as either age, we don't need to checked the overlap because overlap logic is strictly stricter than either Certain Access.
In order to track the first universe, the logic allows technical child access with the minimum number of keys, and then checks in this function for if we have 7 keys to determine if that is Certain or not.
This is for technical reasons, as areas with no access at all will simply not be checked.
Normally we would need to do similar shenanigans to track the second universe, however adult must have go through statue room to waste keys,
so can go back there and get new keys for Child to use if they do, and the navigation logic for shared MQ spirit from Statue Room is very simple for Adult.
Additionally, we don't need to know if adult can actually reach spirit temple or climb to statue room, because if the player can't do that, then universe 2 can't happen anyway,
and if the player does so out of logic, they can do it again, as the only consumable used sets a permanent flag.
The Adult Navigation logic is as such:
- Broken Wall room is 6 key locked, because if the player tries to spend 6 keys in a way that would block adults access, they would have to give child access instead.
- The child side hammer switch for the time travelling chest is 7 key locked for adult
- Reaching gauntlets hand is 7 key locked
- Going back into big block room is complex, but the only check there is child only so not a concern
- Everything else is possible with basic adult movement, or is impossible for child to reach glitchlessly
Anything 7 key locked does not need to be checked as shared, as all child access is Certain and because of this workaround we don't need to fake Adult access, meaning that is also Certain.
All of this combined means that when checking if adult can reach a location in universe 2, we only have to ask if it is a 6 key locked location or not.
Knowing all of this this, we can confirm things are logical in 3 different ways:
- If we have Adult Access, we know it is Certain Access, so they can get checks alone.
- If we have 7 keys, child has Certain Access as we know they cannot be locked out, so can get checks alone, otherwise we check the logical overlap
- If Child and Adult can get the check (ignoring actual adult access to the location), and the location is either not 6 key locked or we have 6 keys, we can get the check with the overlap*/
bool MQSpiritShared(ConditionFn condition, bool IsBrokenWall, bool anyAge = false) {
//if we have Certain Access as child, we can check anyAge and if true, resolve a condition with Here as if adult is here it's also Certain Access
if (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)){
if (anyAge){
return Here(condition);
}
return condition();
//else, if we are here as adult, we have Certain Access from that and don't need special handling for checking adult
} else if (Adult() && logic->IsAdult){
return condition();
//if we do not have Certain Access, we need to check the overlap by seeing if we are both here as child and meet the adult universe's access condition
//We only need to do it as child, as only child access matters for this check, as adult access is assumed based on keys
} else if (Child() && logic->IsChild && (!IsBrokenWall || logic->SmallKeys(RR_SPIRIT_TEMPLE, 6))) {
bool result = false;
//store current age variables //store current age variables
bool pastAdult = logic->IsAdult; bool pastAdult = logic->IsAdult;
bool pastChild = logic->IsChild; bool pastChild = logic->IsChild;
//set age access as this areas ages //First check if the check is possible as child
logic->IsChild = Child(); logic->IsChild = true;
logic->IsAdult = Adult(); logic->IsAdult = false;
result = condition();
//heck condition as well as having at least child or adult access //If so, check again as adult. both have to be true for result to be true
bool hereVal = condition() && (logic->IsAdult || logic->IsChild); if (result) {
logic->IsChild = false;
logic->IsAdult = true;
result = condition();
}
//set back age variables //set back age variables
logic->IsChild = pastChild; logic->IsChild = pastChild;
logic->IsAdult = pastAdult; logic->IsAdult = pastAdult;
return result;
return hereVal;
}
bool CanPlantBeanCheck() const;
bool AllAccountedFor() const;
void ResetVariables();
void printAgeTimeAccess() const {
auto message = "Child Day: " + std::to_string(childDay) + "\t"
"Child Night: " + std::to_string(childNight) + "\t"
"Adult Day: " + std::to_string(adultDay) + "\t"
"Adult Night: " + std::to_string(adultNight);
} }
return false;
}
}; };
extern std::array<Region, RR_MAX> areaTable; extern std::array<Region, RR_MAX> areaTable;
extern std::vector<EventAccess> grottoEvents; extern std::vector<EventAccess> grottoEvents;
bool Here(const RandomizerRegion region, ConditionFn condition); //RANDOTODO make a less stupid way to check own at either age than self referncing with this bool Here(const RandomizerRegion region, ConditionFn condition); //RANDOTODO make a less stupid way to check own at either age than self referncing with this
bool MQSpiritSharedStatueRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge = false);
bool MQSpiritSharedBrokenWallRoom(const RandomizerRegion region, ConditionFn condition, bool anyAge = false);
bool CanPlantBean(const RandomizerRegion region); bool CanPlantBean(const RandomizerRegion region);
bool BothAges(const RandomizerRegion region); bool BothAges(const RandomizerRegion region);
bool ChildCanAccess(const RandomizerRegion region); bool ChildCanAccess(const RandomizerRegion region);

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@ -209,7 +209,7 @@ void RegionTable_Init_GerudoTrainingGrounds() {
areaTable[RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM] = Region("Gerudo Training Grounds MQ Statue ROom", "Gerudo Training Grounds", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM] = Region("Gerudo Training Grounds MQ Statue ROom", "Gerudo Training Grounds", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_EYE_STATUE_CHEST, logic->CanUse(RG_FAIRY_BOW)), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_EYE_STATUE_CHEST, logic->CanUse(RG_FAIRY_BOW)),
}, { }, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM_LEDGE, {[]{return logic->CanUse(RG_LONGSHOT);}}), Entrance(RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM_LEDGE, {[]{return logic->CanUse(RG_LONGSHOT);}}),
@ -220,7 +220,7 @@ void RegionTable_Init_GerudoTrainingGrounds() {
//Locations //Locations
//implies logic->CanKillEnemy(RE_TORCH_SLUG) //implies logic->CanKillEnemy(RE_TORCH_SLUG)
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_SECOND_IRON_KNUCKLE_CHEST, logic->CanKillEnemy(RE_IRON_KNUCKLE)), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_SECOND_IRON_KNUCKLE_CHEST, logic->CanKillEnemy(RE_IRON_KNUCKLE)),
