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Applied clang format
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f2da25a191
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2 changed files with 41 additions and 41 deletions
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@ -71,37 +71,37 @@ bool CanBuyAnother(RandomizerCheck rc) {
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std::set<RandomizerArea> CalculateAreas(SceneID scene) {
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switch (scene) {
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case SCENE_DEKU_TREE:
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return {RA_DEKU_TREE};
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return { RA_DEKU_TREE };
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case SCENE_DODONGOS_CAVERN:
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return {RA_DODONGOS_CAVERN};
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return { RA_DODONGOS_CAVERN };
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case SCENE_JABU_JABU:
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return {RA_JABU_JABUS_BELLY};
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return { RA_JABU_JABUS_BELLY };
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case SCENE_FOREST_TEMPLE:
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return {RA_FOREST_TEMPLE};
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return { RA_FOREST_TEMPLE };
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case SCENE_FIRE_TEMPLE:
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return {RA_FIRE_TEMPLE};
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return { RA_FIRE_TEMPLE };
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case SCENE_WATER_TEMPLE:
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return {RA_WATER_TEMPLE};
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return { RA_WATER_TEMPLE };
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case SCENE_SPIRIT_TEMPLE:
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return {RA_SPIRIT_TEMPLE};
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return { RA_SPIRIT_TEMPLE };
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case SCENE_SHADOW_TEMPLE:
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return {RA_SHADOW_TEMPLE};
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return { RA_SHADOW_TEMPLE };
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case SCENE_BOTTOM_OF_THE_WELL:
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return {RA_BOTTOM_OF_THE_WELL};
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return { RA_BOTTOM_OF_THE_WELL };
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case SCENE_ICE_CAVERN:
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return {RA_ICE_CAVERN};
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return { RA_ICE_CAVERN };
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case SCENE_GANONS_TOWER:
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case SCENE_INSIDE_GANONS_CASTLE:
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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return {RA_GANONS_CASTLE};
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return { RA_GANONS_CASTLE };
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case SCENE_GERUDO_TRAINING_GROUND:
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return {RA_GERUDO_TRAINING_GROUND};
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return { RA_GERUDO_TRAINING_GROUND };
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_GERUDOS_FORTRESS:
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return {RA_GERUDO_FORTRESS};
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return { RA_GERUDO_FORTRESS };
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case SCENE_MARKET_ENTRANCE_DAY:
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case SCENE_MARKET_ENTRANCE_NIGHT:
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case SCENE_MARKET_ENTRANCE_RUINS:
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@ -113,47 +113,47 @@ std::set<RandomizerArea> CalculateAreas(SceneID scene) {
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case SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY:
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case SCENE_TEMPLE_OF_TIME_EXTERIOR_NIGHT:
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case SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS:
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return {RA_THE_MARKET};
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return { RA_THE_MARKET };
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case SCENE_TEMPLE_OF_TIME:
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return {RA_TEMPLE_OF_TIME};
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return { RA_TEMPLE_OF_TIME };
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case SCENE_HYRULE_FIELD:
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return {RA_HYRULE_FIELD};
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return { RA_HYRULE_FIELD };
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case SCENE_KAKARIKO_VILLAGE:
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return {RA_KAKARIKO_VILLAGE};
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return { RA_KAKARIKO_VILLAGE };
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case SCENE_GRAVEYARD:
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return {RA_THE_GRAVEYARD};
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return { RA_THE_GRAVEYARD };
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case SCENE_ZORAS_RIVER:
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return {RA_ZORAS_RIVER};
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return { RA_ZORAS_RIVER };
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case SCENE_KOKIRI_FOREST:
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return {RA_KOKIRI_FOREST};
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return { RA_KOKIRI_FOREST };
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case SCENE_SACRED_FOREST_MEADOW:
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return {RA_SACRED_FOREST_MEADOW};
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return { RA_SACRED_FOREST_MEADOW };
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case SCENE_LAKE_HYLIA:
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return {RA_LAKE_HYLIA};
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return { RA_LAKE_HYLIA };
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case SCENE_ZORAS_DOMAIN:
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return {RA_ZORAS_DOMAIN};
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return { RA_ZORAS_DOMAIN };
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case SCENE_ZORAS_FOUNTAIN:
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return {RA_ZORAS_FOUNTAIN};
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return { RA_ZORAS_FOUNTAIN };
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case SCENE_GERUDO_VALLEY:
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return {RA_GERUDO_VALLEY};
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return { RA_GERUDO_VALLEY };
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case SCENE_LOST_WOODS:
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return {RA_THE_LOST_WOODS};
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return { RA_THE_LOST_WOODS };
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case SCENE_DESERT_COLOSSUS:
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return {RA_DESERT_COLOSSUS};
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return { RA_DESERT_COLOSSUS };
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case SCENE_HAUNTED_WASTELAND:
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return {RA_HAUNTED_WASTELAND};
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return { RA_HAUNTED_WASTELAND };
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case SCENE_HYRULE_CASTLE:
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return {RA_HYRULE_CASTLE};
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return { RA_HYRULE_CASTLE };
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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return {RA_DEATH_MOUNTAIN_TRAIL};
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return { RA_DEATH_MOUNTAIN_TRAIL };
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case SCENE_DEATH_MOUNTAIN_CRATER:
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return {RA_DEATH_MOUNTAIN_CRATER};
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return { RA_DEATH_MOUNTAIN_CRATER };
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case SCENE_GORON_CITY:
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return {RA_GORON_CITY};
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return { RA_GORON_CITY };
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case SCENE_LON_LON_RANCH:
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return {RA_LON_LON_RANCH};
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return { RA_LON_LON_RANCH };
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case SCENE_OUTSIDE_GANONS_CASTLE:
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return {RA_OUTSIDE_GANONS_CASTLE};
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return { RA_OUTSIDE_GANONS_CASTLE };
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case SCENE_TREASURE_BOX_SHOP:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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@ -226,13 +226,13 @@ Region::Region() = default;
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Region::Region(std::string regionName_, SceneID scene_, std::set<RandomizerArea> areas,
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std::vector<EventAccess> events_, std::vector<LocationAccess> locations_,
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std::list<Rando::Entrance> exits_)
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: regionName(std::move(regionName_)), scene(scene_), areas(areas),
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events(std::move(events_)), locations(std::move(locations_)), exits(std::move(exits_)) {
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: regionName(std::move(regionName_)), scene(scene_), areas(areas), events(std::move(events_)),
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locations(std::move(locations_)), exits(std::move(exits_)) {
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}
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Region::Region(std::string regionName_, SceneID scene_, std::vector<EventAccess> events_,
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std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_)
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: regionName(std::move(regionName_)), scene(scene_), areas(CalculateAreas(scene_)),
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events(std::move(events_)), locations(std::move(locations_)), exits(std::move(exits_)) {
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std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_)
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: regionName(std::move(regionName_)), scene(scene_), areas(CalculateAreas(scene_)), events(std::move(events_)),
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locations(std::move(locations_)), exits(std::move(exits_)) {
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}
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Region::~Region() = default;
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@ -115,8 +115,8 @@ class Region {
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Region();
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Region(std::string regionName_, SceneID scene_, std::set<RandomizerArea> areas, std::vector<EventAccess> events_,
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std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_);
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Region(std::string regionName_, SceneID scene_, std::vector<EventAccess> events_, std::vector<LocationAccess> locations_,
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std::list<Rando::Entrance> exits_);
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Region(std::string regionName_, SceneID scene_, std::vector<EventAccess> events_,
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std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_);
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~Region();
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std::string regionName;
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