Files
Shiip-of-Hakinian-Espanol/soh/soh/Enhancements/randomizer/entrance.cpp
Pepe20129 1ee31e5d61 Location access files cleanup (#4750)
* Move/Rename locacc files

* Format locacc files

* Split hyrule field file into HF, LH & LLR files

* Split castle town file into MK, TOT & HC/OGC files

* Split kakariko file into KAK & GY files

* Split death mountain file into DMT, GC & DMC

* Split lost woods file into KF, LW & SFM files

* Split gerudo valley file into GV, GF, HW & COLO files

* Move most files into the overworld/dungeons folder

Gerudo fortress needs to be split into gerudo fortress & thieves hideout, the former into overworld and the latter into dungeons

* Remove the optional second condition function

We won't need it as we're doing glitches differently from 3ds rando

* Post-merge fixes

* Split zora's domain file into ZR, ZD & ZF files

* Post-merge fixes

* Forgot to save the file

* Remove the optional second condition function from entrances & events

* Update bottom_of_the_well.cpp

* Add clarifying comment in `gerudo_fortress.cpp`

* Post-merge fixes

* Post-merge fixes

* Remove `s` from `RegionTable_Init_GerudoTrainingGrounds`

* Post-merge fixes
2025-01-11 08:28:23 +01:00

1671 lines
98 KiB
C++

#include "entrance.h"
#include "3drando/fill.hpp"
#include "3drando/pool_functions.hpp"
#include "3drando/item_pool.hpp"
#include "../debugger/performanceTimer.h"
#include <spdlog/spdlog.h>
namespace Rando {
EntranceLinkInfo NO_RETURN_ENTRANCE = { EntranceType::None, RR_NONE, RR_NONE, -1 };
Entrance::Entrance(RandomizerRegion connectedRegion_, ConditionFn condition_function_, bool spreadsAreasWithPriority_)
: connectedRegion(connectedRegion_), condition_function(condition_function_), spreadsAreasWithPriority(spreadsAreasWithPriority_){
originalConnectedRegion = connectedRegion_;
}
void Entrance::SetCondition(ConditionFn newCondition) {
condition_function = newCondition;
}
bool Entrance::GetConditionsMet() const {
auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
return condition_function();
}
return false;
}
std::string Entrance::to_string() const {
return RegionTable(parentRegion)->regionName + " -> " + RegionTable(connectedRegion)->regionName;
}
void Entrance::SetName(std::string name_) {
if (name_ == "") {
name = RegionTable(parentRegion)->regionName + " -> " + RegionTable(connectedRegion)->regionName;
} else {
name = std::move(name_);
}
}
std::string Entrance::GetName() const {
return name;
}
void Entrance::printAgeTimeAccess() {
// CitraPrint("Name: ");
// CitraPrint(name);
auto message = "Child Day: " + std::to_string(CheckConditionAtAgeTime(logic->IsChild, logic->AtDay)) +
"\t"
"Child Night: " +
std::to_string(CheckConditionAtAgeTime(logic->IsChild, logic->AtNight)) +
"\t"
"Adult Day: " +
std::to_string(CheckConditionAtAgeTime(logic->IsAdult, logic->AtDay)) +
"\t"
"Adult Night: " +
std::to_string(CheckConditionAtAgeTime(logic->IsAdult, logic->AtNight));
// CitraPrint(message);
}
bool Entrance::ConditionsMet(bool allAgeTimes) const {
auto ctx = Rando::Context::GetInstance();
StartPerformanceTimer(PT_ENTRANCE_LOGIC);
Region* parent = RegionTable(parentRegion);
int conditionsMet = 0;
if (allAgeTimes && !parent->AllAccess()) {
StopPerformanceTimer(PT_ENTRANCE_LOGIC);
return false;
}
// check all possible day/night condition combinations
conditionsMet = (parent->childDay && CheckConditionAtAgeTime(logic->IsChild, logic->AtDay, allAgeTimes)) +
(parent->childNight && CheckConditionAtAgeTime(logic->IsChild, logic->AtNight, allAgeTimes)) +
(parent->adultDay && CheckConditionAtAgeTime(logic->IsAdult, logic->AtDay, allAgeTimes)) +
(parent->adultNight && CheckConditionAtAgeTime(logic->IsAdult, logic->AtNight, allAgeTimes));
StopPerformanceTimer(PT_ENTRANCE_LOGIC);
return conditionsMet && (!allAgeTimes || conditionsMet == 4);
}
uint32_t Entrance::Getuint32_t() const {
return connectedRegion;
}
// set the logic to be a specific age and time of day and see if the condition still holds
bool Entrance::CheckConditionAtAgeTime(bool& age, bool& time, bool passAnyway) const {
logic->IsChild = false;
logic->IsAdult = false;
logic->AtDay = false;
logic->AtNight = false;
time = true;
age = true;
return GetConditionsMet() && (connectedRegion != RR_NONE || passAnyway);
}
RandomizerRegion Entrance::GetConnectedRegionKey() const {
return connectedRegion;
}
RandomizerRegion Entrance::GetOriginalConnectedRegionKey() const {
return originalConnectedRegion;
}
Region* Entrance::GetConnectedRegion() const {
return RegionTable(connectedRegion);
}
void Entrance::SetParentRegion(RandomizerRegion newParent) {
parentRegion = newParent;
}
RandomizerRegion Entrance::GetParentRegionKey() const {
return parentRegion;
}
Region* Entrance::GetParentRegion() const {
return RegionTable(parentRegion);
}
void Entrance::SetNewEntrance(RandomizerRegion newRegion) {
connectedRegion = newRegion;
}
void Entrance::SetAsShuffled() {
shuffled = true;
}
bool Entrance::IsShuffled() const {
return shuffled;
}
bool Entrance::IsAddedToPool() const {
return addedToPool;
}
void Entrance::AddToPool() {
addedToPool = true;
}
void Entrance::RemoveFromPool() {
addedToPool = false;
}
void Entrance::SetAsPrimary() {
primary = true;
}
bool Entrance::IsPrimary() const {
return primary;
}
bool Entrance::IsDecoupled() const {
return decoupled;
}
void Entrance::SetDecoupled() {
decoupled = true;
}
int16_t Entrance::GetIndex() const {
return index;
}
void Entrance::SetIndex(int16_t newIndex) {
index = newIndex;
}
Entrance* Entrance::GetAssumed() const {
return assumed;
}
void Entrance::SetReplacement(Entrance* newReplacement) {
replacement = newReplacement;
}
Entrance* Entrance::GetReplacement() const {
return replacement;
}
EntranceType Entrance::GetType() const {
return type;
}
void Entrance::SetType(EntranceType newType) {
type = newType;
}
Entrance* Entrance::GetReverse() const {
return reverse;
}
void Entrance::Connect(RandomizerRegion newConnectedRegion) {
connectedRegion = newConnectedRegion;
RegionTable(newConnectedRegion)->entrances.push_front(this);
}
RandomizerRegion Entrance::Disconnect() {
RegionTable(connectedRegion)->entrances.remove_if([this](const auto entrance) { return this == entrance; });
RandomizerRegion previouslyConnected = connectedRegion;
connectedRegion = RR_NONE;
return previouslyConnected;
}
void Entrance::BindTwoWay(Entrance* otherEntrance) {
reverse = otherEntrance;
otherEntrance->reverse = this;
}
Entrance* Entrance::GetNewTarget() {
RegionTable(RR_ROOT)->AddExit(RR_ROOT, connectedRegion, [] { return true; });
Entrance* targetEntrance = RegionTable(RR_ROOT)->GetExit(connectedRegion);
targetEntrance->SetReplacement(this);
targetEntrance->SetName(RegionTable(RR_ROOT)->regionName + " -> " + GetConnectedRegion()->regionName);
return targetEntrance;
}
Entrance* Entrance::AssumeReachable() {
if (assumed == nullptr) {
assumed = GetNewTarget();
Disconnect();
}
return assumed;
}
bool Entrance::DoesSpreadAreas(){
return spreadsAreasWithPriority;
}
EntranceShuffler::EntranceShuffler() {
playthroughEntrances = {};
entranceOverrides = {};
}
bool EntranceShuffler::HasNoRandomEntrances() {
return mNoRandomEntrances;
}
void EntranceShuffler::SetNoRandomEntrances(bool noRandomEntrances) {
mNoRandomEntrances = noRandomEntrances;
}
// Construct entrance name from parent and connected region keys
std::string EntranceNameByRegions(RandomizerRegion parentRegion, RandomizerRegion connectedRegion) {
return RegionTable(parentRegion)->regionName + " -> " + RegionTable(connectedRegion)->regionName;
}
void SetAllEntrancesData(std::vector<EntranceInfoPair>& entranceShuffleTable) {
auto ctx = Rando::Context::GetInstance();
for (auto& entrancePair : entranceShuffleTable) {
auto& forwardEntry = entrancePair.first;
auto& returnEntry = entrancePair.second;
// set data
Entrance* forwardEntrance = RegionTable(forwardEntry.parentRegion)->GetExit(forwardEntry.connectedRegion);
forwardEntrance->SetIndex(forwardEntry.index);
forwardEntrance->SetType(forwardEntry.type);
forwardEntrance->SetAsPrimary();
// When decouple entrances is on, mark the forward entrance
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
forwardEntrance->SetDecoupled();
}
if (returnEntry.parentRegion != RR_NONE) {
Entrance* returnEntrance = RegionTable(returnEntry.parentRegion)->GetExit(returnEntry.connectedRegion);
returnEntrance->SetIndex(returnEntry.index);
returnEntrance->SetType(returnEntry.type);
forwardEntrance->BindTwoWay(returnEntrance);
// Mark reverse entrance as decoupled
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
returnEntrance->SetDecoupled();
}
}
}
}
static void SetShuffledEntrances(EntrancePools entrancePools) {
for (auto& pool : entrancePools) {
for (Entrance* entrance : pool.second) {
entrance->SetAsShuffled();
if (entrance->GetReverse() != nullptr) {
entrance->GetReverse()->SetAsShuffled();
}
}
}
}
static std::vector<Entrance*>
BuildOneWayTargets(std::vector<EntranceType> typesToInclude,
std::vector<std::pair<RandomizerRegion, RandomizerRegion>> exclude = {} /*, target_region_names*/) {
std::vector<Entrance*> oneWayEntrances = {};
// Get all entrances of the specified type
for (EntranceType poolType : typesToInclude) {
AddElementsToPool(oneWayEntrances, GetShuffleableEntrances(poolType, false));
}
// Filter out any that are passed in the exclusion list
FilterAndEraseFromPool(oneWayEntrances, [&exclude](Entrance* entrance) {
std::pair<RandomizerRegion, RandomizerRegion> entranceBeingChecked(entrance->GetParentRegionKey(),
entrance->GetConnectedRegionKey());
return ElementInContainer(entranceBeingChecked, exclude);
});
// The code below is part of the function in ootr, but no use of the function ever provides target_region_names