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_FLAME_CIRCLE_CHEST, logic->CanHitSwitch(ED_BOOMERANG)), LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_FLAME_CIRCLE_CHEST, logic->CanHitSwitch(ED_BOMB_THROW)),
}, { }, {
//Exits //Exits
Entrance(RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM, {[]{return Here(RR_GERUDO_TRAINING_GROUNDS_MQ_TORCH_SLUG_ROOM, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}}), Entrance(RR_GERUDO_TRAINING_GROUNDS_MQ_STATUE_ROOM, {[]{return Here(RR_GERUDO_TRAINING_GROUNDS_MQ_TORCH_SLUG_ROOM, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}}),

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@ -10,8 +10,8 @@ void RegionTable_Init_SpiritTemple() {
---------------------------*/ ---------------------------*/
areaTable[RR_SPIRIT_TEMPLE_ENTRYWAY] = Region("Spirit Temple Entryway", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, { areaTable[RR_SPIRIT_TEMPLE_ENTRYWAY] = Region("Spirit Temple Entryway", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_LOBBY, {[]{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsVanilla();}}), Entrance(RR_SPIRIT_TEMPLE_LOBBY, {[]{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsVanilla();}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, {[]{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ();}}), Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, {[]{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ();}}),
Entrance(RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE, {[]{return true;}}), Entrance(RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE, {[]{return true;}}),
}); });
@ -137,102 +137,340 @@ void RegionTable_Init_SpiritTemple() {
if (ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ()) { if (ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ()) {
areaTable[RR_SPIRIT_TEMPLE_MQ_LOBBY] = Region("Spirit Temple MQ Lobby", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_LOBBY] = Region("Spirit Temple MQ Lobby", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
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->IsChild && logic->CanUse(RG_FAIRY_SLINGSHOT)) || (logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)))), 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->CanUse(RG_BOMBCHU_5) || (logic->IsAdult && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT))) || (logic->IsChild && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_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),
}, { }, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_ENTRYWAY, {[]{return true;}}), Entrance(RR_SPIRIT_TEMPLE_ENTRYWAY, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_CHILD, {[]{return logic->IsChild;}}), Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, {[]{return logic->IsChild;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_ADULT, {[]{return logic->CanUse(RG_BOMBCHU_5) && logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->CanUse(RG_SILVER_GAUNTLETS);}}), Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH, {[]{return logic->CanUse(RG_LONGSHOT) && logic->CanUse(RG_BOMBCHU_5);}}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_CHILD] = Region("Spirit Temple MQ Child", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_WEST] = Region("Spirit Temple MQ 1F West", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events //Events
EventAccess(&logic->FairyPot, {[]{return logic->FairyPot || (logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_BOMBCHU_5) && logic->CanUse(RG_FAIRY_SLINGSHOT));}}), //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));}}),
}, { }, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_HAMMER_SWITCH_CHEST, Here(RR_SPIRIT_TEMPLE_MQ_ADULT, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanUse(RG_MEGATON_HAMMER);})), LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_HAMMER_SWITCH_CHEST, logic->MQSpiritTimeTravelChest),
LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_ROOM_ENEMY_CHEST, logic->CanUse(RG_KOKIRI_SWORD) && logic->CanUse(RG_BOMBCHU_5) && logic->CanUse(RG_FAIRY_SLINGSHOT) && logic->CanUse(RG_DINS_FIRE)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_CHEST, logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_BOMB_BAG)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_SILVER_BLOCK_HALLWAY_CHEST, logic->CanUse(RG_BOMBCHU_5) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanUse(RG_FAIRY_SLINGSHOT) && (logic->CanUse(RG_DINS_FIRE) || (Here(RR_SPIRIT_TEMPLE_MQ_ADULT, []{return logic->IsAdult && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_FROZEN_EYE) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_SONG_OF_TIME)));})))),
//Trick: logic->CanUse(RG_BOMBCHU_5) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanUse(RG_FAIRY_SLINGSHOT) && (logic->CanUse(RG_DINS_FIRE) || (SPIRIT_TEMPLE_MQ_ADULT.Adult() && logic->IsAdult && (logic->CanUse(RG_FIRE_ARROWS) || (LogicSpiritMQFrozenEye && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_SONG_OF_TIME)))))
}, { }, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SHARED, {[]{return logic->CanUse(RG_BOMBCHU_5) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 2);}}), 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_WEST_1F_RUSTED_SWITCH, {[]{return logic->IsChild && logic->MQSpiritCrawlBoulder;}}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_ADULT] = Region("Spirit Temple MQ Adult", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH, {[]{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets();}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, {[]{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets() && logic->CanKillEnemy(RE_GIBDO);}}),
});
// Room to store the 2 pots in to handle glitch logic going backwards around the loop later
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH] = Region("Spirit Temple MQ Gibdo Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {});
areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//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);});}}),
}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Spirit Temple MQ Map Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->MQSpiritMapRoomEnemies, {[]{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE);}}),
}, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_SOUTH_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)), LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_ROOM_ENEMY_CHEST, logic->MQSpiritMapRoomEnemies),
