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Improve ganon tower logic #4526
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soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
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soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
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//18 pots | ||
}, { | ||
//Exits | ||
Entrance(RR_GANONS_TOWER_FLOOR_3, {[]{return true;}}), |
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If you warped into the ganondorf fight, you wouldn't be able to leave, so this exit shouldn't exist unless there's some special edge case I am unaware of.
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This area currently encompasses everything after the first boss door so in that case it should be split, don't know what to name the one in between the boss doors tho.
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OK I reviewed the area, and you don't seem able to go backwards through the boss key locked doors at all, which makes the whole point moot. There may be value in separating pot room from the boss if a void warp is found, but that doesn't sound like anything that's needed now
//18 pots | ||
}, { | ||
//Exits | ||
Entrance(RR_GANONS_TOWER_FLOOR_3, {[]{return true;}}), |
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OK I reviewed the area, and you don't seem able to go backwards through the boss key locked doors at all, which makes the whole point moot. There may be value in separating pot room from the boss if a void warp is found, but that doesn't sound like anything that's needed now
LOCATION(RC_GANONS_TOWER_BOSS_KEY_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)), | ||
}, { | ||
//Exits | ||
Entrance(RR_GANONS_TOWER_FLOOR_1, {[]{return true;}}), |
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You actually need to kill the enemies to go backwards through here, as the doors back down are barred too.
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// Bottle is not taken into account since a sword, hammer or stick are required | ||
// for killing ganondorf and all of those can reflect the energy ball | ||
return HasBossSoul(RG_GANON_SOUL) && CanUse(RG_LIGHT_ARROWS) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)); |
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Ganondorf can be killed with bottle+sticks, but it requires more than is reasonable on default logic with a default stick bag (20 slash, 10 jumpslash), so it should be noted down for future ammo capacity logic instead.
Separates the tower into the floors + the lair, and cleans up the logic a bit to use
CanKillEnemy
.Also does the logic for escaping ganon's castle during the collapse (which is currently stubbed until we figure out what we should do with the collapse skip).
I did also put two comments indicating where pots are to facilitate potsanity merge conflicts (worth mentioning that there are pots during escape in the same place as the ones pre-collapse but there's not the same amount of them).
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