fix market grass and crate logic

This commit is contained in:
Pepper0ni 2025-04-06 19:09:08 +01:00
parent a247c06be8
commit ef1bc2f5f0
4 changed files with 34 additions and 38 deletions

View file

@ -50,7 +50,7 @@ void RegionTable_Init_BottomOfTheWell() {
LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_COMPASS_CHEST, true),
//N64 has no extra check here, but I can't get past without dealing with the spider or taking a hit, they probably assume sticks
//You can just barely pass the spider on the right side without damage or items, but it's probably tight enough to count as as a trick
LOCATION(RC_BOTTOM_OF_THE_WELL_CENTER_SKULLTULA_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->TakeDamage()),
//Not technically behind a wall, but still logically needs lens due to pits
LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()),
@ -160,7 +160,7 @@ void RegionTable_Init_BottomOfTheWell() {
}, {
//Exits
Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
//It's possible top abuse boulder's limited range of collision detection to detonate the flowers through the boulder with bow, but this is a glitch
//It's possible to abuse boulder's limited range of collision detection to detonate the flowers through the boulder with bow, but this is a glitch
//the exact range is just past the furthest away plank in the green goo section
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return Here(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE) || (logic->CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_BASEMENT));});}),
});

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@ -14,18 +14,19 @@ void RegionTable_Init_Market() {
areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_MARKET_GRASS_1, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_2, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_3, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_4, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_5, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_6, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_7, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MARKET_GRASS_8, logic->IsChild && logic->CanCutShrubs()),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild && logic->CanBreakCrates()),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild && logic->CanBreakCrates()),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild && logic->CanBreakCrates()),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild && logic->CanBreakCrates()),
//RANDOTODO add item avalibility to regions to remove need to hardcode logic in limited item use situations
LOCATION(RC_MARKET_GRASS_1, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_2, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_3, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_4, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_5, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_6, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_7, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_8, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
}, {
//Exits
Entrance(RR_MARKET_ENTRANCE, []{return true;}),

View file

@ -558,9 +558,8 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
}
return killed;
case RE_DODONGO:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) || HasExplosives() ||
CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) ||
HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_LIZALFOS:
return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_KEESE:
@ -604,11 +603,9 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
(CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield()));
case RE_DEAD_HAND:
// RANDOTODO change Dead Hand trick to be sticks Dead Hand
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
(CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
return CanUseSword() || (CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
case RE_WITHERED_DEKU_BABA:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_BOOMERANG);
return CanUseSword() || CanUse(RG_BOOMERANG);
case RE_LIKE_LIKE:
case RE_FLOORMASTER:
return CanDamage();
@ -645,8 +642,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
// bow and sling can wake them and damage after they shed their armour, so could reduce ammo requirements for
// explosives to 10. requires 8 sticks to kill so would be a trick unless we apply higher stick bag logic
case RE_IRON_KNUCKLE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER) || HasExplosives();
return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || HasExplosives();
// To stun flare dancer with chus, you have to hit the flame under it while it is spinning. It should eventually
// return to spinning after dashing for a while if you miss the window it is possible to damage the core with
// explosives, but difficult to get all 4 hits in even with chus, and if it reconstructs the core heals, so it
@ -695,8 +691,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_DINS_FIRE) ||
CanUse(RG_FIRE_ARROWS);
case RE_SHELL_BLADE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER) || CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) ||
return CanJumpslash() || HasExplosives() || CanUse(RG_HOOKSHOT) ||
CanUse(RG_FAIRY_BOW) || CanUse(RG_DINS_FIRE);
case RE_SPIKE:
return CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_MEGATON_HAMMER) ||
@ -745,24 +740,20 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
return HasBossSoul(RG_BARINADE_SOUL) && CanUse(RG_BOOMERANG) && CanJumpslashExceptHammer();
case RE_PHANTOM_GANON:
return HasBossSoul(RG_PHANTOM_GANON_SOUL) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) &&
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT));
CanUseSword() && (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT));
case RE_VOLVAGIA:
return HasBossSoul(RG_VOLVAGIA_SOUL) && CanUse(RG_MEGATON_HAMMER);
case RE_MORPHA:
return HasBossSoul(RG_MORPHA_SOUL) && CanUse(RG_HOOKSHOT) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER));
(CanUseSword() || CanUse(RG_MEGATON_HAMMER));
case RE_BONGO_BONGO:
return HasBossSoul(RG_BONGO_BONGO_SOUL) &&
(CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_BONGO)) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) &&
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) ||
CanUseSword() && (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) ||
ctx->GetTrickOption(RT_SHADOW_BONGO));
case RE_TWINROVA:
return HasBossSoul(RG_TWINROVA_SOUL) && CanUse(RG_MIRROR_SHIELD) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) ||
CanUse(RG_MEGATON_HAMMER));
(CanUseSword() || CanUse(RG_MEGATON_HAMMER));
case RE_GANONDORF:
// RANDOTODO: Trick to use hammer (no jumpslash) or stick (only jumpslash) instead of a sword to reflect the
// energy ball and either of them regardless of jumpslashing to damage and kill ganondorf
@ -771,8 +762,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
// for killing ganondorf and all of those can reflect the energy ball
// This will not be the case once ammo logic in taken into account as
// sticks are limited and using a bottle might become a requirement in that case
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD));
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && CanUseSword();
case RE_GANON:
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_MASTER_SWORD);
case RE_DARK_LINK:
@ -793,7 +783,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
case RE_BARI:
return HookshotOrBoomerang() || CanUse(RG_FAIRY_BOW) || HasExplosives() || CanUse(RG_MEGATON_HAMMER) ||
CanUse(RG_STICKS) || CanUse(RG_DINS_FIRE) ||
(TakeDamage() && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)));
(TakeDamage() && CanUseSword());
case RE_SHABOM:
// RANDOTODO when you add better damage logic, you can kill this by taking hits
return CanUse(RG_BOOMERANG) || CanUse(RG_NUTS) || CanJumpslash() || CanUse(RG_DINS_FIRE) ||
@ -962,7 +952,7 @@ bool Logic::CanBreakMudWalls() {
}
bool Logic::CanGetDekuBabaSticks() {
return (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_BOOMERANG));
return CanUseSword() || CanUse(RG_BOOMERANG);
}
bool Logic::CanGetDekuBabaNuts() {
@ -1060,9 +1050,13 @@ bool Logic::HasBottle() {
return BottleCount() >= 1;
}
bool Logic::CanUseSword() {
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD);
}
bool Logic::CanJumpslashExceptHammer() {
// Not including hammer as hammer jump attacks can be weird;
return CanUse(RG_STICKS) || CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD);
return CanUse(RG_STICKS) || CanUseSword();
}
bool Logic::CanJumpslash() {

View file

@ -209,6 +209,7 @@ class Logic {
uint8_t BottleCount();
uint8_t OcarinaButtons();
bool HasBottle();
bool CanUseSword();
bool CanJumpslashExceptHammer();
bool CanJumpslash();
bool CanHitSwitch(EnemyDistance distance = ED_CLOSE, bool inWater = false);