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_LULLABY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanJumpslashExceptHammer() || logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_SONG_OF_TIME)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_SONG_OF_TIME) && (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_NINE_THRONES_ROOM_WEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_NINE_THRONES_ROOM_NORTH, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)),
}, { }, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOWER_ADULT, {[]{return logic->CanUse(RG_MIRROR_SHIELD) && logic->IsAdult && (logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_LOWER_ADULT) && logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_FAIRY_BOW)));}}), //Stalfos room blocks you in with fire until you kill the stalfos, which won't spawn from behind the fire
//Trick: logic->CanUse(RG_MIRROR_SHIELD) && logic->IsAdult && (logic->CanUse(RG_FIRE_ARROWS) || (LogicSpiritMQLowerAdult && logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_FAIRY_BOW))) Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SHARED, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BOSS_AREA, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 6) && logic->CanUse(RG_ZELDAS_LULLABY) && logic->CanUse(RG_MEGATON_HAMMER);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanJumpslashExceptHammer() && (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_SHARED] = Region("Spirit Temple MQ Shared", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Spirit Temple MQ Map Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//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
EventAccess(&logic->MQSpiritMapRoomEnemies, {[]{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE, ED_BOOMERANG);}}),
}, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_NORTH_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 6)), LOCATION(RC_SPIRIT_TEMPLE_MQ_MAP_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_COMPASS_CHEST, (logic->IsChild && logic->CanUse(RG_FAIRY_SLINGSHOT) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7)) || (logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_FAIRY_SLINGSHOT))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST, logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->IsAdult),
//Trick: logic->CanUse(RG_SONG_OF_TIME) || LogicSpiritMQSunBlockSoT || logic->IsAdult
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SUN_BLOCK_ROOM, (ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_GS) && logic->CanUse(RG_BOOMERANG) && (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT))) || logic->IsAdult),
//Trick: (LogicSpiritMQSunBlockGS && logic->CanUse(RG_BOOMERANG) && (logic->CanUse(RG_SONG_OF_TIME) || LogicSpiritMQSunBlockSoT)) || logic->IsAdult
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, {[]{return (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->IsAdult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanJumpslashExceptHammer() && (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)));}}),
//Trick: (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && (logic->CanUse(RG_SONG_OF_TIME) || LogicSpiritMQSunBlockSoT || logic->IsAdult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SONG_OF_TIME) && (LogicLensSpiritMQ || logic->CanUse(RG_LENS_OF_TRUTH)))
Entrance(RR_DESERT_COLOSSUS, {[]{return (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->IsAdult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanJumpslashExceptHammer() && (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->IsAdult);}}),
//Trick: (logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && (logic->CanUse(RG_SONG_OF_TIME) || LogicSpiritMQSunBlockSoT || logic->IsAdult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SONG_OF_TIME) && (LogicLensSpiritMQ || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->IsAdult)
});
areaTable[RR_SPIRIT_TEMPLE_MQ_LOWER_ADULT] = Region("Spirit Temple MQ Lower Adult", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG)
&& logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_RIGHT_CHEST, logic->CanUse(RG_MEGATON_HAMMER)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_LEEVER_ROOM, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SYMPHONY_ROOM, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG)
&& logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY)),
}, {});
areaTable[RR_SPIRIT_TEMPLE_MQ_BOSS_AREA] = Region("Spirit Temple MQ Boss Region", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, { }, {
//Exits //Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD, {[]{return logic->CanUse(RG_MIRROR_SHIELD) && logic->CanUse(RG_HOOKSHOT);}}), //The bridge is a temp flag, so not a way to cross south to north in logic
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, {[]{return true;}}),
}); });
areaTable[RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD] = areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH] = Region("Spirit Temple MQ West 1F Rusted Switch", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
Region("Spirit Temple MQ Inside Statue Head", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, //Events
{ EventAccess(&logic->MQSpiritTimeTravelChest, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}}),
// Exits EventAccess(&logic->MQSpiritCrawlBoulder, {[]{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SHARED, { [] { return true; } }), }, {}, {
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, { [] { return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY); } }), //Exits
}); Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, {[]{return logic->IsChild && logic->MQSpiritCrawlBoulder;}}),
//This tracks possible child access, if adult has not entered STATUE_ROOM. Certain Child Access is checked for separately as 7 Keys
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { //THIS REGION NEEDS MQSpiritSharedBrokenWallRoom WHEN ADDING THE POT
areaTable[RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE] = Region("Spirit Temple MQ Under Like Like", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
//This covers adult access only, as child arrives here from the other side of this door
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, {[]{return logic->CanHitSwitch();}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM] = Region("Spirit Temple MQ Broken Wall Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, true), //Implies CanKillEnemy(RE_LIKE_LIKE)
}, {}); LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_NORTH_CHEST, MQSpiritSharedBrokenWallRoom(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanKillEnemy(RE_BEAMOS);})),
//Sunlights only temp spawn this chest, which is unintuitive/a bug.