// if target_region_names:
// return [entrance.get_new_target() for entrance in valid_one_way_entrances
// if entrance.connected_region.name in target_region_names]
std::vector<Entrance*> newTargets = {};
for (Entrance* entrance : oneWayEntrances) {
newTargets.push_back(entrance->GetNewTarget());
}
return newTargets;
}
std::vector<Entrance*> EntranceShuffler::AssumeEntrancePool(std::vector<Entrance*>& entrancePool) {
auto ctx = Rando::Context::GetInstance();
std::vector<Entrance*> assumedPool = {};
for (Entrance* entrance : entrancePool) {
mTotalRandomizableEntrances++;
Entrance* assumedForward = entrance->AssumeReachable();
if (entrance->GetReverse() != nullptr && !entrance->IsDecoupled()) {
Entrance* assumedReturn = entrance->GetReverse()->AssumeReachable();
if (!(ctx->GetOption(RSK_MIXED_ENTRANCE_POOLS) &&
(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) ||
ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL)))) {
auto type = entrance->GetType();
if (((type == EntranceType::Dungeon || type == EntranceType::GrottoGrave) &&
entrance->GetReverse()->GetName() !=
"Spirit Temple Entryway -> Desert Colossus From Spirit Entryway") ||
(type == EntranceType::Interior &&
ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL))) {
// In most cases, Dungeon, Grotto/Grave and Simple Interior exits shouldn't be assumed able to give
// access to their parent region
assumedReturn->SetCondition([] { return false; });
}
}
assumedForward->BindTwoWay(assumedReturn);
}
assumedPool.push_back(assumedForward);
}
return assumedPool;
}
static bool AreEntrancesCompatible(Entrance* entrance, Entrance* target, std::vector<EntrancePair>& rollbacks) {
// Entrances shouldn't connect to their own scene, fail in this situation
if (entrance->GetParentRegion()->scene != "" &&
entrance->GetParentRegion()->scene == target->GetConnectedRegion()->scene) {
auto message = "Entrance " + entrance->GetName() + " attempted to connect with own scene target " +
target->to_string() + ". Connection failed.\n";
SPDLOG_DEBUG(message);
return false;
}
// One way entrances shouldn't lead to the same scene as other already chosen one way entrances
auto type = entrance->GetType();
const std::vector<EntranceType> oneWayTypes = { EntranceType::OwlDrop, EntranceType::Spawn,
EntranceType::WarpSong };
if (ElementInContainer(type, oneWayTypes)) {
for (auto& rollback : rollbacks) {
if (rollback.first->GetConnectedRegion()->scene == target->GetConnectedRegion()->scene) {
auto message = "A one way entrance already leads to " + target->to_string() + ". Connection failed.\n";
SPDLOG_DEBUG(message);
return false;
}
}
}
return true;
}
// Change connections between an entrance and a target assumed entrance, in order to test the connections afterwards if
// necessary
static void ChangeConnections(Entrance* entrance, Entrance* targetEntrance) {
auto message = "Attempting to connect " + entrance->GetName() + " to " + targetEntrance->to_string() + "\n";
SPDLOG_DEBUG(message);
entrance->Connect(targetEntrance->Disconnect());
entrance->SetReplacement(targetEntrance->GetReplacement());
if (entrance->GetReverse() != nullptr && !entrance->IsDecoupled()) {
targetEntrance->GetReplacement()->GetReverse()->Connect(entrance->GetReverse()->GetAssumed()->Disconnect());
targetEntrance->GetReplacement()->GetReverse()->SetReplacement(entrance->GetReverse());
}
}
static bool EntranceUnreachableAs(Entrance* entrance, uint8_t age, std::vector<Entrance*>& alreadyChecked) {
if (entrance == nullptr) {
SPDLOG_DEBUG("Entrance is nullptr in EntranceUnreachableAs()");
return true;
}
alreadyChecked.push_back(entrance);
auto type = entrance->GetType();
// The following cases determine when we say an entrance is not safe to affirm unreachable as the given age
if (type == EntranceType::WarpSong || type == EntranceType::Overworld) {
// Note that we consider all overworld entrances as potentially accessible as both ages, to be completely safe
return false;
} else if (type == EntranceType::OwlDrop) {
return age == RO_AGE_ADULT;
} else if (type == EntranceType::Spawn && entrance->GetConnectedRegionKey() == RR_KF_LINKS_HOUSE) {
return age == RO_AGE_ADULT;
} else if (type == EntranceType::Spawn && entrance->GetConnectedRegionKey() == RR_TEMPLE_OF_TIME) {
return age == RO_AGE_CHILD;
}
// Other entrances such as Interior, Dungeon or Grotto are fine unless they have a parent which is one of the above
// cases Recursively check parent entrances to verify that they are also not reachable as the wrong age
auto& parentEntrances = entrance->GetParentRegion()->entrances;
for (Entrance* parentEntrance : parentEntrances) {
// if parentEntrance is in alreadyChecked, then continue
if (ElementInContainer(parentEntrance, alreadyChecked)) {
continue;
}
bool unreachable = EntranceUnreachableAs(parentEntrance, age, alreadyChecked);
if (!unreachable) {
return false;
}
}
return true;
}
static bool ValidateWorld(Entrance* entrancePlaced) {
auto ctx = Rando::Context::GetInstance();
SPDLOG_DEBUG("Validating world\n");
// check certain conditions when certain types of ER are enabled
EntranceType type = EntranceType::None;
if (entrancePlaced != nullptr) {
type = entrancePlaced->GetType();
}
bool checkPoeCollectorAccess =
(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) ||
ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL)) &&
(entrancePlaced == nullptr || ctx->GetOption(RSK_MIXED_ENTRANCE_POOLS) || type == EntranceType::Interior ||
type == EntranceType::SpecialInterior || type == EntranceType::Overworld || type == EntranceType::Spawn ||
type == EntranceType::WarpSong || type == EntranceType::OwlDrop);
bool checkOtherEntranceAccess =
(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) ||
ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL) ||
ctx->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS)) &&
(entrancePlaced == nullptr || ctx->GetOption(RSK_MIXED_ENTRANCE_POOLS) ||
type == EntranceType::SpecialInterior || type == EntranceType::Overworld || type == EntranceType::Spawn ||
type == EntranceType::WarpSong || type == EntranceType::OwlDrop);
// Search the world to verify that all necessary conditions are still being held
// Conditions will be checked during the search and any that fail will be figured out
// afterwards
ctx->GetLogic()->Reset();
ValidateEntrances(checkPoeCollectorAccess, checkOtherEntranceAccess);
if (!ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
// Unless entrances are decoupled, we don't want the player to end up through certain entrances as the wrong age
// This means we need to hard check that none of the relevant entrances are ever reachable as that age
// This is mostly relevant when mixing entrance pools or shuffling special interiors (such as windmill or kak
// potion shop) Warp Songs and Overworld Spawns can also end up inside certain indoors so those need to be
// handled as well
std::array<std::string, 3> childForbidden = { "OGC Great Fairy Fountain -> Castle Grounds",
"GV Carpenter Tent -> GV Fortress Side",
"Ganon's Castle Entryway -> Castle Grounds From Ganon's Castle" };
std::array<std::string, 2> adultForbidden = { "HC Great Fairy Fountain -> Castle Grounds",
"HC Storms Grotto -> Castle Grounds" };
auto allShuffleableEntrances = GetShuffleableEntrances(EntranceType::All, false);
for (auto& entrance : allShuffleableEntrances) {
std::vector<Entrance*> alreadyChecked = {};
if (entrance->IsShuffled()) {
if (entrance->GetReplacement() != nullptr) {
auto replacementName = entrance->GetReplacement()->GetName();
alreadyChecked.push_back(entrance->GetReplacement()->GetReverse());
if (ElementInContainer(replacementName, childForbidden) &&
!EntranceUnreachableAs(entrance, RO_AGE_CHILD, alreadyChecked)) {
auto message = replacementName + " is replaced by an entrance with a potential child access\n";
SPDLOG_DEBUG(message);
return false;
} else if (ElementInContainer(replacementName, adultForbidden) &&
!EntranceUnreachableAs(entrance, RO_AGE_ADULT, alreadyChecked)) {
auto message = replacementName + " is replaced by an entrance with a potential adult access\n";
SPDLOG_DEBUG(message);
return false;
}
}
} else {
auto name = entrance->GetName();
alreadyChecked.push_back(entrance->GetReverse());
if (ElementInContainer(name, childForbidden) &&
!EntranceUnreachableAs(entrance, RO_AGE_CHILD, alreadyChecked)) {
auto message = name + " is potentially accessible as child\n";
SPDLOG_DEBUG(message);
return false;
} else if (ElementInContainer(name, adultForbidden) &&
!EntranceUnreachableAs(entrance, RO_AGE_ADULT, alreadyChecked)) {
auto message = name + " is potentially accessible as adult\n";
SPDLOG_DEBUG(message);
return false;
}
}
}
}
// If all locations aren't reachable, that means that one of the conditions failed when searching
if (!Rando::Context::GetInstance()->allLocationsReachable) {
if (checkOtherEntranceAccess) {
// At least one valid starting region with all basic refills should be reachable without using any items at
// the beginning of the seed
if (!RegionTable(RR_KOKIRI_FOREST)->HasAccess() && !RegionTable(RR_KAKARIKO_VILLAGE)->HasAccess()) {
SPDLOG_DEBUG("Invalid starting area\n");
return false;
}
// Check that a region where time passes is always reachable as both ages without having collected any items
if (!Regions::HasTimePassAccess(RO_AGE_CHILD) || !Regions::HasTimePassAccess(RO_AGE_ADULT)) {
SPDLOG_DEBUG("Time passing is not guaranteed as both ages\n");
return false;
}
// The player should be able to get back to ToT after going through time, without having collected any items
