Decouple GBK from LACS (#5838)

Triforce Pieces can now be tokens for bridge or ganon's soul. & can be tokens for multiple rewards

Wincon can now be arbitrary conditions

Ganon's Soul (removed from existing boss soul options) can now be arbitrary conditions

Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
This commit is contained in:
Philip Dubé
2026-07-04 20:04:09 +00:00
committed by GitHub
parent 618b7694b1
commit 015440fdff
55 changed files with 1379 additions and 663 deletions
+4 -18
View File
@@ -327,6 +327,10 @@ u8 CheckDungeonCount() {
dungeonCount++;
}
if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_GANONS_TOWER)) {
dungeonCount++;
}
return dungeonCount;
}
@@ -348,24 +352,6 @@ u8 CheckBridgeRewardCount() {
return bridgeRewardCount;
}
u8 CheckLACSRewardCount() {
u8 lacsRewardCount = 0;
switch (Randomizer_GetSettingValue(RSK_LACS_OPTIONS)) {
case RO_LACS_WILDCARD_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
lacsRewardCount += 1;
}
break;
case RO_LACS_GREG_REWARD:
if (Flags_GetRandomizerInf(RAND_INF_GREG_FOUND)) {
lacsRewardCount += 1;
}
break;
}
return lacsRewardCount;
}
void Play_Init(GameState* thisx) {
PlayState* play = (PlayState*)thisx;
GraphicsContext* gfxCtx = play->state.gfxCtx;
+2 -1
View File
@@ -1656,7 +1656,8 @@ void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 dr
if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
} else if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_TRIFORCE_PIECE) {
} else if (this->getItemEntry.modIndex == MOD_RANDOMIZER &&
(this->getItemEntry.getItemId == RG_TRIFORCE_PIECE || this->getItemEntry.getItemId == RG_TRIFORCE)) {
Randomizer_DrawTriforcePieceGI(play, this->getItemEntry);
} else if (this->getItemEntry.drawFunc != NULL) {
this->getItemEntry.drawFunc(play, &this->getItemEntry);
@@ -1692,14 +1692,18 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
(player->meleeWeaponState != 0) && (player->heldItemAction == PLAYER_IA_SWORD_MASTER)) {
func_80064520(play, &play->csCtx);
GameInteractor_ExecuteOnBossDefeat(&this->actor);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
this->csState = 7;
this->csTimer = 0;
Animation_MorphToPlayOnce(&this->skelAnime, &gGanonFinalBlowAnim, 0.0f);
this->unk_194 = Animation_GetLastFrame(&gGanonFinalBlowAnim);
play->startPlayerCutscene(play, &this->actor, 0x61);
if (GameInteractor_Should(VB_SLAY_GANON, true)) {
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
this->csState = 7;
this->csTimer = 0;
Animation_MorphToPlayOnce(&this->skelAnime, &gGanonFinalBlowAnim, 0.0f);
this->unk_194 = Animation_GetLastFrame(&gGanonFinalBlowAnim);
play->startPlayerCutscene(play, &this->actor, 0x61);
} else {
break;
}
} else {
break;
}