//chest is only reachable as adult glitchlessly, so we can skip the shared in favour of IsAdult as adult access is always Certain
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_SOUTH_CHEST, logic->IsAdult && logic->HasExplosives() && (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)) && logic->CanUse(RG_HOOKSHOT)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, {[]{return logic->CanHitSwitch();}}),
//This exit only governs child possible access, adult access starts on the other side so never checks this
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 2);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM] = Region("Spirit Temple MQ Statue Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_COMPASS_CHEST, MQSpiritSharedStatueRoom(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->CanHitEyeTargets();})),
}, {
//Exits
//we check possible adult access directly in MQSpiritSharedBrokenWallRoom, so this exit only covers Certain Access
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
//We can use Here instead of Shared here because adult will never need to rely on child access to reach this room, and adult access is Certain
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->HasFireSource() || (ctx->GetTrickOption(RT_SPIRIT_MQ_FROZEN_EYE) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_SONG_OF_TIME));});}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, {[]{return logic->IsAdult || ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_SOT) || logic->CanUse(RG_SONG_OF_TIME);}}),
//explicit adult check here is a precaution against possible child logic leaking, child with a hookshot can do this
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, {[]{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM] = Region("Spirit Temple MQ Sun Block Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
//We don't need Shared here because If we are checking as child, universe 2 adult access needs nothing so it always passes, and if we are checking as adult, it is Certain Access
LOCATION(RC_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SUN_BLOCK_ROOM, MQSpiritSharedStatueRoom(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_SPIRIT_MQ_SUN_BLOCK_GS) && logic->CanUse(RG_BOOMERANG));})),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, {[]{return true;}}),
//This door causes the Universes to merge as it requires 7 keys for both ages
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, {[]{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Silver Gauntlets Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, { areaTable[RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Silver Gauntlets Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, true), LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, true),
}, {}); }, {
//Exits
//If it is ever relevent for 1 age to spawn the mirror shield chest for the other can longshot across, it needs an eventAccess
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, {[]{return true;}}),
Entrance(RR_DESERT_COLOSSUS, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH] = Region("Spirit Temple MQ Block Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, {[]{return true;}}),
//The block here is unusual in that it is a permanent flag, but reset anyway as child. This is because there's a check that would be blocked off by pushing them otherwise
//It may be worth considering making this always temp in future so adult doesn't have the same issue
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH, {[]{return logic->IsChild ? logic->CanUse(RG_SILVER_GAUNTLETS) : Here(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->CanUse(RG_SILVER_GAUNTLETS);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH] = Region("Spirit Temple MQ Block Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
//Does not need to be shared as it's hard child locked, because adult pushing the block is a permanent flag that blocks the eye target and cannot be undone
LOCATION(RC_SPIRIT_TEMPLE_MQ_SILVER_BLOCK_HALLWAY_CHEST, logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanHitEyeTargets()),
}, {
//Exits
//if going to RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH from here is ever relevant, there needs to be an event to handle the block
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST] = Region("Spirit Temple MQ Statue Room East", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_LULLABY_CHEST, logic->CanUse(RG_HOOKSHOT) & logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS))),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, {[]{return true;}}),
//!QUANTUM LOGIC!
//We only need 4 keys, access to Shield hand and longshot to reach Gauntlets hand, as if we waste the 5th key we have given ourselves Gauntlets hand access through child climb
//This exit handles that possibility as cleanly as possible without quantum logic, but will not survive glitch logic
//logic->CanKillEnemy(RE_FLOORMASTER) is implied
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) &&
logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) &&
logic->CanJumpslash() &&
(ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) &&
logic->CanKillEnemy(RE_IRON_KNUCKLE) &&
logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, {[]{return logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_LOWER_ADULT) && logic->CanUse(RG_DINS_FIRE));}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//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));}}),
}, {}, {
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, {[]{return logic->MQSpirit3SunsEnemies;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F] = Region("Spirit Temple MQ Three Suns Room 1F", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, {[]{return logic->MQSpirit3SunsEnemies;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_EAST] = Region("Spirit Temple MQ 1F East", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//Assumes RR_SPIRIT_TEMPLE_MQ_LOBBY access
EventAccess(&logic->Spirit1FSilverRupees, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}}),
}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, {[]{return logic->CanUse(RG_MEGATON_HAMMER);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM] = Region("Spirit Temple MQ Leever Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, logic->CanKillEnemy(RE_PURPLE_LEEVER) && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_LEEVER_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
