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#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
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