// This is important to ensure that the player never loses access to the pedestal after going through time
if (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_CHILD && !RegionTable(RR_TEMPLE_OF_TIME)->Adult()) {
SPDLOG_DEBUG("Path to Temple of Time as adult is not guaranteed\n");
return false;
} else if (ctx->GetSettings()->ResolvedStartingAge() == RO_AGE_ADULT &&
!RegionTable(RR_TEMPLE_OF_TIME)->Child()) {
SPDLOG_DEBUG("Path to Temple of Time as child is not guaranteed\n");
return false;
}
}
// The Big Poe shop should always be accessible as adult without the need to use any bottles
// This is important to ensure that players can never lock their only bottles by filling them with Big Poes they
// can't sell
if (checkPoeCollectorAccess) {
if (!RegionTable(RR_MARKET_GUARD_HOUSE)->Adult()) {
SPDLOG_DEBUG("Big Poe Shop access is not guarenteed as adult\n");
return false;
}
}
SPDLOG_DEBUG("All Locations NOT REACHABLE\n");
return false;
}
return true;
}
// In the event that we need to retry shuffling an entire group we can restore the
// original connections to reset the entrance and target entrance.
static void RestoreConnections(Entrance* entrance, Entrance* targetEntrance) {
targetEntrance->Connect(entrance->Disconnect());
entrance->SetReplacement(nullptr);
if (entrance->GetReverse() != nullptr && !entrance->IsDecoupled()) {
entrance->GetReverse()->GetAssumed()->Connect(targetEntrance->GetReplacement()->GetReverse()->Disconnect());
targetEntrance->GetReplacement()->GetReverse()->SetReplacement(nullptr);
}
}
static void DeleteTargetEntrance(Entrance* targetEntrance) {
if (targetEntrance->GetConnectedRegionKey() != RR_NONE) {
targetEntrance->Disconnect();
}
if (targetEntrance->GetParentRegionKey() != RR_NONE) {
targetEntrance->GetParentRegion()->RemoveExit(targetEntrance);
targetEntrance->SetParentRegion(RR_NONE);
}
}
static void ConfirmReplacement(Entrance* entrance, Entrance* targetEntrance) {
DeleteTargetEntrance(targetEntrance);
if (entrance->GetReverse() != nullptr && !entrance->IsDecoupled()) {
auto replacedReverse = targetEntrance->GetReplacement()->GetReverse();
DeleteTargetEntrance(replacedReverse->GetReverse()->GetAssumed());
}
}
bool EntranceShuffler::ReplaceEntrance(Entrance* entrance, Entrance* target, std::vector<EntrancePair>& rollbacks) {
if (!AreEntrancesCompatible(entrance, target, rollbacks)) {
return false;
}
ChangeConnections(entrance, target);
if (ValidateWorld(entrance)) {
#ifdef ENABLE_DEBUG
std::string ticks = std::to_string(svcGetSystemTick());
auto message = "Dumping World Graph at " + ticks + "\n";
// SPDLOG_DEBUG(message);
// Regions::DumpWorldGraph(ticks);
#endif
rollbacks.push_back(EntrancePair{ entrance, target });
mCurNumRandomizedEntrances++;
return true;
} else {
#ifdef ENABLE_DEBUG
std::string ticks = std::to_string(svcGetSystemTick());
auto message = "Dumping World Graph at " + ticks + "\n";
// SPDLOG_DEBUG(message);
// Regions::DumpWorldGraph(ticks);
#endif
if (entrance->GetConnectedRegionKey() != RR_NONE) {
RestoreConnections(entrance, target);
}
}
return false;
}
bool EntranceShuffler::PlaceOneWayPriorityEntrance(
std::string priorityName, std::list<RandomizerRegion>& allowedRegions, std::list<EntranceType>& allowedTypes,
std::vector<EntrancePair>& rollbacks, EntrancePools oneWayEntrancePools, EntrancePools oneWayTargetEntrancePools) {
auto ctx = Rando::Context::GetInstance();
// Combine the entrances for allowed types in one list.
// Shuffle this list.
// Pick the first one not already set, not adult spawn, that has a valid target entrance.
// Assemble then clear entrances from the pool and target pools as appropriate.
std::vector<Entrance*> availPool = {};
for (auto& pool : oneWayEntrancePools) {
auto entranceType = pool.first;
if (ElementInContainer(entranceType, allowedTypes)) {
AddElementsToPool(availPool, pool.second);
}
}
Shuffle(availPool);
for (Entrance* entrance : availPool) {
if (entrance->GetReplacement() != nullptr) {
continue;
}
// Only allow Adult Spawn as sole Nocturne access if hints != mask.
// Otherwise, child access is required here (adult access assumed or guaranteed later).
if (entrance->GetParentRegionKey() == RR_ADULT_SPAWN) {
if (priorityName != "Nocturne" || ctx->GetOption(RSK_GOSSIP_STONE_HINTS).Is(RO_GOSSIP_STONES_NEED_TRUTH)) {
continue;
}
}
// If not shuffling dungeons, Nocturne requires adult access
if (!ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) && priorityName == "Nocturne") {
if (entrance->GetType() != EntranceType::WarpSong && entrance->GetParentRegionKey() != RR_ADULT_SPAWN) {
continue;
}
}
for (Entrance* target : oneWayTargetEntrancePools[entrance->GetType()]) {
RandomizerRegion targetRegionKey = target->GetConnectedRegionKey();
if (targetRegionKey != RR_NONE && ElementInContainer(targetRegionKey, allowedRegions)) {
if (ReplaceEntrance(entrance, target, rollbacks)) {
// Return once the entrance has been replaced
return true;
}
}
}
}
SPDLOG_DEBUG("ERROR: Unable to place priority one-way entrance for " + priorityName + "\n");
assert(false);
return false;
}
bool EntranceShuffler::ShuffleOneWayPriorityEntrances(std::map<std::string, PriorityEntrance>& oneWayPriorities,
EntrancePools oneWayEntrancePools,
EntrancePools oneWayTargetEntrancePools, int retryCount) {
while (retryCount > 0) {
retryCount--;
std::vector<EntrancePair> rollbacks = {};
bool success = true;
for (auto& priority : oneWayPriorities) {
std::string key = priority.first;
auto& regions = priority.second.targetRegions;
auto& types = priority.second.allowedTypes;
success = PlaceOneWayPriorityEntrance(key, regions, types, rollbacks, oneWayEntrancePools,
oneWayTargetEntrancePools);
if (!success) {
for (auto& pair : rollbacks) {
RestoreConnections(pair.first, pair.second);
}
break;
}
}
if (!success) {
continue;
}
// If there are no issues, log the connections and continue
for (auto& pair : rollbacks) {
ConfirmReplacement(pair.first, pair.second);
}
break;
}
if (retryCount <= 0) {
SPDLOG_DEBUG(
"Entrance placement attempt count for one way priorities exceeded. Restarting randomization completely\n");
mEntranceShuffleFailure = true;
return false;
}
return true;
}
// returns restrictive entrances and soft entrances in an array of size 2 (restrictive vector is index 0, soft is index
// 1)
static std::array<std::vector<Entrance*>, 2> SplitEntrancesByRequirements(std::vector<Entrance*>& entrancesToSplit,
std::vector<Entrance*>& assumedEntrances) {
// First, disconnect all root assumed entrances and save which regions they were originally connected to, so we can
// reconnect them later
std::map<Entrance*, RandomizerRegion> originalConnectedRegions = {};
std::set<Entrance*> entrancesToDisconnect = {};
for (Entrance* entrance : assumedEntrances) {
entrancesToDisconnect.insert(entrance);
if (entrance->GetReverse() != nullptr) {
entrancesToDisconnect.insert(entrance->GetReverse());
}
}
// disconnect each entrance temporarily to find restrictive vs soft entrances
// soft entrances are ones that can be accessed by both ages (child/adult) at both times of day (day/night)
// restrictive entrances are ones that do not meet this criteria
for (Entrance* entrance : entrancesToDisconnect) {
if (entrance->GetConnectedRegionKey() != RR_NONE) {
originalConnectedRegions[entrance] = entrance->Disconnect();
}
}
std::vector<Entrance*> restrictiveEntrances = {};
std::vector<Entrance*> softEntrances = {};
logic->Reset();
// Apply the effects of all advancement items to search for entrance accessibility
std::vector<RandomizerGet> items = FilterFromPool(
ItemPool, [](const RandomizerGet i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); });
for (RandomizerGet unplacedItem : items) {
Rando::StaticData::RetrieveItem(unplacedItem).ApplyEffect();
}
// run a search to see what's accessible
ReachabilitySearch({});
for (Entrance* entrance : entrancesToSplit) {
// if an entrance is accessible at all times of day by both ages, it's a soft entrance with no restrictions
if (entrance->ConditionsMet(true)) {
softEntrances.push_back(entrance);
} else {
restrictiveEntrances.push_back(entrance);
}
}
// Reconnect all disconnected entrances
for (Entrance* entrance : entrancesToDisconnect) {
entrance->Connect(originalConnectedRegions[entrance]);
}
return { restrictiveEntrances, softEntrances };
}
// Shuffle entrances by placing them instead of entrances in the provided target entrances list
bool EntranceShuffler::ShuffleEntrances(std::vector<Entrance*>& entrances, std::vector<Entrance*>& targetEntrances,
std::vector<EntrancePair>& rollbacks) {
auto ctx = Rando::Context::GetInstance();
Shuffle(entrances);
// place all entrances in the pool, validating after every placement
for (Entrance* entrance : entrances) {
if (entrance->GetConnectedRegionKey() != RR_NONE) {
continue;
}
Shuffle(targetEntrances);
for (Entrance* target : targetEntrances) {
if (target->GetConnectedRegionKey() == RR_NONE) {
continue;
}
if (ReplaceEntrance(entrance, target, rollbacks)) {
break;
}
}
if (entrance->GetConnectedRegionKey() == RR_NONE) {
return false;
}
}
// all entrances were validly connected
return true;
}
void EntranceShuffler::ShuffleEntrancePool(std::vector<Entrance*>& entrancePool,
std::vector<Entrance*>& targetEntrances, int retryCount) {
mNoRandomEntrances = false;
auto splitEntrances = SplitEntrancesByRequirements(entrancePool, targetEntrances);
auto& restrictiveEntrances = splitEntrances[0];
auto& softEntrances = splitEntrances[1];
int retries = retryCount;
while (retries > 0) {
if (retries != retryCount) {
#ifdef ENABLE_DEBUG
std::string ticks = std::to_string(svcGetSystemTick());
auto message = "Failed to connect entrances. Retrying " + std::to_string(retries) +