}, {
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM] = Region("Spirit Temple MQ Symphony Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
//Implies CanPassEnemy(RE_MOBLIN_CHIEF)
Entrance(RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM, {[]{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) &&
logic->CanUse(RG_SUNS_SONG) && logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM] = Region("Spirit Temple MQ After Symphony Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SYMPHONY_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM] = Region("Spirit Temple MQ Four Beamos Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, logic->CanKillEnemy(RE_BEAMOS)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, {[]{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME) && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, {[]{return logic->CanAvoidEnemy(RE_BEAMOS, true, 4) && logic->CanUse(RG_SONG_OF_TIME);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 6);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM] = Region("Spirit Temple MQ SoT Sun Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, {[]{return logic->CanJumpslash();}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, []{return (logic->IsAdult || logic->CanUse(RG_SONG_OF_TIME)) && logic->CanUse(RG_MIRROR_SHIELD);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND] = Region("Spirit Temple MQ East Stairs to Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE, {[]{return (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) &&
Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, {[]{return logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE, {[]{return true;}}),
Entrance(RR_DESERT_COLOSSUS, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM] = Region("Spirit Temple MQ 3F Gibdo Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST, true),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_WALL] = Region("Spirit Temple MQ Big Wall", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM, {[]{return true;}}),
//technically we only need to avoid them, but the sheer height and the moving walls makes getting to the top after only stunning them very difficult/impossible
//The silver rupees are irrelevant without silver shuffle
Entrance(RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL, {[]{return logic->CanKillEnemy(RE_KEESE);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL] = Region("Spirit Temple MQ 4F Central", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM, {[]{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM] = Region("Spirit Temple MQ Nine Chairs Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
//These skulls rely on the iron knuckle existing without a trick to shoot through the chairs
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_NINE_THRONES_ROOM_WEST, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_NINE_THRONES_ROOM_NORTH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL, {[]{return true;}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM] = Region("Spirit Temple MQ Big Mirror Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL, {[]{return true;}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE] = Region("Spirit Temple MQ Big Mirror Cave", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, {
//Exits
//If it's ever relevant to longshot into head from lobby, this needs to be an event access
Entrance(RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return logic->CanUse(RG_MIRROR_SHIELD);}) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, {[]{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return logic->CanUse(RG_MIRROR_SHIELD);});}}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD] = Region("Spirit Temple MQ Inside Statue Head", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
// Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, {[]{return true;} }),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, {[]{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}}),
});
} }
/*--------------------------- /*---------------------------

View File

@ -475,7 +475,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, { areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events //Events
EventAccess(&logic->MQWaterStalfosPit, {[]{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) || 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_BOOMERANG, 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->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}}),
@ -577,7 +577,7 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, true), LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, true),
}, { }, {
//Exits //Exits
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOOMERANG) || logic->CanUse(RG_HOVER_BOOTS);}}), Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOMB_THROW) || logic->CanUse(RG_HOVER_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}), Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->WaterTimer() >= 24 && logic->CanUse(RG_LONGSHOT))));}}), Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->WaterTimer() >= 24 && logic->CanUse(RG_LONGSHOT))));}}),
}); });

View File

@ -434,12 +434,15 @@ namespace Rando {
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS); killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS);
[[fallthrough]]; [[fallthrough]];
case ED_BOMB_THROW:
killed = killed || CanUse(RG_BOMB_BAG);
[[fallthrough]];
case ED_BOOMERANG: case ED_BOOMERANG:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins and chu range in a practical example
killed = killed || CanUse(RG_BOMB_BAG) || CanUse(RG_DINS_FIRE); killed = killed || CanUse(RG_DINS_FIRE);
[[fallthrough]]; [[fallthrough]];
case ED_HOOKSHOT: case ED_HOOKSHOT:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins and chu range in a practical example
killed = killed || CanUse(RG_HOOKSHOT) || (wallOrFloor && CanUse(RG_BOMBCHU_5)); killed = killed || CanUse(RG_HOOKSHOT) || (wallOrFloor && CanUse(RG_BOMBCHU_5));
[[fallthrough]]; [[fallthrough]];
case ED_LONGSHOT: case ED_LONGSHOT:
@ -467,9 +470,13 @@ namespace Rando {
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS); killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS);
