Available Checks Entrance Shuffle (#5363)

* EntranceShuffler ApplyEntranceOverrides.

* Updated ApplyEntranceOverrides.

* Updated ApplyEntranceOverrides.

* Initial Entrance Discovery.

* Added Randomizer_EntranceDiscovered.

* Updated Randomizer_DiscoverRegion to discover unshuffled connected regions.

* Removed extra semi-colon.

* Update to latest entranceShuffleTable.

* Format fixes.

* Updated EntranceDiscovered to account for entrances not in the entranceShuffleTable.

* Rediscover regions when loading a game.

* Rediscover entrances when enabling Available Checks.

* Added Rando::Context::ParseTricksJson.

* Updated ApplyEntranceOverrides to skip default (unset) overrides.

* Fix clang-format failed check.

* Set mLACSCondition when loading a Randomizer game.

* Updated rediscover loop to use MAX_ENTRANCE_RANDO_USED_INDEX.

* Move entrance discovered into ProcessExits.

* Discover spawns when pulling/placing the master sword.

* Discover adult/child spawn when using Song of Time to switch age.

* Reset logic and ApplyOrStoreItems without applying the item effects to the save when calculating available checks.

* Removed !itemLoc->IsAddedToPool() from the check tracker.

* Remove region discovery as its not needed anymore.

* Cleanup changed files for PR.

* Added Available Checks - Process Undiscovered Exits DebugConsole command.

* Added initial Available Checks - Recalculate DebugConsole command.

* ACPUE, recalculate only if save loaded. ACR, set age and times for the starting region.
This commit is contained in:
xxAtrain223
2025-05-23 19:49:01 -05:00
committed by GitHub
parent d69a45674f
commit d330f22071
20 changed files with 583 additions and 373 deletions

View File

@@ -131,8 +131,14 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
Item_Give(play, ITEM_SWORD_MASTER);
}
play->csCtx.segment = D_808BB2F0;
// Discover adult spawn
Entrance_SetEntranceDiscovered(ENTR_HYRULE_FIELD_10, false);
} else {
play->csCtx.segment = D_808BB7A0;
// Discover child spawn
Entrance_SetEntranceDiscovered(ENTR_LINKS_HOUSE_CHILD_SPAWN, false);
}
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_MASTER_SWORD);