" more times.\nDumping World Graph at " + ticks + "\n";
SPDLOG_DEBUG(message);
// Regions::DumpWorldGraph(ticks);
#endif
}
retries--;
std::vector<EntrancePair> rollbacks = {};
// Shuffle Restrictive Entrances first while more regions are available in
// order to heavily reduce the chances of the placement failing
bool success = ShuffleEntrances(restrictiveEntrances, targetEntrances, rollbacks);
if (success) {
success = ShuffleEntrances(softEntrances, targetEntrances, rollbacks);
if (!success) {
for (auto& pair : rollbacks) {
RestoreConnections(pair.first, pair.second);
mCurNumRandomizedEntrances--;
}
continue;
}
} else {
for (auto& pair : rollbacks) {
RestoreConnections(pair.first, pair.second);
mCurNumRandomizedEntrances--;
}
continue;
}
// If there are no issues, log the connections and continue
for (auto& pair : rollbacks) {
ConfirmReplacement(pair.first, pair.second);
}
break;
}
if (retries <= 0) {
SPDLOG_DEBUG("Entrance placement attempt count exceeded. Restarting randomization completely");
mEntranceShuffleFailure = true;
}
}
int EntranceShuffler::ShuffleAllEntrances() {
auto ctx = Rando::Context::GetInstance();
mTotalRandomizableEntrances = 0;
mCurNumRandomizedEntrances = 0;
std::vector<EntranceInfoPair> entranceShuffleTable = {
// Type Parent Region Connected Region Index
{ { EntranceType::Dungeon, RR_KF_OUTSIDE_DEKU_TREE, RR_DEKU_TREE_ENTRYWAY, ENTR_DEKU_TREE_ENTRANCE },
{ EntranceType::Dungeon, RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_OUTSIDE_DEKU_TREE } },
{ { EntranceType::Dungeon, RR_DEATH_MOUNTAIN_TRAIL, RR_DODONGOS_CAVERN_ENTRYWAY, ENTR_DODONGOS_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_OUTSIDE_DODONGOS_CAVERN } },
{ { EntranceType::Dungeon, RR_ZORAS_FOUNTAIN, RR_JABU_JABUS_BELLY_ENTRYWAY, ENTR_JABU_JABU_ENTRANCE },
{ EntranceType::Dungeon, RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_JABU_JABU } },
{ { EntranceType::Dungeon, RR_SACRED_FOREST_MEADOW, RR_FOREST_TEMPLE_ENTRYWAY, ENTR_FOREST_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DMC_CENTRAL_LOCAL, RR_FIRE_TEMPLE_ENTRYWAY, ENTR_FIRE_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FIRE_TEMPLE_ENTRYWAY, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_LAKE_HYLIA, RR_WATER_TEMPLE_ENTRYWAY, ENTR_WATER_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_WATER_TEMPLE_ENTRYWAY, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DESERT_COLOSSUS, RR_SPIRIT_TEMPLE_ENTRYWAY, ENTR_SPIRIT_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SPIRIT_TEMPLE_ENTRYWAY, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE, ENTR_DESERT_COLOSSUS_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_GRAVEYARD_WARP_PAD_REGION, RR_SHADOW_TEMPLE_ENTRYWAY, ENTR_SHADOW_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_KAK_WELL, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, ENTR_BOTTOM_OF_THE_WELL_ENTRANCE },
{ EntranceType::Dungeon, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, RR_KAK_WELL, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BOTTOM_OF_THE_WELL } },
{ { EntranceType::Dungeon, RR_ZORAS_FOUNTAIN, RR_ICE_CAVERN_ENTRYWAY, ENTR_ICE_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_ICE_CAVERN_ENTRYWAY, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_ICE_CAVERN } },
{ { EntranceType::Dungeon, RR_GERUDO_FORTRESS, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, ENTR_GERUDO_TRAINING_GROUND_ENTRANCE },
{ EntranceType::Dungeon, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, RR_GERUDO_FORTRESS, ENTR_GERUDOS_FORTRESS_OUTSIDE_GERUDO_TRAINING_GROUND } },
{ { EntranceType::GanonDungeon, RR_GANONS_CASTLE_LEDGE, RR_GANONS_CASTLE_ENTRYWAY, ENTR_INSIDE_GANONS_CASTLE_ENTRANCE },
{ EntranceType::GanonDungeon, RR_GANONS_CASTLE_ENTRYWAY, RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE, ENTR_CASTLE_GROUNDS_RAINBOW_BRIDGE_EXIT } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_MIDOS_HOUSE, ENTR_MIDOS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_MIDOS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_MIDOS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_SARIAS_HOUSE, ENTR_SARIAS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_SARIAS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SARIAS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_HOUSE_OF_TWINS, ENTR_TWINS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_HOUSE_OF_TWINS, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_TWINS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KNOW_IT_ALL_HOUSE, ENTR_KNOW_IT_ALL_BROS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_KNOW_IT_ALL_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_KNOW_IT_ALL_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KOKIRI_SHOP, ENTR_KOKIRI_SHOP_0 },
{ EntranceType::Interior, RR_KF_KOKIRI_SHOP, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LAKE_HYLIA, RR_LH_LAB, ENTR_LAKESIDE_LABORATORY_0 },
{ EntranceType::Interior, RR_LH_LAB, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_LAB } },
{ { EntranceType::Interior, RR_LH_FISHING_ISLAND, RR_LH_FISHING_POND, ENTR_FISHING_POND_0 },
{ EntranceType::Interior, RR_LH_FISHING_POND, RR_LH_FISHING_ISLAND, ENTR_LAKE_HYLIA_OUTSIDE_FISHING_POND } },
{ { EntranceType::Interior, RR_GV_FORTRESS_SIDE, RR_GV_CARPENTER_TENT, ENTR_CARPENTERS_TENT_0 },
{ EntranceType::Interior, RR_GV_CARPENTER_TENT, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_OUTSIDE_TENT } },
{ { EntranceType::Interior, RR_MARKET_ENTRANCE, RR_MARKET_GUARD_HOUSE, ENTR_MARKET_GUARD_HOUSE_0 },
{ EntranceType::Interior, RR_MARKET_GUARD_HOUSE, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_OUTSIDE_GUARD_HOUSE } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_MASK_SHOP, ENTR_HAPPY_MASK_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_MASK_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_HAPPY_MASK_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BOMBCHU_BOWLING, ENTR_BOMBCHU_BOWLING_ALLEY_0 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_BOWLING, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BOMBCHU_BOWLING } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_POTION_SHOP, ENTR_POTION_SHOP_MARKET_0 },
{ EntranceType::Interior, RR_MARKET_POTION_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_POTION_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_TREASURE_CHEST_GAME, ENTR_TREASURE_BOX_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_TREASURE_CHEST_GAME, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_TREASURE_BOX_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_BOMBCHU_SHOP, ENTR_BOMBCHU_SHOP_1 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_SHOP, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_BOMBCHU_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_MAN_IN_GREEN_HOUSE, ENTR_BACK_ALLEY_MAN_IN_GREEN_HOUSE },
{ EntranceType::Interior, RR_MARKET_MAN_IN_GREEN_HOUSE, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_MAN_IN_GREEN_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_CARPENTER_BOSS_HOUSE, ENTR_KAKARIKO_CENTER_GUEST_HOUSE_0 },
{ EntranceType::Interior, RR_KAK_CARPENTER_BOSS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_CENTER_GUEST_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_HOUSE_OF_SKULLTULA, ENTR_HOUSE_OF_SKULLTULA_0 },
{ EntranceType::Interior, RR_KAK_HOUSE_OF_SKULLTULA, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SKULKLTULA_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_IMPAS_HOUSE, ENTR_IMPAS_HOUSE_FRONT },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_FRONT } },
{ { EntranceType::Interior, RR_KAK_IMPAS_LEDGE, RR_KAK_IMPAS_HOUSE_BACK, ENTR_IMPAS_HOUSE_BACK },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE_BACK, RR_KAK_IMPAS_LEDGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_BACK } },
{ { EntranceType::Interior, RR_KAK_BACKYARD, RR_KAK_ODD_POTION_BUILDING, ENTR_POTION_SHOP_GRANNY_0 },
{ EntranceType::Interior, RR_KAK_ODD_POTION_BUILDING, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOP_GRANNY } },
{ { EntranceType::Interior, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_HOUSE, ENTR_GRAVEKEEPERS_HUT_0 },
{ EntranceType::Interior, RR_GRAVEYARD_DAMPES_HOUSE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_OUTSIDE_DAMPES_HUT } },
{ { EntranceType::Interior, RR_GORON_CITY, RR_GC_SHOP, ENTR_GORON_SHOP_0 },
{ EntranceType::Interior, RR_GC_SHOP, RR_GORON_CITY, ENTR_GORON_CITY_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_ZORAS_DOMAIN, RR_ZD_SHOP, ENTR_ZORA_SHOP_0 },
{ EntranceType::Interior, RR_ZD_SHOP, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TALONS_HOUSE, ENTR_LON_LON_BUILDINGS_TALONS_HOUSE },
{ EntranceType::Interior, RR_LLR_TALONS_HOUSE, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TALONS_HOUSE } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_STABLES, ENTR_STABLE_0 },
{ EntranceType::Interior, RR_LLR_STABLES, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_STABLES } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TOWER, ENTR_LON_LON_BUILDINGS_TOWER },
{ EntranceType::Interior, RR_LLR_TOWER, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TOWER } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BAZAAR, ENTR_BAZAAR_1 },
{ EntranceType::Interior, RR_MARKET_BAZAAR, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_1 },
{ EntranceType::Interior, RR_MARKET_SHOOTING_GALLERY, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_BAZAAR, ENTR_BAZAAR_0 },
{ EntranceType::Interior, RR_KAK_BAZAAR, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_0 },