[[fallthrough]]; [[fallthrough]];
case ED_BOMB_THROW:
//RANDOTODO test dins and chu range in a practical example
killed = killed || (!inWater && CanUse(RG_BOMB_BAG));
[[fallthrough]];
case ED_BOOMERANG: case ED_BOOMERANG:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins and chu range in a practical example
killed = killed || CanUse(RG_BOOMERANG) || (!inWater && CanUse(RG_BOMB_BAG)); killed = killed || CanUse(RG_BOOMERANG);
[[fallthrough]]; [[fallthrough]];
case ED_HOOKSHOT: case ED_HOOKSHOT:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins, bomb and chu range in a practical example
@ -508,12 +515,12 @@ namespace Rando {
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
killed = killed || CanUse(RG_BIGGORON_SWORD) || (quantity <= 1 && CanUse(RG_STICKS)); killed = killed || CanUse(RG_BIGGORON_SWORD) || (quantity <= 1 && CanUse(RG_STICKS));
[[fallthrough]]; [[fallthrough]];
case ED_BOOMERANG: case ED_BOMB_THROW:
//RANDOTODO test dins, bomb and chu range in a practical example
killed = killed || (quantity <= 2 && !timer && !inWater && (CanUse(RG_NUTS) || HookshotOrBoomerang()) && CanUse(RG_BOMB_BAG)); killed = killed || (quantity <= 2 && !timer && !inWater && (CanUse(RG_NUTS) || HookshotOrBoomerang()) && CanUse(RG_BOMB_BAG));
[[fallthrough]]; [[fallthrough]];
case ED_BOOMERANG:
case ED_HOOKSHOT: case ED_HOOKSHOT:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins and chu range in a practical example
killed = killed || (wallOrFloor && CanUse(RG_BOMBCHU_5)); killed = killed || (wallOrFloor && CanUse(RG_BOMBCHU_5));
[[fallthrough]]; [[fallthrough]];
case ED_LONGSHOT: case ED_LONGSHOT:
@ -535,6 +542,7 @@ namespace Rando {
return CanUse(RG_MEGATON_HAMMER) || CanUse(RG_HOOKSHOT) || (HasExplosives() && (CanJumpslashExceptHammer() || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_BOOMERANG))); return CanUse(RG_MEGATON_HAMMER) || CanUse(RG_HOOKSHOT) || (HasExplosives() && (CanJumpslashExceptHammer() || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_BOOMERANG)));
case RE_WOLFOS: case RE_WOLFOS:
case RE_WHITE_WOLFOS: case RE_WHITE_WOLFOS:
case RE_WALLMASTER:
return CanJumpslash() || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_BOMBCHU_5) || CanUse(RG_DINS_FIRE) || (CanUse(RG_BOMB_BAG) && (CanUse(RG_NUTS) || CanUse(RG_HOOKSHOT) || CanUse(RG_BOOMERANG))); return CanJumpslash() || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_BOMBCHU_5) || CanUse(RG_DINS_FIRE) || (CanUse(RG_BOMB_BAG) && (CanUse(RG_NUTS) || CanUse(RG_HOOKSHOT) || CanUse(RG_BOOMERANG)));
case RE_GIBDO: case RE_GIBDO:
case RE_REDEAD: case RE_REDEAD:
@ -568,10 +576,11 @@ namespace Rando {
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS); killed = killed || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS);
[[fallthrough]]; [[fallthrough]];
case ED_BOOMERANG: case ED_BOMB_THROW:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins and chu range in a practical example
killed = killed || (!inWater && CanUse(RG_BOMB_BAG)); killed = killed || (!inWater && CanUse(RG_BOMB_BAG));
[[fallthrough]]; [[fallthrough]];
case ED_BOOMERANG:
case ED_HOOKSHOT: case ED_HOOKSHOT:
//RANDOTODO test dins, bomb and chu range in a practical example //RANDOTODO test dins, bomb and chu range in a practical example
killed = killed || CanUse(RG_HOOKSHOT) || (wallOrFloor && CanUse(RG_BOMBCHU_5)); killed = killed || CanUse(RG_HOOKSHOT) || (wallOrFloor && CanUse(RG_BOMBCHU_5));
@ -601,6 +610,16 @@ namespace Rando {
case RE_DARK_LINK: case RE_DARK_LINK:
//RANDOTODO Dark link is buggy right now, retest when he is not //RANDOTODO Dark link is buggy right now, retest when he is not
return CanJumpslash() || CanUse(RG_FAIRY_BOW); return CanJumpslash() || CanUse(RG_FAIRY_BOW);
case RE_ANUBIS:
//there's a restoration that allows beating them with mirror shield + some way to trigger thier attack
return HasFireSource();
case RE_BEAMOS:
return HasExplosives();
case RE_PURPLE_LEEVER:
//dies on it's own, so this is the conditions to spawn it (killing 10 normal leevers)
//Sticks and Ice arrows work but will need ammo capacity logic
//other mothods can damage them but not kill them, and they run when hit, making them impractical
return CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD);
default: default:
SPDLOG_ERROR("CanKillEnemy reached `default`."); SPDLOG_ERROR("CanKillEnemy reached `default`.");
assert(false); assert(false);
@ -637,6 +656,9 @@ namespace Rando {
case RE_FREEZARD: case RE_FREEZARD:
case RE_SPIKE: case RE_SPIKE:
case RE_DARK_LINK: case RE_DARK_LINK:
case RE_ANUBIS:
case RE_WALLMASTER:
case RE_PURPLE_LEEVER:
return true; return true;
case RE_BIG_SKULLTULA: case RE_BIG_SKULLTULA:
//hammer jumpslash can pass, but only on flat land where you can kill with hammer swing //hammer jumpslash can pass, but only on flat land where you can kill with hammer swing
@ -660,48 +682,56 @@ namespace Rando {
} }
//Can we avoid this enemy while climbing up a wall, or doing a difficult platforming challenge? //Can we avoid this enemy while climbing up a wall, or doing a difficult platforming challenge?
bool Logic::CanAvoidEnemy(RandomizerEnemy enemy) { //use grounded if the challenge is such that the enemy interfears even if it cannot hit link out of the air
if (CanKillEnemy(enemy)){ bool Logic::CanAvoidEnemy(RandomizerEnemy enemy, bool grounded, uint8_t quantity) {
return true; //DISTANCE AND WALL ASSUMED, add more arguments later if needed
} if (CanKillEnemy(enemy, ED_CLOSE, true, quantity)){
switch(enemy) { return true;
case RE_GOLD_SKULLTULA: }
case RE_GOHMA_LARVA: switch(enemy) {
case RE_LIZALFOS: case RE_GOLD_SKULLTULA:
case RE_DODONGO: //RANDOTODO do dodongos block the way in tight corridors? case RE_GOHMA_LARVA:
case RE_BIG_SKULLTULA: case RE_LIZALFOS:
case RE_DEAD_HAND: case RE_DODONGO:
case RE_DEKU_BABA: case RE_BIG_SKULLTULA:
case RE_WITHERED_DEKU_BABA: case RE_DEAD_HAND:
case RE_LIKE_LIKE: case RE_DEKU_BABA:
case RE_STALFOS: case RE_WITHERED_DEKU_BABA:
case RE_IRON_KNUCKLE: case RE_LIKE_LIKE:
case RE_FLARE_DANCER: case RE_STALFOS:
case RE_WOLFOS: case RE_IRON_KNUCKLE:
case RE_WHITE_WOLFOS: case RE_FLARE_DANCER:
case RE_FLOORMASTER: case RE_WOLFOS:
case RE_REDEAD: case RE_WHITE_WOLFOS:
case RE_MEG: case RE_FLOORMASTER:
case RE_ARMOS: case RE_REDEAD:
case RE_GREEN_BUBBLE: case RE_MEG:
case RE_FREEZARD: case RE_ARMOS:
case RE_SPIKE: case RE_GREEN_BUBBLE:
case RE_BIG_OCTO: case RE_FREEZARD:
case RE_GIBDO: case RE_SPIKE:
