Some Logic fixes (#6445)
- Visible Collision added to more Skulls in Crates for consistency with similar situations - Visible Collision added to chests in crates in MQ fire and for more ways to hit the switch in MQ fire Lizalfos maze - Allow any jumpslash to break the pot in red ice in ice cavern with visible collision. - Add Visible Collision as a way to get the gold skull token in the rubble in 4F Gibdo room in MQ shadow - Turns out, while you take fall damage if you backflip onto a building from GF above jail, the floor is perfectly fine. - Granny's shop forgot to check the price of the item being sold for wallets.
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@@ -244,7 +244,7 @@ void RegionTable_Init_DekuTree() {
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}, {
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//Locations
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LOCATION(RC_DEKU_TREE_MQ_MAP_CHEST, logic->HasItem(RG_OPEN_CHEST)),
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LOCATION(RC_DEKU_TREE_MQ_GS_LOBBY, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
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LOCATION(RC_DEKU_TREE_MQ_GS_LOBBY, (logic->CanBreakCrates() || ctx->GetTrickOption(RT_VISIBLE_COLLISION)) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
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LOCATION(RC_DEKU_TREE_MQ_LOBBY_HEART, true),
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LOCATION(RC_DEKU_TREE_MQ_2F_GRASS_1, logic->CanCutShrubs()),
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LOCATION(RC_DEKU_TREE_MQ_2F_GRASS_2, logic->CanCutShrubs()),
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@@ -725,7 +725,7 @@ void RegionTable_Init_FireTemple() {
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areaTable[RR_FIRE_TEMPLE_MQ_MAZE_CRATE_CAGE] = Region("Fire Temple MQ Maze Crate Cage", SCENE_FIRE_TEMPLE, {}, {
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//Locations
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CHEST, logic->HasItem(RG_OPEN_CHEST)),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CHEST, logic->HasItem(RG_OPEN_CHEST) && (ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->CanBreakCrates())),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CRATE_1, logic->CanBreakCrates()),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CRATE_2, logic->CanBreakCrates()),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CRATE_3, logic->CanBreakCrates()),
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@@ -739,9 +739,8 @@ void RegionTable_Init_FireTemple() {
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areaTable[RR_FIRE_TEMPLE_MQ_UPPER_LIZALFOS_MAZE] = Region("Fire Temple MQ Upper Lizalfos Maze", SCENE_FIRE_TEMPLE, {}, {}, {
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//Exits
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ENTRANCE(RR_FIRE_TEMPLE_MQ_LOWER_LIZALFOS_MAZE, true),
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//this cage is much more lenient than the lower cage as the switch is close to the front. sling, rang and bow all hit the switch easily, though might be too unintuitive for default logic
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//This shouldn't come up in most cases anyway as most methods to get here need either a melee weapon or explosives
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ENTRANCE(RR_FIRE_TEMPLE_MQ_MAZE_BOX_CAGE, AnyAgeTime([]{return logic->CanJumpslash() || logic->HasExplosives();})),
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ENTRANCE(RR_FIRE_TEMPLE_MQ_MAZE_BOX_CAGE, AnyAgeTime([]{return logic->CanJumpslash() || logic->HasExplosives() ||
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(ctx->GetTrickOption(RT_VISIBLE_COLLISION) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG)));})),
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ENTRANCE(RR_FIRE_TEMPLE_MQ_SHORTCUT_CLIMB, logic->HasExplosives()),
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//Implies RR_FIRE_TEMPLE_MQ_LOWER_LIZALFOS_MAZE access
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ENTRANCE(RR_FIRE_TEMPLE_MQ_ABOVE_MAZE, logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME)))),
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@@ -750,7 +749,7 @@ void RegionTable_Init_FireTemple() {
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areaTable[RR_FIRE_TEMPLE_MQ_MAZE_BOX_CAGE] = Region("Fire Temple MQ Maze Box Cage", SCENE_FIRE_TEMPLE, {}, {
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//Locations
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CHEST, logic->HasItem(RG_OPEN_CHEST)),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CHEST, logic->HasItem(RG_OPEN_CHEST) && (ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->CanBreakCrates())),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CRATE_1, logic->CanBreakCrates()),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CRATE_2, logic->CanBreakCrates()),
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LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CRATE_3, logic->CanBreakCrates()),
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@@ -50,10 +50,9 @@ void RegionTable_Init_IceCavern() {
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}, {
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//Locations
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LOCATION(RC_ICE_CAVERN_MAP_CHEST, logic->BlueFire() && logic->HasItem(RG_OPEN_CHEST)),
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// very easy to break pot through ice with most weapons
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// Bow extesnion is possible, but very precise: X = 403, Z = 2062-3, Rot = -11475, needs a setup and is its own trick
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// Bow extension is possible, but very precise: X = 403, Z = 2062-3, Rot = -11475, needs a setup and is its own trick
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LOCATION(RC_ICE_CAVERN_FROZEN_POT_1, (logic->CanBreakPots() && logic->BlueFire()) || logic->HasExplosives() ||
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(ctx->GetTrickOption(RT_VISIBLE_COLLISION) && ((logic->CanStandingShield() && logic->CanUse(RG_KOKIRI_SWORD)) || logic->CanUse(RG_MASTER_SWORD) || logic->CanUse(RG_BIGGORON_SWORD) || logic->CanUse(RG_MEGATON_HAMMER))) ||