{ EntranceType::Interior, RR_KAK_SHOOTING_GALLERY, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_DESERT_COLOSSUS, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_NAYRUS_COLOSSUS },
{ EntranceType::Interior, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_HYRULE_CASTLE_GROUNDS, RR_HC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_DINS_HC },
{ EntranceType::Interior, RR_HC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_GANONS_CASTLE_GROUNDS, RR_OGC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_OGC_DD },
// 0x3E8 is an unused entrance index repruposed to differentiate between the HC and OGC fairy
// fountain exits (normally they both use 0x340)
{ EntranceType::Interior, RR_OGC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_POTION_SHOP_KAKARIKO_1 } },
{ { EntranceType::Interior, RR_DMC_LOWER_NEARBY, RR_DMC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMC },
{ EntranceType::Interior, RR_DMC_GREAT_FAIRY_FOUNTAIN, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMT },
{ EntranceType::Interior, RR_DMT_GREAT_FAIRY_FOUNTAIN, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_ZORAS_FOUNTAIN, RR_ZF_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_FARORES_ZF },
{ EntranceType::Interior, RR_ZF_GREAT_FAIRY_FOUNTAIN, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_GREAT_FAIRY } },
{ { EntranceType::SpecialInterior, RR_KOKIRI_FOREST, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_1 },
{ EntranceType::SpecialInterior, RR_KF_LINKS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_LINKS_HOUSE } },
{ { EntranceType::SpecialInterior, RR_TOT_ENTRANCE, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_ENTRANCE },
{ EntranceType::SpecialInterior, RR_TEMPLE_OF_TIME, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_OUTSIDE_TEMPLE } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_WINDMILL, ENTR_WINDMILL_AND_DAMPES_GRAVE_WINDMILL },
{ EntranceType::SpecialInterior, RR_KAK_WINDMILL, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_WINDMILL } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_POTION_SHOP_FRONT, ENTR_POTION_SHOP_KAKARIKO_FRONT },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_FRONT, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_FRONT } },
{ { EntranceType::SpecialInterior, RR_KAK_BACKYARD, RR_KAK_POTION_SHOP_BACK, ENTR_POTION_SHOP_KAKARIKO_BACK },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_BACK, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_BACK } },
// Grotto Loads use an entrance index of 0x0700 + their grotto id. The id is used as index for the
// grottoLoadTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
// Grotto Returns use an entrance index of 0x0800 + their grotto id. The id is used as index for the
// grottoReturnTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
{ { EntranceType::GrottoGrave, RR_DESERT_COLOSSUS, RR_COLOSSUS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_COLOSSUS_OFFSET) },
{ EntranceType::GrottoGrave, RR_COLOSSUS_GROTTO, RR_DESERT_COLOSSUS, ENTRANCE_GROTTO_EXIT(GROTTO_COLOSSUS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LAKE_HYLIA, RR_LH_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LH_OFFSET) },
{ EntranceType::GrottoGrave, RR_LH_GROTTO, RR_LAKE_HYLIA, ENTRANCE_GROTTO_EXIT(GROTTO_LH_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_STORMS_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_FAIRY_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_OPEN_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_LOWER_NEARBY, RR_DMC_HAMMER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_HAMMER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_HAMMER_GROTTO, RR_DMC_LOWER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_HAMMER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_UPPER_NEARBY, RR_DMC_UPPER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_UPPER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_UPPER_GROTTO, RR_DMC_UPPER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_UPPER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GC_GROTTO_PLATFORM, RR_GC_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GORON_CITY_OFFSET) },
{ EntranceType::GrottoGrave, RR_GC_GROTTO, RR_GC_GROTTO_PLATFORM, ENTRANCE_GROTTO_EXIT(GROTTO_GORON_CITY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_TRAIL, RR_DMT_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_STORMS_GROTTO, RR_DEATH_MOUNTAIN_TRAIL, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_COW_GROTTO, RR_DEATH_MOUNTAIN_SUMMIT, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAK_BACKYARD, RR_KAK_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_OPEN_GROTTO, RR_KAK_BACKYARD, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAKARIKO_VILLAGE, RR_KAK_REDEAD_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_REDEAD_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_REDEAD_GROTTO, RR_KAKARIKO_VILLAGE, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_REDEAD_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_CASTLE_GROUNDS, RR_HC_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HC_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_HC_STORMS_GROTTO, RR_CASTLE_GROUNDS, ENTRANCE_GROTTO_EXIT(GROTTO_HC_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_TEKTITE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_TEKTITE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_TEKTITE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_TEKTITE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_KAK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_KAK_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_KAK_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_KAK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_FAIRY_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_MARKET_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_MARKET_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_MARKET_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_MARKET_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_COW_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_INSIDE_FENCE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_INSIDE_FENCE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_INSIDE_FENCE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_INSIDE_FENCE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_OPEN_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_SOUTHEAST_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_SOUTHEAST_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_SOUTHEAST_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_SOUTHEAST_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LON_LON_RANCH, RR_LLR_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LLR_OFFSET) },
{ EntranceType::GrottoGrave, RR_LLR_GROTTO, RR_LON_LON_RANCH, ENTRANCE_GROTTO_EXIT(GROTTO_LLR_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SFM_ENTRYWAY, RR_SFM_WOLFOS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_WOLFOS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_WOLFOS_GROTTO, RR_SFM_ENTRYWAY, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_WOLFOS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_STORMS_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_FAIRY_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_LW_SCRUBS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_SCRUBS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_SCRUBS_GROTTO, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_SCRUBS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_THE_LOST_WOODS, RR_LW_NEAR_SHORTCUTS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_NEAR_SHORTCUTS_GROTTO, RR_THE_LOST_WOODS, ENTRANCE_GROTTO_EXIT(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KOKIRI_FOREST, RR_KF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_KF_STORMS_GROTTO, RR_KOKIRI_FOREST, ENTRANCE_GROTTO_EXIT(GROTTO_KF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_DOMAIN_ISLAND, RR_ZD_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZD_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZD_STORMS_GROTTO, RR_ZORAS_DOMAIN_ISLAND, ENTRANCE_GROTTO_EXIT(GROTTO_ZD_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GERUDO_FORTRESS, RR_GF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GF_STORMS_GROTTO, RR_GERUDO_FORTRESS, ENTRANCE_GROTTO_EXIT(GROTTO_GF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_FORTRESS_SIDE, RR_GV_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_STORMS_GROTTO, RR_GV_FORTRESS_SIDE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_GROTTO_LEDGE, RR_GV_OCTOROK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_OCTOROK_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_OCTOROK_GROTTO, RR_GV_GROTTO_LEDGE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_OCTOROK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_DEKU_THEATER, ENTRANCE_GROTTO_LOAD(GROTTO_LW_DEKU_THEATRE_OFFSET) },
{ EntranceType::GrottoGrave, RR_DEKU_THEATER, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_DEKU_THEATRE_OFFSET) } },
// Graves have their own specified entrance indices
