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

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@ -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_FRONT_LEFT_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_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), 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()), 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 //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()), LOCATION(RC_BOTTOM_OF_THE_WELL_BACK_LEFT_BOMBABLE_CHEST, logic->HasExplosives()),
@ -160,7 +160,7 @@ void RegionTable_Init_BottomOfTheWell() {
}, { }, {
//Exits //Exits
Entrance(RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM, []{return logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}), 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 //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));});}), 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, {}, { areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations //Locations
LOCATION(RC_MARKET_GRASS_1, logic->IsChild && logic->CanCutShrubs()), //RANDOTODO add item avalibility to regions to remove need to hardcode logic in limited item use situations
LOCATION(RC_MARKET_GRASS_2, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_1, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_3, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_2, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_4, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_3, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_5, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_4, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_6, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_5, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_7, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_6, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MARKET_GRASS_8, logic->IsChild && logic->CanCutShrubs()), LOCATION(RC_MARKET_GRASS_7, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MARKET_GRASS_8, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_NEAR_BAZAAR_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_NEAR_BAZAAR_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild && logic->CanBreakCrates()), LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_1, logic->IsChild /*&& logic->CanRoll()*/),
LOCATION(RC_MK_SHOOTING_GALLERY_CRATE_2, logic->IsChild /*&& logic->CanRoll()*/),
}, { }, {
//Exits //Exits
Entrance(RR_MARKET_ENTRANCE, []{return true;}), Entrance(RR_MARKET_ENTRANCE, []{return true;}),

