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3 changes: 2 additions & 1 deletion mm/2s2h/Rando/Logic/Regions/MilkRoad.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,8 @@ static RegisterShipInitFunc initFunc([]() {
.checks = {
// TODO: Trick: Jumpslash to clip through (similar to Clock Town Straw).
// Zora can just climb up, adding it to logic for now but if someone wants to make it a trick later feel free.
CHECK(RC_DOGGY_RACETRACK_CHEST, HAS_ITEM(ITEM_HOOKSHOT) || CAN_GROW_BEAN_PLANT || CAN_BE_ZORA),
// TODO: This soil patch can be watered with the Day 2 rain. Clock shuffle will need to require Day 2 or another water source.
CHECK(RC_DOGGY_RACETRACK_CHEST, HAS_ITEM(ITEM_HOOKSHOT) || HAS_ITEM(ITEM_MAGIC_BEANS) || CAN_BE_ZORA),
CHECK(RC_DOGGY_RACETRACK_PIECE_OF_HEART, HAS_ITEM(ITEM_MASK_TRUTH)),
CHECK(RC_DOGGY_RACETRACK_POT_01, true),
CHECK(RC_DOGGY_RACETRACK_POT_02, true),
Expand Down
2 changes: 1 addition & 1 deletion mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,7 @@ static RegisterShipInitFunc initFunc([]() {
CHECK(RC_ENEMY_DROP_LIKE_LIKE, CanKillEnemy(ACTOR_EN_RR) && CanReachRegions({ RR_ZORA_CAPE,
RR_GREAT_BAY_COAST })),
CHECK(RC_ENEMY_DROP_MAD_SCRUB, CanKillEnemy(ACTOR_EN_DEKUNUTS) && CanReachRegions({ RR_WOODFALL,
RR_DEKU_PALACE_INSIDE })),
RR_DEKU_PALACE_INSIDE_UPPER })),
CHECK(RC_ENEMY_DROP_MINI_BABA, CanKillEnemy(ACTOR_EN_KAREBABA) && CanReachRegions({ RR_SOUTHERN_SWAMP_NORTH,
RR_SOUTHERN_SWAMP_NEAR_WOODS,
RR_DEKU_PALACE_OUTSIDE,
Expand Down
23 changes: 17 additions & 6 deletions mm/2s2h/Rando/Logic/Regions/South.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -76,11 +76,9 @@ static RegisterShipInitFunc initFunc([]() {
EXIT(ENTRANCE(DEKU_PALACE, 9), ENTRANCE(GROTTOS, 12), true), // TODO: Grotto mapping
},
};
Regions[RR_DEKU_PALACE_INSIDE] = RandoRegion{ .name = "Inside", .sceneId = SCENE_22DEKUCITY,
Regions[RR_DEKU_PALACE_INSIDE_LOWER] = RandoRegion{ .name = "Inside, Lower", .sceneId = SCENE_22DEKUCITY,
.checks = {
CHECK(RC_DEKU_PALACE_PIECE_OF_HEART, true),
CHECK(RC_DEKU_PALACE_POT_01, CAN_BE_DEKU),
CHECK(RC_DEKU_PALACE_POT_02, CAN_BE_DEKU),
CHECK(RC_DEKU_PALACE_FREESTANDING_RUPEE_01, CAN_BE_DEKU),
CHECK(RC_DEKU_PALACE_FREESTANDING_RUPEE_02, CAN_BE_DEKU),
CHECK(RC_DEKU_PALACE_FREESTANDING_RUPEE_03, CAN_BE_DEKU),
Expand Down Expand Up @@ -108,21 +106,34 @@ static RegisterShipInitFunc initFunc([]() {
},
.exits = { // TO FROM
EXIT(ENTRANCE(DEKU_KINGS_CHAMBER, 0), ENTRANCE(DEKU_PALACE, 2), true),
EXIT(ENTRANCE(DEKU_KINGS_CHAMBER, 1), ENTRANCE(DEKU_PALACE, 3), CAN_BE_DEKU), // Cell TODO: Is there something to do with beans here?
EXIT(ENTRANCE(GROTTOS, 12), ENTRANCE(DEKU_PALACE, 9), true), // TODO: Grotto mapping
},
.connections = {
CONNECTION(RR_DEKU_PALACE_OUTSIDE, true),
},
};
Regions[RR_DEKU_PALACE_INSIDE_UPPER] = RandoRegion{ .name = "Inside, Upper", .sceneId = SCENE_22DEKUCITY,
.checks = {
CHECK(RC_DEKU_PALACE_POT_01, CAN_BE_DEKU),
CHECK(RC_DEKU_PALACE_POT_02, CAN_BE_DEKU),
},
.exits = { // TO FROM
EXIT(ENTRANCE(DEKU_KINGS_CHAMBER, 1), ENTRANCE(DEKU_PALACE, 3), CAN_BE_DEKU), // Cell
},
.connections = {
CONNECTION(RR_DEKU_PALACE_INSIDE_LOWER, true),
},
};
Regions[RR_DEKU_PALACE_OUTSIDE] = RandoRegion{ .name = "Outside", .sceneId = SCENE_22DEKUCITY,
.exits = { // TO FROM
EXIT(ENTRANCE(SOUTHERN_SWAMP_POISONED, 3), ENTRANCE(DEKU_PALACE, 0), true),
EXIT(ENTRANCE(SOUTHERN_SWAMP_POISONED, 4), ENTRANCE(DEKU_PALACE, 5), CAN_BE_DEKU), // Treetop
EXIT(ENTRANCE(DEKU_SHRINE, 0), ENTRANCE(DEKU_PALACE, 4), RANDO_EVENTS[RE_CLEARED_WOODFALL_TEMPLE]),
EXIT(ENTRANCE(DEKU_SHRINE, 0), ENTRANCE(DEKU_PALACE, 4), RANDO_EVENTS[RE_CLEARED_WOODFALL_TEMPLE] && CAN_TRAVERSE_WAIST_DEEP_WATER),
},
.connections = {
CONNECTION(RR_DEKU_PALACE_INSIDE, CAN_BE_DEKU),
CONNECTION(RR_DEKU_PALACE_INSIDE_LOWER, CAN_BE_DEKU),
// TODO: This soil patch can be watered with the Day 2 rain. Clock shuffle will need to require Day 2 or another water source.
CONNECTION(RR_DEKU_PALACE_INSIDE_UPPER, (CAN_BE_DEKU || (RANDO_EVENTS[RE_CLEARED_WOODFALL_TEMPLE] && CAN_TRAVERSE_WAIST_DEEP_WATER)) && HAS_ITEM(ITEM_MAGIC_BEANS)),
},
};
Regions[RR_DEKU_SHRINE_ENTRANCE] = RandoRegion{ .name = "Entrance", .sceneId = SCENE_DANPEI,
Expand Down
3 changes: 2 additions & 1 deletion mm/2s2h/Rando/Types.h
Original file line number Diff line number Diff line change
Expand Up @@ -2511,7 +2511,8 @@ typedef enum {
RR_DEKU_KINGS_CHAMBER_HOLDING_CELL,
RR_DEKU_KINGS_CHAMBER,
RR_DEKU_PALACE_BEAN_SALESMAN_GROTTO,
RR_DEKU_PALACE_INSIDE,
RR_DEKU_PALACE_INSIDE_LOWER,
RR_DEKU_PALACE_INSIDE_UPPER,
RR_DEKU_PALACE_OUTSIDE,
RR_DEKU_SHRINE_ENTRANCE,
RR_DEKU_SHRINE,
Expand Down
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