case RE_DARK_LINK: case RE_BIG_OCTO:
return true; case RE_GIBDO:
case RE_MAD_SCRUB: case RE_DARK_LINK:
case RE_KEESE: case RE_WALLMASTER:
case RE_FIRE_KEESE: case RE_ANUBIS:
return CanUse(RG_NUTS); case RE_PURPLE_LEEVER:
case RE_BLUE_BUBBLE: return true;
//RANDOTODO Trick to use shield hylian shield as child to stun these guys case RE_BEAMOS:
return CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield(); return !grounded || CanUse(RG_NUTS) || (quantity == 1 && (CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT)));
default: case RE_MAD_SCRUB:
SPDLOG_ERROR("CanPassEnemy reached `default`."); return !grounded || CanUse(RG_NUTS);
assert(false); case RE_KEESE:
return false; case RE_FIRE_KEESE:
} return CanUse(RG_NUTS);
case RE_BLUE_BUBBLE:
//RANDOTODO Trick to use shield hylian shield as child to stun these guys
return !grounded || CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield();
default:
SPDLOG_ERROR("CanPassEnemy reached `default`.");
assert(false);
return false;
}
} }
bool Logic::CanGetEnemyDrop(RandomizerEnemy enemy, EnemyDistance distance, bool aboveLink) { bool Logic::CanGetEnemyDrop(RandomizerEnemy enemy, EnemyDistance distance, bool aboveLink) {
@ -719,6 +749,7 @@ namespace Rando {
case ED_SHORT_JUMPSLASH: case ED_SHORT_JUMPSLASH:
case ED_MASTER_SWORD_JUMPSLASH: case ED_MASTER_SWORD_JUMPSLASH:
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
case ED_BOMB_THROW:
case ED_BOOMERANG: case ED_BOOMERANG:
drop = drop || CanUse(RG_BOOMERANG); drop = drop || CanUse(RG_BOOMERANG);
[[fallthrough]]; [[fallthrough]];
@ -729,9 +760,10 @@ namespace Rando {
drop = drop || CanUse(RG_LONGSHOT); drop = drop || CanUse(RG_LONGSHOT);
[[fallthrough]]; [[fallthrough]];
case ED_FAR: case ED_FAR:
return drop; break;
//RANDOTODO double check all jumpslash kills that might be out of jump/backflip range //RANDOTODO double check all jumpslash kills that might be out of jump/backflip range
} }
return drop;
break; break;
case RE_KEESE: case RE_KEESE:
case RE_FIRE_KEESE: case RE_FIRE_KEESE:
@ -843,12 +875,14 @@ namespace Rando {
case ED_LONG_JUMPSLASH: case ED_LONG_JUMPSLASH:
hit = hit || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS); hit = hit || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_STICKS);
[[fallthrough]]; [[fallthrough]];
case ED_BOMB_THROW:
hit = hit || (!inWater && CanUse(RG_BOMB_BAG));
[[fallthrough]];
case ED_BOOMERANG: case ED_BOOMERANG:
//RANDOTODO test bomb and chu range in a practical example hit = hit || CanUse(RG_BOOMERANG);
hit = hit || CanUse(RG_BOOMERANG) || (!inWater && CanUse(RG_BOMB_BAG)) ;
[[fallthrough]]; [[fallthrough]];
case ED_HOOKSHOT: case ED_HOOKSHOT:
//RANDOTODO test bomb and chu range in a practical example //RANDOTODO test chu range in a practical example
hit = hit || CanUse(RG_HOOKSHOT) || CanUse(RG_BOMBCHU_5) ; hit = hit || CanUse(RG_HOOKSHOT) || CanUse(RG_BOMBCHU_5) ;
[[fallthrough]]; [[fallthrough]];
case ED_LONGSHOT: case ED_LONGSHOT:
@ -2121,6 +2155,9 @@ namespace Rando {
MQWaterB1Switch = false; MQWaterB1Switch = false;
//MQWaterPillarSoTBlock = false; //MQWaterPillarSoTBlock = false;
MQWaterOpenedPillarB1 = false; MQWaterOpenedPillarB1 = false;
MQSpiritCrawlBoulder = false;
MQSpiritMapRoomEnemies = false;
MQSpirit3SunsEnemies = false;
StopPerformanceTimer(PT_LOGIC_RESET); StopPerformanceTimer(PT_LOGIC_RESET);
} }

View File

@ -166,6 +166,11 @@ class Logic {
bool MQWaterB1Switch = false; bool MQWaterB1Switch = false;
//bool MQWaterPillarSoTBlock = false; should be irrelevant. SHOULD. //bool MQWaterPillarSoTBlock = false; should be irrelevant. SHOULD.
bool MQWaterOpenedPillarB1 = false; bool MQWaterOpenedPillarB1 = false;
bool MQSpiritCrawlBoulder = false;
bool MQSpiritMapRoomEnemies = false;
bool MQSpiritTimeTravelChest = false;
bool MQSpirit3SunsEnemies = false;
bool Spirit1FSilverRupees = false;
/* --- END OF HELPERS AND LOCATION ACCESS --- */ /* --- END OF HELPERS AND LOCATION ACCESS --- */
@ -181,7 +186,7 @@ class Logic {
bool CanEquipSwap(RandomizerGet itemName); bool CanEquipSwap(RandomizerGet itemName);
bool CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true, uint8_t quantity = 1, bool timer = false, bool inWater = false); bool CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true, uint8_t quantity = 1, bool timer = false, bool inWater = false);
bool CanPassEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true); bool CanPassEnemy(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool wallOrFloor = true);
bool CanAvoidEnemy(RandomizerEnemy enemy); bool CanAvoidEnemy(RandomizerEnemy enemy, bool grounded = false, uint8_t quantity = 1);
bool CanGetEnemyDrop(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool aboveLink = false); bool CanGetEnemyDrop(RandomizerEnemy enemy, EnemyDistance distance = ED_CLOSE, bool aboveLink = false);
bool CanBreakMudWalls(); bool CanBreakMudWalls();
bool CanGetDekuBabaSticks(); bool CanGetDekuBabaSticks();

View File

@ -808,13 +808,39 @@ typedef enum {
RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD,
RR_SPIRIT_TEMPLE_MQ_LOBBY, RR_SPIRIT_TEMPLE_MQ_LOBBY,
RR_SPIRIT_TEMPLE_MQ_CHILD, RR_SPIRIT_TEMPLE_MQ_1F_WEST,
RR_SPIRIT_TEMPLE_MQ_ADULT, RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH,
RR_SPIRIT_TEMPLE_MQ_SHARED, RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH,
RR_SPIRIT_TEMPLE_MQ_LOWER_ADULT, RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM,
RR_SPIRIT_TEMPLE_MQ_BOSS_AREA, RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH,
RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH,
RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH,
RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE,
RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM,
RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM,
RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM,
RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND,
RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH,
RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH,
RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST,
RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F,
RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F,
RR_SPIRIT_TEMPLE_MQ_1F_EAST,
RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM,
RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM,
RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM,
RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM,
RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM,
RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND,
RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE,
RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND,
RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM,
RR_SPIRIT_TEMPLE_MQ_BIG_WALL,
RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL,
RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM,
RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM,
RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE,
RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD, RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD,
RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY,
@ -4571,6 +4597,10 @@ typedef enum {
RE_GANONDORF, RE_GANONDORF,
RE_GANON, RE_GANON,
RE_DARK_LINK, RE_DARK_LINK,
RE_ANUBIS,
RE_BEAMOS,
RE_WALLMASTER,
RE_PURPLE_LEEVER,
} RandomizerEnemy; } RandomizerEnemy;
//RANDOTODO compare child long jumpslash range with adult short //RANDOTODO compare child long jumpslash range with adult short
@ -4581,6 +4611,7 @@ typedef enum {
ED_MASTER_SWORD_JUMPSLASH, ED_MASTER_SWORD_JUMPSLASH,
//sticks or BGS //sticks or BGS
ED_LONG_JUMPSLASH, ED_LONG_JUMPSLASH,
ED_BOMB_THROW,
ED_BOOMERANG, ED_BOOMERANG,
ED_HOOKSHOT, ED_HOOKSHOT,
ED_LONGSHOT, ED_LONGSHOT,

View File

@ -445,7 +445,7 @@ void Settings::CreateOptions() {
mTrickOptions[RT_WATER_BK_REGION] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple Boss Key Region with Hover Boots", "With precise Hover Boots movement it is possible to reach the boss key chest's region without needing the Longshot. It is not necessary to take damage from the spikes. The Gold Skulltula Token in the following room can also be obtained with just the Hover Boots."); mTrickOptions[RT_WATER_BK_REGION] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple Boss Key Region with Hover Boots", "With precise Hover Boots movement it is possible to reach the boss key chest's region without needing the Longshot. It is not necessary to take damage from the spikes. The Gold Skulltula Token in the following room can also be obtained with just the Hover Boots.");
mTrickOptions[RT_WATER_NORTH_BASEMENT_LEDGE_JUMP] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple North Basement Ledge with Precise Jump", "In the northern basement there's a ledge from where, in vanilla Water Temple, boulders roll out into the room. Normally to jump directly to this ledge logically requires the Hover Boots, but with precise jump, it can be done without them. This trick applies to both Vanilla and Master Quest."); mTrickOptions[RT_WATER_NORTH_BASEMENT_LEDGE_JUMP] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple North Basement Ledge with Precise Jump", "In the northern basement there's a ledge from where, in vanilla Water Temple, boulders roll out into the room. Normally to jump directly to this ledge logically requires the Hover Boots, but with precise jump, it can be done without them. This trick applies to both Vanilla and Master Quest.");
mTrickOptions[RT_WATER_BK_JUMP_DIVE] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Boss Key Jump Dive", "Stand on the very edge of the raised corridor leading from the push block room to the rolling boulder corridor. Face the gold skulltula on the waterfall and jump over the boulder corridor floor into the pool of water, swimming right once underwater. This allows access to the boss key room without Iron boots."); mTrickOptions[RT_WATER_BK_JUMP_DIVE] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Boss Key Jump Dive", "Stand on the very edge of the raised corridor leading from the push block room to the rolling boulder corridor. Face the gold skulltula on the waterfall and jump over the boulder corridor floor into the pool of water, swimming right once underwater. This allows access to the boss key room without Iron boots.");
//Also used in MQ logic, but won't be relevent unl;ess a way to enter tower without irons exists (likely a clip + swim) //Also used in MQ logic, but won't be relevent unless a way to enter tower without irons exists (likely a clip + swim)
mTrickOptions[RT_WATER_FW_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Farore\'s Wind", "If you set Farore's Wind inside the central pillar and then return to that warp point after raising the water to the highest level, you can obtain this Skulltula Token with Hookshot or Boomerang."); mTrickOptions[RT_WATER_FW_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Farore\'s Wind", "If you set Farore's Wind inside the central pillar and then return to that warp point after raising the water to the highest level, you can obtain this Skulltula Token with Hookshot or Boomerang.");
mTrickOptions[RT_WATER_IRONS_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Iron Boots", "After opening the middle water level door into the central pillar, the door will stay unbarred so long as you do not leave the room -- even if you were to raise the water up to the highest level. With the Iron Boots to go through the door after the water has been raised, you can obtain the Skulltula Token with the Hookshot."); mTrickOptions[RT_WATER_IRONS_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Iron Boots", "After opening the middle water level door into the central pillar, the door will stay unbarred so long as you do not leave the room -- even if you were to raise the water up to the highest level. With the Iron Boots to go through the door after the water has been raised, you can obtain the Skulltula Token with the Hookshot.");
mTrickOptions[RT_WATER_CENTRAL_BOW] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, false, "Water Temple Central Bow Target without Longshot or Hover Boots", "A very precise Bow shot can hit the eye switch from the floor above. Then, you can jump down into the hallway and make through it before the gate closes. It can also be done as child, using the Slingshot instead of the Bow."); mTrickOptions[RT_WATER_CENTRAL_BOW] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, false, "Water Temple Central Bow Target without Longshot or Hover Boots", "A very precise Bow shot can hit the eye switch from the floor above. Then, you can jump down into the hallway and make through it before the gate closes. It can also be done as child, using the Slingshot instead of the Bow.");