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Refactors Death Mountain Crater logic to work in a more straightforward, if verbose, applies Tunicless navigation consistently, and paves over some small oversights.
As Child must be able to navigate DMC to some degree due to Child only checks, and logic should be consistent between Child and Adult, DMC no longer hard requires Tunic in any scenario. Instead checks and exits are split into regions, and each entrance has a "Fewer Tunic Requirements" heart count associated with it for each region which is then increased by 50% (rounding up) when FTR is off. This applies to both Child and Adult.
* Move some trap stuff to `Traps.cpp`
* Split `GetTrapTrickModel` into a function
* Split `ShouldJunkItemBeTrap` into a function
* Move `BuildIceTrapMessage` to `Traps.cpp`
* Allow ice trap messages to have the item name. Only for english for now due to article issues.
Added a case for the VB_MALON_RETURN_FROM_CASTLE vanilla behavior flag.
This lets Malon stay until you both get the egg and wake up Talon making the egg flag unmissable.
Rename deku tree grass on 2F, move logic accordingly
Include climb requirement in Dodongo's Armos Room without unintuitive jumps
Spirit typo had locked door before child climb linked to 2F instead of 1F
This commit makes some changes to the dockerfile to make it work again.
We install cmake from source in order to meet the minimum required
version specified in the CMakeLists.txt file. We build the same version
that is installed on the CI runner image.
We also build tinyxml2 from source because we need some cmake files
that are apparently not included in the apt package.