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_SHIELD_GRAVE, ENTR_GRAVE_WITH_FAIRYS_FOUNTAIN_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_SHIELD_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_SHIELD_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_HEART_PIECE_GRAVE, ENTR_REDEAD_GRAVE_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_HEART_PIECE_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_HEART_PIECE_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_COMPOSERS_GRAVE, ENTR_ROYAL_FAMILYS_TOMB_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_COMPOSERS_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ROYAL_TOMB_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_GRAVE, ENTR_WINDMILL_AND_DAMPES_GRAVE_GRAVE },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_DAMPES_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_DAMPES_GRAVE_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_LW_BRIDGE_FROM_FOREST, ENTR_LOST_WOODS_BRIDGE_EAST_EXIT },
{ EntranceType::Overworld, RR_LW_BRIDGE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_LOWER_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_LW_FOREST_EXIT, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_UPPER_EXIT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_GC_WOODS_WARP, ENTR_GORON_CITY_TUNNEL_SHORTCUT },
{ EntranceType::Overworld, RR_GC_WOODS_WARP, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_TUNNEL_SHORTCUT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_ZORAS_RIVER, ENTR_ZORAS_RIVER_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_RIVER, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_LW_BEYOND_MIDO, RR_SFM_ENTRYWAY, ENTR_SACRED_FOREST_MEADOW_SOUTH_EXIT },
{ EntranceType::Overworld, RR_SFM_ENTRYWAY, RR_LW_BEYOND_MIDO, ENTR_LOST_WOODS_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_LW_BRIDGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_WOODED_EXIT },
{ EntranceType::Overworld, RR_HYRULE_FIELD, RR_LW_BRIDGE, ENTR_LOST_WOODS_BRIDGE_WEST_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_NORTH_EXIT },
{ EntranceType::Overworld, RR_LAKE_HYLIA, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_FENCE_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_GERUDO_VALLEY, ENTR_GERUDO_VALLEY_EAST_EXIT },
{ EntranceType::Overworld, RR_GERUDO_VALLEY, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ROCKY_PATH } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NEAR_GUARD_EXIT },
{ EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ON_BRIDGE_SPAWN } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_FRONT_GATE },
{ EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_STAIRS_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_ZR_FRONT, ENTR_ZORAS_RIVER_WEST_EXIT },
{ EntranceType::Overworld, RR_ZR_FRONT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_RIVER_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_ENTRANCE },
{ EntranceType::Overworld, RR_LON_LON_RANCH, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_CENTER_EXIT } },
{ { EntranceType::Overworld, RR_LAKE_HYLIA, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_GV_FORTRESS_SIDE, RR_GERUDO_FORTRESS, ENTR_GERUDOS_FORTRESS_EAST_EXIT },
{ EntranceType::Overworld, RR_GERUDO_FORTRESS, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_WEST_EXIT } },
{ { EntranceType::Overworld, RR_GF_OUTSIDE_GATE, RR_WASTELAND_NEAR_FORTRESS, ENTR_HAUNTED_WASTELAND_EAST_EXIT },
{ EntranceType::Overworld, RR_WASTELAND_NEAR_FORTRESS, RR_GF_OUTSIDE_GATE, ENTR_GERUDOS_FORTRESS_GATE_EXIT } },
{ { EntranceType::Overworld, RR_WASTELAND_NEAR_COLOSSUS, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_EAST_EXIT },
{ EntranceType::Overworld, RR_DESERT_COLOSSUS, RR_WASTELAND_NEAR_COLOSSUS, ENTR_HAUNTED_WASTELAND_WEST_EXIT } },
{ { EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_SOUTH_EXIT },
{ EntranceType::Overworld, RR_THE_MARKET, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_CASTLE_GROUNDS, RR_THE_MARKET, ENTR_MARKET_DAY_CASTLE_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_GOSSIP_STONE_EXIT },
{ EntranceType::Overworld, RR_TOT_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_DAY_TEMPLE_EXIT } },
{ { EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ENTRANCE },
{ EntranceType::Overworld, RR_THE_GRAVEYARD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_SOUTHEAST_EXIT } },
{ { EntranceType::Overworld, RR_KAK_BEHIND_GATE, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT },
{ EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_KAK_BEHIND_GATE, ENTR_KAKARIKO_VILLAGE_GUARD_GATE } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_GORON_CITY, ENTR_GORON_CITY_UPPER_EXIT },
{ EntranceType::Overworld, RR_GORON_CITY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_GC_EXIT } },
{ { EntranceType::Overworld, RR_GC_DARUNIAS_CHAMBER, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GC_EXIT },
{ EntranceType::Overworld, RR_DMC_LOWER_NEARBY, RR_GC_DARUNIAS_CHAMBER, ENTR_GORON_CITY_DARUNIA_ROOM_EXIT } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMC_UPPER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_UPPER_EXIT },
{ EntranceType::Overworld, RR_DMC_UPPER_NEARBY, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_SUMMIT_EXIT } },
{ { EntranceType::Overworld, RR_ZR_BEHIND_WATERFALL, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_ENTRANCE },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_ZR_BEHIND_WATERFALL, ENTR_ZORAS_RIVER_WATERFALL_EXIT } },
{ { EntranceType::Overworld, RR_ZD_BEHIND_KING_ZORA, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_TUNNEL_EXIT },
{ EntranceType::Overworld, RR_ZORAS_FOUNTAIN, RR_ZD_BEHIND_KING_ZORA, ENTR_ZORAS_DOMAIN_KING_ZORA_EXIT } },
{ { EntranceType::Overworld, RR_GV_LOWER_STREAM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_RIVER_EXIT },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_LH_OWL_FLIGHT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_DMT_OWL_FLIGHT, RR_KAK_IMPAS_ROOFTOP, ENTR_KAKARIKO_VILLAGE_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_CHILD_SPAWN, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_CHILD_SPAWN },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_ADULT_SPAWN, RR_TEMPLE_OF_TIME, ENTR_HYRULE_FIELD_10 },
NO_RETURN_ENTRANCE }, // 0x282 is an unused entrance index repurposed to differentiate between
// Adult Spawn and prelude of light (normally they both use 0x5F4)
{ { EntranceType::WarpSong, RR_MINUET_OF_FOREST_WARP, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_BOLERO_OF_FIRE_WARP, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_SERENADE_OF_WATER_WARP, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_REQUIEM_OF_SPIRIT_WARP, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_NOCTURNE_OF_SHADOW_WARP, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_PRELUDE_OF_LIGHT_WARP, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ENTRYWAY, RR_DEKU_TREE_BOSS_ROOM, ENTR_DEKU_TREE_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY, ENTR_DEKU_TREE_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, RR_DODONGOS_CAVERN_BOSS_ROOM, ENTR_DODONGOS_CAVERN_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, ENTR_DODONGOS_CAVERN_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, RR_JABU_JABUS_BELLY_BOSS_ROOM, ENTR_JABU_JABU_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, ENTR_JABU_JABU_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, RR_FOREST_TEMPLE_BOSS_ROOM, ENTR_FOREST_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, ENTR_FOREST_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, RR_FIRE_TEMPLE_BOSS_ROOM, ENTR_FIRE_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ROOM, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, ENTR_FIRE_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ENTRYWAY, RR_WATER_TEMPLE_BOSS_ROOM, ENTR_WATER_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ROOM, RR_WATER_TEMPLE_BOSS_ENTRYWAY, ENTR_WATER_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, RR_SPIRIT_TEMPLE_BOSS_ROOM, ENTR_SPIRIT_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, ENTR_SPIRIT_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, RR_SHADOW_TEMPLE_BOSS_ROOM, ENTR_SHADOW_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, ENTR_SHADOW_TEMPLE_BOSS_DOOR } },
{ { EntranceType::BlueWarp, RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_WATER_TEMPLE_BOSS_ROOM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
};
std::map<std::string, PriorityEntrance> priorityEntranceTable = {
{ "Bolero", { { RR_DMC_CENTRAL_LOCAL }, { EntranceType::OwlDrop, EntranceType::WarpSong } } },
{ "Nocturne",
{ { RR_GRAVEYARD_WARP_PAD_REGION },
{ EntranceType::OwlDrop, EntranceType::Spawn, EntranceType::WarpSong } } },
{ "Requiem",
{ { RR_DESERT_COLOSSUS, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE },
{ EntranceType::OwlDrop, EntranceType::Spawn, EntranceType::WarpSong } } },
};
mEntranceShuffleFailure = false;
SetAllEntrancesData(entranceShuffleTable);
EntrancePools oneWayEntrancePools = {};
EntrancePools entrancePools = {};
std::map<std::string, PriorityEntrance> oneWayPriorities = {};
// Owl Drops
if (ctx->GetOption(RSK_SHUFFLE_OWL_DROPS)) {
oneWayEntrancePools[EntranceType::OwlDrop] = GetShuffleableEntrances(EntranceType::OwlDrop);
}
// Spawns
if (ctx->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
oneWayEntrancePools[EntranceType::Spawn] = GetShuffleableEntrances(EntranceType::Spawn);
}
// Warpsongs
if (ctx->GetOption(RSK_SHUFFLE_WARP_SONGS)) {
oneWayEntrancePools[EntranceType::WarpSong] = GetShuffleableEntrances(EntranceType::WarpSong);
// In Glitchless, there aren't any other ways to access these areas
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
oneWayPriorities["Bolero"] = priorityEntranceTable["Bolero"];
oneWayPriorities["Nocturne"] = priorityEntranceTable["Nocturne"];
if (!ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) && !ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
oneWayPriorities["Requiem"] = priorityEntranceTable["Requiem"];
}
}
}
// Shuffle Bosses