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(ctx->GetTrickOption(RT_VISIBLE_COLLISION) && logic->CanJumpslash()) ||
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(ctx->GetTrickOption(RT_ITEM_EXTENSION) && logic->CanUse(RG_HOOKSHOT))),
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LOCATION(RC_ICE_CAVERN_MAP_ROOM_LEFT_HEART, true),
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LOCATION(RC_ICE_CAVERN_MAP_ROOM_MIDDLE_HEART, true),
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@@ -155,7 +155,7 @@ void RegionTable_Init_ShadowTemple() {
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanUse(RG_BOOMERANG)),
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}, {
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//Exits
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ENTRANCE(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, true),
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ENTRANCE(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, !!ctx->GetTrickOption(RT_VISIBLE_COLLISION)),
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ENTRANCE(RR_SHADOW_TEMPLE_STONE_UMBRELLA_UPPER, ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || (ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->TakeDamage()) || (logic->IsAdult && ((ctx->GetTrickOption(RT_SHADOW_UMBRELLA_HOVER) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)))),
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});
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@@ -638,7 +638,8 @@ void RegionTable_Init_ShadowTemple() {
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//Locations
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LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_WIND_ENEMY_CHEST, logic->CanKillEnemy(RE_GIBDO) && logic->HasItem(RG_OPEN_CHEST)),
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LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_WIND_HIDDEN_CHEST, logic->HasExplosives() && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->HasItem(RG_OPEN_CHEST)),
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LOCATION(RC_SHADOW_TEMPLE_MQ_GS_AFTER_WIND, logic->HasExplosives()),
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//The various methods for this can be a bit specific, might be worthy of it's own trick when it becomes relevant with dungeon shortcut settings.
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LOCATION(RC_SHADOW_TEMPLE_MQ_GS_AFTER_WIND, logic->HasExplosives() || (ctx->GetTrickOption(RT_VISIBLE_COLLISION) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA))),
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LOCATION(RC_SHADOW_TEMPLE_MQ_BEFORE_BOAT_POT_1, logic->CanBreakPots()),
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LOCATION(RC_SHADOW_TEMPLE_MQ_BEFORE_BOAT_POT_2, logic->CanBreakPots()),
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}, {
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@@ -1358,7 +1358,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_MQ_CRATE_VORTEX_CAGE] = Region("Water Temple MQ Crate Vortex Cage", SCENE_WATER_TEMPLE, {}, {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA) && logic->CanBreakCrates()),
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LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA) && (logic->CanBreakCrates() || ctx->GetTrickOption(RT_VISIBLE_COLLISION))),
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LOCATION(RC_WATER_TEMPLE_MQ_WHIRLPOOL_BEHIND_GATE_CRATE_1, logic->CanBreakCrates()),
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LOCATION(RC_WATER_TEMPLE_MQ_WHIRLPOOL_BEHIND_GATE_CRATE_2, logic->CanBreakCrates()),
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LOCATION(RC_WATER_TEMPLE_MQ_WHIRLPOOL_BEHIND_GATE_CRATE_3, logic->CanBreakCrates()),
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@@ -200,9 +200,10 @@ void RegionTable_Init_GerudoFortress() {
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LOCATION(RC_GF_ABOVE_JAIL_CRATE, true),
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}, {
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//Exits
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//you don't take fall damage if you land on the rock with the flag on for some reason
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//there's a trick to reach RR_GF_LONG_ROOF
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ENTRANCE(RR_GF_OUTSKIRTS, ctx->GetTrickOption(RT_UNINTUITIVE_JUMPS) || logic->TakeDamage()),
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//For some reason, you take fall damage if you backflip onto the fortress but not onto the sand
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//It's unintuitive to avoid being caught on landing, but that sends you to the same place anyway...
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ENTRANCE(RR_GF_OUTSKIRTS, true),
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ENTRANCE(RR_GF_NEAR_CHEST, logic->CanUse(RG_LONGSHOT)),
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ENTRANCE(RR_GF_BELOW_CHEST, logic->TakeDamage()),
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ENTRANCE(RR_GF_JAIL_WINDOW, logic->CanUse(RG_HOOKSHOT)),
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@@ -243,7 +243,8 @@ void RegionTable_Init_Kakariko() {
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}, {
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//Locations
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LOCATION(RC_KAK_TRADE_ODD_MUSHROOM, logic->IsAdult && logic->CanUse(RG_ODD_MUSHROOM)),
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LOCATION(RC_KAK_GRANNYS_SHOP, logic->IsAdult && logic->HasItem(RG_SPEAK_HYLIAN) && (logic->CanUse(RG_ODD_MUSHROOM) || logic->TradeQuestStep(RG_ODD_MUSHROOM))),
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LOCATION(RC_KAK_GRANNYS_SHOP, logic->IsAdult && logic->HasItem(RG_SPEAK_HYLIAN) &&
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(logic->CanUse(RG_ODD_MUSHROOM) || logic->TradeQuestStep(RG_ODD_MUSHROOM)) && GetCheckPrice() <= GetWalletCapacity()),
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}, {
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// Exits
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ENTRANCE(RR_KAK_BACKYARD, true),
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