#include "2s2h/GameInteractor/GameInteractor.h" #include "2s2h/ShipInit.hpp" #include "2s2h/Rando/Logic/Logic.h" using namespace Rando::Logic; // clang-format off static RegisterShipInitFunc initFunc([]() { Regions[RR_WOODFALL_TEMPLE_BOSS_KEY_ROOM] = RandoRegion{ .name = "Boss Key Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_BOSS_KEY_CHEST, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_WOODFALL_TEMPLE_GEKKO_FROG, CanKillEnemy(ACTOR_EN_PAMETFROG) && HAS_ITEM(ITEM_MASK_DON_GERO)), CHECK(RC_WOODFALL_TEMPLE_MINIBOSS_ROOM_POT_01, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_WOODFALL_TEMPLE_MINIBOSS_ROOM_POT_02, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_WOODFALL_TEMPLE_MINIBOSS_ROOM_POT_03, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_WOODFALL_TEMPLE_MINIBOSS_ROOM_POT_04, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_ENEMY_DROP_SNAPPER, CanKillEnemy(ACTOR_EN_PAMETFROG)), CHECK(RC_ENEMY_DROP_GEKKO, CanKillEnemy(ACTOR_EN_PAMETFROG)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM_UPPER, true), }, }; Regions[RR_WOODFALL_TEMPLE_BOSS_ROOM] = RandoRegion{ .sceneId = SCENE_MITURIN_BS, .checks = { CHECK(RC_WOODFALL_TEMPLE_BOSS_CONTAINER, CanKillEnemy(ACTOR_BOSS_01)), CHECK(RC_WOODFALL_TEMPLE_BOSS_WARP, CanKillEnemy(ACTOR_BOSS_01)), CHECK(RC_GIANTS_CHAMBER_OATH_TO_ORDER, CanKillEnemy(ACTOR_BOSS_01)), }, .exits = { // TO FROM EXIT(ENTRANCE(WOODFALL_TEMPLE, 1), ONE_WAY_EXIT, CanKillEnemy(ACTOR_BOSS_01)), }, .events = { EVENT(RE_CLEARED_WOODFALL_TEMPLE, CanKillEnemy(ACTOR_BOSS_01)), }, .oneWayEntrances = { ENTRANCE(ODOLWAS_LAIR, 0), // From Woodfall Temple Pre-Boss Room }, }; Regions[RR_WOODFALL_TEMPLE_BOW_ROOM] = RandoRegion{ .name = "Bow Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_BOW_CHEST, CanKillEnemy(ACTOR_EN_DINOFOS)), CHECK(RC_ENEMY_DROP_DINOLFOS, CanKillEnemy(ACTOR_EN_DINOFOS)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM_UPPER, true), }, }; Regions[RR_WOODFALL_TEMPLE_COMPASS_ROOM] = RandoRegion{ .name = "Compass Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_COMPASS_CHEST, CanKillEnemy(ACTOR_EN_GRASSHOPPER)), CHECK(RC_ENEMY_DROP_DRAGONFLY, CanKillEnemy(ACTOR_EN_GRASSHOPPER)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAZE_ROOM, true), }, }; Regions[RR_WOODFALL_TEMPLE_DARK_ROOM] = RandoRegion{ .name = "Dark Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_DARK_CHEST, CanKillEnemy(ACTOR_EN_MKK)), CHECK(RC_ENEMY_DROP_BOE, CanKillEnemy(ACTOR_EN_MKK)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM_UPPER, CAN_BE_DEKU && CAN_LIGHT_TORCH_NEAR_ANOTHER), CONNECTION(RR_WOODFALL_TEMPLE_MAZE_ROOM, CAN_LIGHT_TORCH_NEAR_ANOTHER), }, }; Regions[RR_WOODFALL_TEMPLE_DEKU_PRINCESS_ROOM] = RandoRegion{ .name = "Deku Princess Room", .sceneId = SCENE_MITURIN, .exits = { // TO FROM EXIT(ENTRANCE(WOODFALL, 3), ENTRANCE(WOODFALL_TEMPLE, 2), true), }, .events = { EVENT(RE_ACCESS_DEKU_PRINCESS, true), }, .oneWayEntrances = { ENTRANCE(WOODFALL_TEMPLE, 1), // From boss room }, }; Regions[RR_WOODFALL_TEMPLE_ENTRANCE] = RandoRegion{ .name = "Entrance", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_ENTRANCE_CHEST, CAN_BE_DEKU || HAS_ITEM(ITEM_HOOKSHOT)), CHECK(RC_WOODFALL_TEMPLE_SF_ENTRANCE, CAN_USE_PROJECTILE), CHECK(RC_WOODFALL_TEMPLE_ENTRANCE_POT, CAN_BE_DEKU), CHECK(RC_WOODFALL_TEMPLE_ENTRANCE_BEEHIVE, CAN_USE_PROJECTILE), CHECK(RC_ENEMY_DROP_SKULLTULA, CanKillEnemy(ACTOR_EN_ST)), CHECK(RC_ENEMY_DROP_BOE, CanKillEnemy(ACTOR_EN_MKK)), }, .exits = { // TO FROM EXIT(ENTRANCE(WOODFALL, 1), ENTRANCE(WOODFALL_TEMPLE, 0), true), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM, CAN_BE_DEKU || HAS_ITEM(ITEM_HOOKSHOT)), }, }; Regions[RR_WOODFALL_TEMPLE_MAIN_ROOM_UPPER] = RandoRegion{ .name = "Main Room Upper", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_UPPER_POT_01, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_UPPER_POT_02, true), CHECK(RC_WOODFALL_TEMPLE_SF_MAIN_BUBBLE, true), CHECK(RC_WOODFALL_TEMPLE_CENTER_CHEST, CAN_BE_DEKU), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM_UPPER, true), CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM, true), CONNECTION(RR_WOODFALL_TEMPLE_PRE_BOSS_ROOM, RANDO_EVENTS[RE_WOODFALL_LIGHT_MIDDLE_TORCH]), CONNECTION(RR_WOODFALL_TEMPLE_DARK_ROOM, true), }, .events = { EVENT(RE_WOODFALL_LIGHT_CORNER_TORCH, HAS_ITEM(ITEM_BOW) && RANDO_EVENTS[RE_WOODFALL_LIGHT_MIDDLE_TORCH]), EVENT(RE_WOODFALL_LIGHT_MIDDLE_TORCH, HAS_ITEM(ITEM_BOW)), }, }; Regions[RR_WOODFALL_TEMPLE_MAIN_ROOM] = RandoRegion{ .name = "Main Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_01, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_02, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_03, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_04, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_05, true), CHECK(RC_WOODFALL_TEMPLE_MAIN_ROOM_LOWER_POT_06, true), CHECK(RC_WOODFALL_TEMPLE_SF_MAIN_POT, true), CHECK(RC_WOODFALL_TEMPLE_SF_MAIN_DEKU_BABA, CanKillEnemy(ACTOR_EN_DEKUBABA)), CHECK(RC_WOODFALL_TEMPLE_SF_MAIN_BUBBLE, (HAS_ITEM(ITEM_BOW) || HAS_ITEM(ITEM_HOOKSHOT))), CHECK(RC_ENEMY_DROP_DEKU_BABA, CanKillEnemy(ACTOR_EN_DEKUBABA)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_ENTRANCE, true), CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM, true), // It's a little tight for goron but possible CONNECTION(RR_WOODFALL_TEMPLE_MAZE_ROOM, KEY_COUNT(WOODFALL_TEMPLE) >= 1), CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM_UPPER, RANDO_EVENTS[RE_WOODFALL_LIGHT_CORNER_TORCH] || HAS_ITEM(ITEM_HOOKSHOT)), }, }; Regions[RR_WOODFALL_TEMPLE_MAP_ROOM] = RandoRegion{ .name = "Map Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_MAP_CHEST, CAN_BE_DEKU && CanKillEnemy(ACTOR_EN_KAME)), CHECK(RC_ENEMY_DROP_SNAPPER, CAN_BE_DEKU && CanKillEnemy(ACTOR_EN_KAME)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM, true), }, }; Regions[RR_WOODFALL_TEMPLE_MAZE_ROOM] = RandoRegion{ .name = "Maze Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_MAZE_POT_01, true), CHECK(RC_WOODFALL_TEMPLE_MAZE_POT_02, true), // TODO: Trick for bombs & chus here - Doesn't need a trick. Bomb can break it from above CHECK(RC_WOODFALL_TEMPLE_SF_MAZE_BEEHIVE, CAN_USE_PROJECTILE || CAN_USE_EXPLOSIVE), CHECK(RC_WOODFALL_TEMPLE_MAZE_ROOM_BEEHIVE, CAN_USE_PROJECTILE), // TODO: Maybe add a health check here later CHECK(RC_WOODFALL_TEMPLE_SF_MAZE_BUBBLE, true), CHECK(RC_WOODFALL_TEMPLE_SF_MAZE_SKULLTULA, CanKillEnemy(ACTOR_EN_ST)), CHECK(RC_ENEMY_DROP_SKULLTULA, CanKillEnemy(ACTOR_EN_ST)), CHECK(RC_ENEMY_DROP_GIANT_BEE, CAN_USE_PROJECTILE && CanKillEnemy(ACTOR_EN_BEE)), // In a beehive }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM, KEY_COUNT(WOODFALL_TEMPLE) >= 1), CONNECTION(RR_WOODFALL_TEMPLE_DARK_ROOM, CAN_LIGHT_TORCH_NEAR_ANOTHER), CONNECTION(RR_WOODFALL_TEMPLE_COMPASS_ROOM, CAN_LIGHT_TORCH_NEAR_ANOTHER), }, }; Regions[RR_WOODFALL_TEMPLE_PRE_BOSS_ROOM] = RandoRegion{ .name = "Pre Boss Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_SF_PRE_BOSS_BOTTOM_RIGHT, CAN_BE_DEKU), CHECK(RC_WOODFALL_TEMPLE_SF_PRE_BOSS_LEFT, CAN_BE_DEKU), CHECK(RC_WOODFALL_TEMPLE_SF_PRE_BOSS_TOP_RIGHT, CAN_BE_DEKU), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_POT_01, CAN_BE_DEKU && HAS_ITEM(ITEM_BOW)), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_POT_02, CAN_BE_DEKU && HAS_ITEM(ITEM_BOW)), CHECK(RC_WOODFALL_TEMPLE_SF_PRE_BOSS_PILLAR, CAN_BE_DEKU && HAS_ITEM(ITEM_BOW)), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_01, CAN_BE_DEKU || CAN_BE_ZORA), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_02, CAN_BE_DEKU || CAN_BE_ZORA), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_03, CAN_BE_DEKU || CAN_BE_ZORA), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_04, CAN_BE_DEKU || CAN_BE_ZORA), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_05, CAN_BE_DEKU && HAS_ITEM(ITEM_BOW) || CAN_BE_ZORA || CAN_USE_EXPLOSIVE), CHECK(RC_WOODFALL_TEMPLE_PRE_BOSS_FREESTANDING_RUPEE_06, CAN_BE_DEKU && (CAN_BE_ZORA || CAN_USE_EXPLOSIVE)), CHECK(RC_ENEMY_DROP_SKULLTULA, CAN_BE_DEKU && CanKillEnemy(ACTOR_EN_ST)), CHECK(RC_ENEMY_DROP_DRAGONFLY, CanKillEnemy(ACTOR_EN_GRASSHOPPER)), }, .exits = { // TO FROM EXIT(ENTRANCE(ODOLWAS_LAIR, 0), ONE_WAY_EXIT, CAN_BE_DEKU && HAS_ITEM(ITEM_BOW) && CHECK_DUNGEON_ITEM(DUNGEON_BOSS_KEY, DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE)), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM_UPPER, CAN_BE_DEKU), }, }; Regions[RR_WOODFALL_TEMPLE_WATER_ROOM_UPPER] = RandoRegion{ .name = "Water Room Upper", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_WATER_ROOM_POT_01, true), CHECK(RC_WOODFALL_TEMPLE_WATER_ROOM_POT_02, true), CHECK(RC_WOODFALL_TEMPLE_WATER_ROOM_POT_03, true), CHECK(RC_WOODFALL_TEMPLE_WATER_ROOM_POT_04, true), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM, true), CONNECTION(RR_WOODFALL_TEMPLE_BOW_ROOM, true), CONNECTION(RR_WOODFALL_TEMPLE_BOSS_KEY_ROOM, HAS_ITEM(ITEM_BOW) && CAN_BE_DEKU), CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM_UPPER, true), }, }; Regions[RR_WOODFALL_TEMPLE_WATER_ROOM] = RandoRegion{ .name = "Water Room", .sceneId = SCENE_MITURIN, .checks = { CHECK(RC_WOODFALL_TEMPLE_WATER_CHEST, CAN_BE_DEKU || HAS_ITEM(ITEM_HOOKSHOT)), CHECK(RC_WOODFALL_TEMPLE_SF_WATER_ROOM_BEEHIVE, ( // Can they break it, leaving the fairy up high? // TODO: Trick for bombs & chus here ((HAS_ITEM(ITEM_HOOKSHOT) || CAN_BE_ZORA) && HAS_ITEM(ITEM_MASK_GREAT_FAIRY)) || // Can they break it, making it drop into the water? --- Only if you make the item drop if not it will float (HAS_ITEM(ITEM_BOW) || (CAN_BE_DEKU && HAS_MAGIC)) )), }, .connections = { CONNECTION(RR_WOODFALL_TEMPLE_MAIN_ROOM, true), CONNECTION(RR_WOODFALL_TEMPLE_MAP_ROOM, CAN_BE_DEKU), CONNECTION(RR_WOODFALL_TEMPLE_WATER_ROOM_UPPER, HAS_ITEM(ITEM_BOW) && CAN_BE_DEKU), }, }; }, {}); // clang-format on