if (ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES).IsNot(RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF)) {
if (ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES).Is(RO_BOSS_ROOM_ENTRANCE_SHUFFLE_FULL)) {
entrancePools[EntranceType::Boss] = GetShuffleableEntrances(EntranceType::ChildBoss);
AddElementsToPool(entrancePools[EntranceType::Boss], GetShuffleableEntrances(EntranceType::AdultBoss));
// If forest is closed, ensure Ghoma is inside the Deku tree
// Deku tree being in its vanilla location is handled below
if (ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_ON) &&
!(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES))) {
FilterAndEraseFromPool(entrancePools[EntranceType::Boss], [](const Entrance* entrance) {
return entrance->GetParentRegionKey() == RR_DEKU_TREE_BOSS_ENTRYWAY &&
entrance->GetConnectedRegionKey() == RR_DEKU_TREE_BOSS_ROOM;
});
}
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
for (Entrance* entrance : entrancePools[EntranceType::Boss]) {
entrancePools[EntranceType::BossReverse].push_back(entrance->GetReverse());
}
}
} else {
entrancePools[EntranceType::ChildBoss] = GetShuffleableEntrances(EntranceType::ChildBoss);
entrancePools[EntranceType::AdultBoss] = GetShuffleableEntrances(EntranceType::AdultBoss);
// If forest is closed, ensure Ghoma is inside the Deku tree
if (ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_ON) &&
!(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES))) {
FilterAndEraseFromPool(entrancePools[EntranceType::ChildBoss], [](const Entrance* entrance) {
return entrance->GetParentRegionKey() == RR_DEKU_TREE_BOSS_ENTRYWAY &&
entrance->GetConnectedRegionKey() == RR_DEKU_TREE_BOSS_ROOM;
});
}
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
for (Entrance* entrance : entrancePools[EntranceType::ChildBoss]) {
entrancePools[EntranceType::ChildBossReverse].push_back(entrance->GetReverse());
}
for (Entrance* entrance : entrancePools[EntranceType::AdultBoss]) {
entrancePools[EntranceType::AdultBossReverse].push_back(entrance->GetReverse());
}
}
}
}
// Shuffle Dungeon Entrances
if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF)) {
entrancePools[EntranceType::Dungeon] = GetShuffleableEntrances(EntranceType::Dungeon);
// Add Ganon's Castle, if set to On + Ganon
if (ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_ON_PLUS_GANON)) {
AddElementsToPool(entrancePools[EntranceType::Dungeon],
GetShuffleableEntrances(EntranceType::GanonDungeon));
}
// If forest is closed don't allow a forest escape via spirit temple hands
if (ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_ON) &&
!(ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES))) {
FilterAndEraseFromPool(entrancePools[EntranceType::Dungeon], [](const Entrance* entrance) {
return entrance->GetParentRegionKey() == RR_KF_OUTSIDE_DEKU_TREE &&
entrance->GetConnectedRegionKey() == RR_DEKU_TREE_ENTRYWAY;
});
}
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
for (Entrance* entrance : entrancePools[EntranceType::Dungeon]) {
entrancePools[EntranceType::DungeonReverse].push_back(entrance->GetReverse());
}
}
}
// Interior entrances
if (ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).IsNot(RO_INTERIOR_ENTRANCE_SHUFFLE_OFF)) {
entrancePools[EntranceType::Interior] = GetShuffleableEntrances(EntranceType::Interior);
// Special interiors
if (ctx->GetOption(RSK_SHUFFLE_INTERIOR_ENTRANCES).Is(RO_INTERIOR_ENTRANCE_SHUFFLE_ALL)) {
AddElementsToPool(entrancePools[EntranceType::Interior],
GetShuffleableEntrances(EntranceType::SpecialInterior));
}
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
for (Entrance* entrance : entrancePools[EntranceType::Interior]) {
entrancePools[EntranceType::InteriorReverse].push_back(entrance->GetReverse());
}
}
}
// grotto entrances
if (ctx->GetOption(RSK_SHUFFLE_GROTTO_ENTRANCES)) {
entrancePools[EntranceType::GrottoGrave] = GetShuffleableEntrances(EntranceType::GrottoGrave);
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
for (Entrance* entrance : entrancePools[EntranceType::GrottoGrave]) {
entrancePools[EntranceType::GrottoGraveReverse].push_back(entrance->GetReverse());
}
}
}
// overworld entrances
if (ctx->GetOption(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
bool excludeOverworldReverse =
ctx->GetOption(RSK_MIX_OVERWORLD_ENTRANCES) && !ctx->GetOption(RSK_DECOUPLED_ENTRANCES);
entrancePools[EntranceType::Overworld] =
GetShuffleableEntrances(EntranceType::Overworld, excludeOverworldReverse);
// Only shuffle GV Lower Stream -> Lake Hylia if decoupled entrances are on
if (!ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
FilterAndEraseFromPool(entrancePools[EntranceType::Overworld], [](const Entrance* entrance) {
return entrance->GetParentRegionKey() == RR_GV_LOWER_STREAM &&
entrance->GetConnectedRegionKey() == RR_LAKE_HYLIA;
});
}
}
// Set shuffled entrances as such
SetShuffledEntrances(entrancePools);
SetShuffledEntrances(oneWayEntrancePools);
// combine entrance pools if mixing pools. Only continue if more than one pool is selected.
int totalMixedPools =
(ctx->GetOption(RSK_MIX_DUNGEON_ENTRANCES) ? 1 : 0) + (ctx->GetOption(RSK_MIX_BOSS_ENTRANCES) ? 1 : 0) +
(ctx->GetOption(RSK_MIX_OVERWORLD_ENTRANCES) ? 1 : 0) + (ctx->GetOption(RSK_MIX_INTERIOR_ENTRANCES) ? 1 : 0) +
(ctx->GetOption(RSK_MIX_GROTTO_ENTRANCES) ? 1 : 0);
if (totalMixedPools < 2) {
ctx->GetOption(RSK_MIXED_ENTRANCE_POOLS).SetContextIndex(RO_GENERIC_OFF);
ctx->GetOption(RSK_MIX_DUNGEON_ENTRANCES).SetContextIndex(RO_GENERIC_OFF);
ctx->GetOption(RSK_MIX_BOSS_ENTRANCES).SetContextIndex(RO_GENERIC_OFF);
ctx->GetOption(RSK_MIX_OVERWORLD_ENTRANCES).SetContextIndex(RO_GENERIC_OFF);
ctx->GetOption(RSK_MIX_INTERIOR_ENTRANCES).SetContextIndex(RO_GENERIC_OFF);
ctx->GetOption(RSK_MIX_GROTTO_ENTRANCES).SetContextIndex(RO_GENERIC_OFF);
}
if (ctx->GetOption(RSK_MIXED_ENTRANCE_POOLS)) {
std::set<EntranceType> poolsToMix = {};
if (ctx->GetOption(RSK_MIX_DUNGEON_ENTRANCES)) {
poolsToMix.insert(EntranceType::Dungeon);
// Insert reverse entrances when decoupled entrances is on
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
poolsToMix.insert(EntranceType::DungeonReverse);
}
}
if (ctx->GetOption(RSK_MIX_BOSS_ENTRANCES)) {
poolsToMix.insert(EntranceType::Boss);
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
poolsToMix.insert(EntranceType::BossReverse);
}
}
if (ctx->GetOption(RSK_MIX_OVERWORLD_ENTRANCES)) {
poolsToMix.insert(EntranceType::Overworld);
}
if (ctx->GetOption(RSK_MIX_INTERIOR_ENTRANCES)) {
poolsToMix.insert(EntranceType::Interior);
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
poolsToMix.insert(EntranceType::InteriorReverse);
}
}
if (ctx->GetOption(RSK_MIX_GROTTO_ENTRANCES)) {
poolsToMix.insert(EntranceType::GrottoGrave);
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
poolsToMix.insert(EntranceType::GrottoGraveReverse);
}
}
for (auto& pool : entrancePools) {
auto type = pool.first;
if (poolsToMix.count(type) > 0) {
AddElementsToPool(entrancePools[EntranceType::Mixed], pool.second);
entrancePools[type].clear();
}
}
}
// Build target entrance pools and set the assumption for entrances being reachable
EntrancePools oneWayTargetEntrancePools = {};
for (auto& pool : oneWayEntrancePools) {
std::vector<EntranceType> validTargetTypes = {};
EntranceType poolType = pool.first;
if (poolType == EntranceType::OwlDrop) {
validTargetTypes = { EntranceType::WarpSong, EntranceType::OwlDrop, EntranceType::Overworld,
EntranceType::Extra };
oneWayTargetEntrancePools[poolType] =
BuildOneWayTargets(validTargetTypes, { std::make_pair(RR_PRELUDE_OF_LIGHT_WARP, RR_TEMPLE_OF_TIME) });
// Owl Drops are only accessible as child, so targets should reflect that
for (Entrance* target : oneWayTargetEntrancePools[poolType]) {
target->SetCondition([] { return logic->IsChild; });
}
} else if (poolType == EntranceType::Spawn) {
validTargetTypes = { EntranceType::Spawn, EntranceType::WarpSong, EntranceType::OwlDrop,
EntranceType::Overworld, EntranceType::Interior, EntranceType::SpecialInterior,
EntranceType::GrottoGrave, EntranceType::Extra };
oneWayTargetEntrancePools[poolType] = BuildOneWayTargets(validTargetTypes);
} else if (poolType == EntranceType::WarpSong) {
validTargetTypes = { EntranceType::Spawn, EntranceType::WarpSong, EntranceType::OwlDrop,
EntranceType::Overworld, EntranceType::Interior, EntranceType::SpecialInterior,
EntranceType::GrottoGrave, EntranceType::Extra };
oneWayTargetEntrancePools[poolType] = BuildOneWayTargets(validTargetTypes);
}
// for target in one_way_target_entrance_pools[pool_type]:
// target.add_rule((lambda entrances=entrance_pool: (lambda state, **kwargs:
// any(entrance.connected_region == None for entrance in entrances)))())
}
// Disconnect all one way entrances at this point (they need to be connected during all of the above process)
for (auto& pool : oneWayEntrancePools) {
for (Entrance* entrance : pool.second) {
mTotalRandomizableEntrances++;
entrance->Disconnect();
}
}
// Assume entrance pools for each type
EntrancePools targetEntrancePools = {};
for (auto& pool : entrancePools) {
targetEntrancePools[pool.first] = AssumeEntrancePool(pool.second);
}
// distribution stuff
// check placed on-way entrances
// remove replaced entrances so we don't place two in one target
// remvoe priority targets if any placed entrances point at their regions
// Place priority entrances
ShuffleOneWayPriorityEntrances(oneWayPriorities, oneWayEntrancePools, oneWayTargetEntrancePools);
if (mEntranceShuffleFailure) {
return ENTRANCE_SHUFFLE_FAILURE;
}
// Delete all targets that we just placed from one way target pools so
// multiple one way entrances don't use the same target