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@ -558,9 +558,8 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
} }
return killed; return killed;
case RE_DODONGO: case RE_DODONGO:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) ||
CanUse(RG_MEGATON_HAMMER) || (quantity <= 5 && CanUse(RG_STICKS)) || HasExplosives() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_LIZALFOS: case RE_LIZALFOS:
return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW); return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_KEESE: case RE_KEESE:
@ -604,11 +603,9 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
(CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield())); (CanUse(RG_NUTS) || HookshotOrBoomerang() || CanStandingShield()));
case RE_DEAD_HAND: case RE_DEAD_HAND:
// RANDOTODO change Dead Hand trick to be sticks 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) || return CanUseSword() || (CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
(CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_CHILD_DEADHAND));
case RE_WITHERED_DEKU_BABA: case RE_WITHERED_DEKU_BABA:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_BOOMERANG);
CanUse(RG_BOOMERANG);
case RE_LIKE_LIKE: case RE_LIKE_LIKE:
case RE_FLOORMASTER: case RE_FLOORMASTER:
return CanDamage(); 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 // 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 // explosives to 10. requires 8 sticks to kill so would be a trick unless we apply higher stick bag logic
case RE_IRON_KNUCKLE: case RE_IRON_KNUCKLE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanUseSword() || CanUse(RG_MEGATON_HAMMER) || HasExplosives();
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 // 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 // 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 // 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_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) || CanUse(RG_DINS_FIRE) ||
CanUse(RG_FIRE_ARROWS); CanUse(RG_FIRE_ARROWS);
case RE_SHELL_BLADE: case RE_SHELL_BLADE:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || return CanJumpslash() || HasExplosives() || CanUse(RG_HOOKSHOT) ||
CanUse(RG_MEGATON_HAMMER) || CanUse(RG_STICKS) || HasExplosives() || CanUse(RG_HOOKSHOT) ||
CanUse(RG_FAIRY_BOW) || CanUse(RG_DINS_FIRE); CanUse(RG_FAIRY_BOW) || CanUse(RG_DINS_FIRE);
case RE_SPIKE: case RE_SPIKE:
return CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_MEGATON_HAMMER) || 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(); return HasBossSoul(RG_BARINADE_SOUL) && CanUse(RG_BOOMERANG) && CanJumpslashExceptHammer();
case RE_PHANTOM_GANON: case RE_PHANTOM_GANON:
return HasBossSoul(RG_PHANTOM_GANON_SOUL) && return HasBossSoul(RG_PHANTOM_GANON_SOUL) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && CanUseSword() && (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT));
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT));
case RE_VOLVAGIA: case RE_VOLVAGIA:
return HasBossSoul(RG_VOLVAGIA_SOUL) && CanUse(RG_MEGATON_HAMMER); return HasBossSoul(RG_VOLVAGIA_SOUL) && CanUse(RG_MEGATON_HAMMER);
case RE_MORPHA: case RE_MORPHA:
return HasBossSoul(RG_MORPHA_SOUL) && CanUse(RG_HOOKSHOT) && return HasBossSoul(RG_MORPHA_SOUL) && CanUse(RG_HOOKSHOT) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || (CanUseSword() || CanUse(RG_MEGATON_HAMMER));
CanUse(RG_MEGATON_HAMMER));
case RE_BONGO_BONGO: case RE_BONGO_BONGO:
return HasBossSoul(RG_BONGO_BONGO_SOUL) && return HasBossSoul(RG_BONGO_BONGO_SOUL) &&
(CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_BONGO)) && (CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_BONGO)) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && CanUseSword() && (CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) ||
(CanUse(RG_HOOKSHOT) || CanUse(RG_FAIRY_BOW) || CanUse(RG_FAIRY_SLINGSHOT) ||
ctx->GetTrickOption(RT_SHADOW_BONGO)); ctx->GetTrickOption(RT_SHADOW_BONGO));
case RE_TWINROVA: case RE_TWINROVA:
return HasBossSoul(RG_TWINROVA_SOUL) && CanUse(RG_MIRROR_SHIELD) && return HasBossSoul(RG_TWINROVA_SOUL) && CanUse(RG_MIRROR_SHIELD) &&
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || (CanUseSword() || CanUse(RG_MEGATON_HAMMER));
CanUse(RG_MEGATON_HAMMER));
case RE_GANONDORF: case RE_GANONDORF:
// RANDOTODO: Trick to use hammer (no jumpslash) or stick (only jumpslash) instead of a sword to reflect the // 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 // 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 // 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 // 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 // sticks are limited and using a bottle might become a requirement in that case
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && CanUseSword();
(CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD));
case RE_GANON: case RE_GANON:
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_MASTER_SWORD); return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_MASTER_SWORD);
case RE_DARK_LINK: case RE_DARK_LINK:
@ -793,7 +783,7 @@ bool Logic::CanKillEnemy(RandomizerEnemy enemy, EnemyDistance distance, bool wal
case RE_BARI: case RE_BARI:
return HookshotOrBoomerang() || CanUse(RG_FAIRY_BOW) || HasExplosives() || CanUse(RG_MEGATON_HAMMER) || return HookshotOrBoomerang() || CanUse(RG_FAIRY_BOW) || HasExplosives() || CanUse(RG_MEGATON_HAMMER) ||
CanUse(RG_STICKS) || CanUse(RG_DINS_FIRE) || 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: case RE_SHABOM:
// RANDOTODO when you add better damage logic, you can kill this by taking hits // 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) || return CanUse(RG_BOOMERANG) || CanUse(RG_NUTS) || CanJumpslash() || CanUse(RG_DINS_FIRE) ||
@ -962,7 +952,7 @@ bool Logic::CanBreakMudWalls() {
} }
bool Logic::CanGetDekuBabaSticks() { 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() { bool Logic::CanGetDekuBabaNuts() {
@ -1060,9 +1050,13 @@ bool Logic::HasBottle() {
return BottleCount() >= 1; return BottleCount() >= 1;
} }
bool Logic::CanUseSword() {
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD);
}
bool Logic::CanJumpslashExceptHammer() { bool Logic::CanJumpslashExceptHammer() {
// Not including hammer as hammer jump attacks can be weird; // 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() { bool Logic::CanJumpslash() {

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