std::vector<Entrance*> replacedEntrances = {};
for (auto& pool : oneWayEntrancePools) {
for (Entrance* entrance : pool.second) {
if (entrance->GetReplacement() != nullptr) {
replacedEntrances.push_back(entrance);
}
}
}
for (auto& pool : oneWayTargetEntrancePools) {
for (Entrance* remainingTarget : pool.second) {
auto replacement = remainingTarget->GetReplacement();
if (ElementInContainer(replacement, replacedEntrances)) {
DeleteTargetEntrance(remainingTarget);
}
}
}
// Shuffle all one way entrances among pools to shuffle
for (auto& pool : oneWayEntrancePools) {
ShuffleEntrancePool(pool.second, oneWayTargetEntrancePools[pool.first], 5);
if (mEntranceShuffleFailure) {
return ENTRANCE_SHUFFLE_FAILURE;
}
// Delete all targets that we just placed from other one way target pools so
// multiple one way entrances don't use the same target
replacedEntrances =
FilterFromPool(pool.second, [](Entrance* entrance) { return entrance->GetReplacement() != nullptr; });
for (auto& targetPool : oneWayTargetEntrancePools) {
for (Entrance* remainingTarget : targetPool.second) {
auto replacement = remainingTarget->GetReplacement();
if (ElementInContainer(replacement, replacedEntrances)) {
DeleteTargetEntrance(remainingTarget);
}
}
}
// Delete all unused extra targets after placing a one way pool, since the
// unused targets won't ever be replaced
for (Entrance* unusedTarget : oneWayTargetEntrancePools[pool.first]) {
DeleteTargetEntrance(unusedTarget);
}
}
// shuffle all entrances among pools to shuffle
for (auto& pool : entrancePools) {
ShuffleEntrancePool(pool.second, targetEntrancePools[pool.first]);
if (mEntranceShuffleFailure) {
return ENTRANCE_SHUFFLE_FAILURE;
}
}
// Determine blue warp targets
// RANDOTODO: add bluewarp shuffle
if (true /* ctx->GetOption(RSK_SHUFFLE_BLUEWARP_ENTRANCES).Is(RO_BLUEWARP_ENTRANCE_SHUFFLE_DUNGEON) */) {
// If a boss room is inside a boss door, make the blue warp go outside the dungeon's entrance
std::map<std::string, Entrance*> bossExits = {
{ EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE)) },
{ EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL)) },
{ EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN)) },
{ EntranceNameByRegions(RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW)) },
{ EntranceNameByRegions(RR_FIRE_TEMPLE_BOSS_ROOM, RR_FIRE_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_FIRE_TEMPLE_ENTRYWAY, RR_DMC_CENTRAL_LOCAL)) },
{ EntranceNameByRegions(RR_WATER_TEMPLE_BOSS_ROOM, RR_WATER_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_WATER_TEMPLE_ENTRYWAY, RR_LAKE_HYLIA)) },
{ EntranceNameByRegions(RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_SPIRIT_TEMPLE_ENTRYWAY, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE)) },
{ EntranceNameByRegions(RR_SHADOW_TEMPLE_BOSS_ROOM, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(EntranceNameByRegions(RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION)) },
};
// If a boss room is inside a dungeon entrance (or inside a dungeon which is inside a dungeon entrance), make
// the blue warp go to that dungeon's blue warp target
std::map<std::string, Entrance*> dungeonExits = {
{ EntranceNameByRegions(RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE),
GetEntrance(EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE)) },
{ EntranceNameByRegions(RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL),
GetEntrance(EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL)) },
{ EntranceNameByRegions(RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN),
GetEntrance(EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN)) },
{ EntranceNameByRegions(RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW),
GetEntrance(EntranceNameByRegions(RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW)) },
{ EntranceNameByRegions(RR_FIRE_TEMPLE_ENTRYWAY, RR_DMC_CENTRAL_LOCAL),
GetEntrance(EntranceNameByRegions(RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL)) },
{ EntranceNameByRegions(RR_WATER_TEMPLE_ENTRYWAY, RR_LAKE_HYLIA),
GetEntrance(EntranceNameByRegions(RR_WATER_TEMPLE_BOSS_ROOM, RR_LAKE_HYLIA)) },
{ EntranceNameByRegions(RR_SPIRIT_TEMPLE_ENTRYWAY, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE),
GetEntrance(EntranceNameByRegions(RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_DESERT_COLOSSUS)) },
{ EntranceNameByRegions(RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION),
GetEntrance(EntranceNameByRegions(RR_SHADOW_TEMPLE_BOSS_ROOM, RR_GRAVEYARD_WARP_PAD_REGION)) },
};
// Pair <BlueWarp exit, BossRoom reverse exit>
std::vector<EntrancePair> bossRoomExitPairs = {
{ GetEntrance(EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE)),
GetEntrance(EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL)),
GetEntrance(EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN)),
GetEntrance(EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW)),
GetEntrance(EntranceNameByRegions(RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL)),
GetEntrance(EntranceNameByRegions(RR_FIRE_TEMPLE_BOSS_ROOM, RR_FIRE_TEMPLE_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_WATER_TEMPLE_BOSS_ROOM, RR_LAKE_HYLIA)),
GetEntrance(EntranceNameByRegions(RR_WATER_TEMPLE_BOSS_ROOM, RR_WATER_TEMPLE_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_DESERT_COLOSSUS)),
GetEntrance(EntranceNameByRegions(RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY)) },
{ GetEntrance(EntranceNameByRegions(RR_SHADOW_TEMPLE_BOSS_ROOM, RR_GRAVEYARD_WARP_PAD_REGION)),
GetEntrance(EntranceNameByRegions(RR_SHADOW_TEMPLE_BOSS_ROOM, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY)) },
};
for (EntrancePair pair : bossRoomExitPairs) {
Entrance* target = pair.second->GetReplacement() != nullptr ? pair.second->GetReplacement() : pair.second;
if (!ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
while (bossExits.find(target->GetName()) != bossExits.end()) {
Entrance* next = bossExits.at(target->GetName());
target = next->GetReplacement() != nullptr ? next->GetReplacement() : next;
}
if (dungeonExits.find(target->GetName()) != dungeonExits.end()) {
target = dungeonExits.at(target->GetName());
}
}
pair.first->Connect(target->GetOriginalConnectedRegionKey());
pair.first->SetReplacement(target);
}
}
// Validate the world one last time to ensure all special conditions are still valid
if (!ValidateWorld(nullptr)) {
return ENTRANCE_SHUFFLE_FAILURE;
}
return ENTRANCE_SHUFFLE_SUCCESS;
}
void EntranceShuffler::CreateEntranceOverrides() {
auto ctx = Rando::Context::GetInstance();
entranceOverrides.fill({0, 0, 0, 0, 0});
if (mNoRandomEntrances) {
return;
}
SPDLOG_DEBUG("\nCREATING ENTRANCE OVERRIDES\n");
auto allShuffleableEntrances = GetShuffleableEntrances(EntranceType::All, false);
int i = 0;
for (Entrance* entrance : allShuffleableEntrances) {
// Include blue warps when dungeons or bosses are shuffled
bool includeBluewarps =
entrance->GetType() == Rando::EntranceType::BlueWarp &&
(ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES) || ctx->GetOption(RSK_SHUFFLE_BOSS_ENTRANCES));
// Double-check to make sure the entrance is actually shuffled
if (!entrance->IsShuffled() && !includeBluewarps) {
continue;
}
auto message = "Setting " + entrance->to_string() + "\n";
SPDLOG_DEBUG(message);
uint8_t type = (uint8_t)entrance->GetType();
int16_t originalIndex = entrance->GetIndex();
int16_t replacementIndex = entrance->GetReplacement()->GetIndex();
int16_t destinationIndex = -1;
int16_t replacementDestinationIndex = -1;
// Only set destination indices for two way entrances and when decouple entrances
// is off
if (entrance->GetReverse() != nullptr && !ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
replacementDestinationIndex = entrance->GetReplacement()->GetReverse()->GetIndex();
destinationIndex = entrance->GetReverse()->GetIndex();
}
entranceOverrides[i] = {
.type = type,
.index = originalIndex,
.destination = destinationIndex,
.override = replacementIndex,
.overrideDestination = replacementDestinationIndex,
};
message = "\tOriginal: " + std::to_string(originalIndex) + "\n";
SPDLOG_DEBUG(message);
message = "\tReplacement " + std::to_string(replacementIndex) + "\n";
SPDLOG_DEBUG(message);
i++;
}
}
/// @brief set all the entrances to be 0 to indicate an unshuffled entrance
void EntranceShuffler::UnshuffleAllEntrances() {
for (auto& entranceOveride : entranceOverrides) {
entranceOveride.type = 0;
entranceOveride.index = 0;
entranceOveride.destination = 0;
entranceOveride.override = 0;
entranceOveride.overrideDestination = 0;
}
}
void EntranceShuffler::ParseJson(nlohmann::json spoilerFileJson) {
UnshuffleAllEntrances();
try {
nlohmann::json entrancesJson = spoilerFileJson["entrances"];
size_t i = 0;
for (auto it = entrancesJson.begin(); it != entrancesJson.end(); ++it, i++) {
nlohmann::json entranceJson = *it;
for (auto entranceIt = entranceJson.begin(); entranceIt != entranceJson.end(); ++entranceIt) {
if (entranceIt.key() == "type") {
entranceOverrides[i].type = entranceIt.value();
} else if (entranceIt.key() == "index") {
entranceOverrides[i].index = entranceIt.value();
} else if (entranceIt.key() == "destination") {
entranceOverrides[i].destination = entranceIt.value();
} else if (entranceIt.key() == "override") {
entranceOverrides[i].override = entranceIt.value();
} else if (entranceIt.key() == "overrideDestination") {
entranceOverrides[i].overrideDestination = entranceIt.value();
}
}
}
} catch (const std::exception& e) { throw e; }
}
} // namespace Rando
extern "C" EntranceOverride* Randomizer_GetEntranceOverrides() {
return Rando::Context::GetInstance()->GetEntranceShuffler()->entranceOverrides.data();
}