Added "invincibility" code on Magic Cape and Cane of Byrna for use in logic
Removed small key shuffle setting check from small key function; this means that small key counts must always be tracked
All dark room logic in all areas is marked as optional, and is using the singular darkRooms Lua function
Removed some redundant lines from boss killing logic, and some extraneous commas
Overworld
Removed some redundant logic lines when spotted
Reworked Castle Escape's logic (see below)
Added some missing dark room requirements
Allow for fake flipper to IP
Update Spike Room requirements based on AP's logic
Hyrule Castle/Castle Escape
Removed key requirement on Dark Cross
Fixed access rules for Secret Passage
Desert Palace
Fix small key logic on boss
Allow for "stealing" the small key from the back to access the Compass Room
Palace of Darkness
Major rework of small key requirements from the AP logic. Please reference the AP test cases.
Big Key chest can now be accessed from bow-locked side
Added Enemizer logic to boss room
Might be missing because I forgot: Hammeryump logic
Swamp Palace
Remove extraneous "vanilla" Big Key and Map chests that were missed last time
Removed hookshot requirement from Big Chest
Thieves' Town
Added small key requirement to Big Chest
Misery Mire
Added boots or hookshot requirement to enter the dungeon proper, removed from child checks
Added fire requirement to Compass chest
Added optional protection requirement for Spike Chest (yes, this matches the AP logic)
Ice Palace
Added missing small key logic
Added missing hookshot logic on Spike Room
Added Somaria workaround for one small key on boss entry
Removed glove requirement from Big Key chest
Add support for Icebreaker and Bomb Jump
Turtle Rock
NOTE: Turtle Rock does not have an AP test suite. Please check my logic here with extra scrutiny.
Fixed some incorrect small key checkers
Added clipping logic to Crystaroller room
Complete rework of Eye Bridge logic to include invincibility items
Boss room no longer requires the ability to get through lasers
Ganon's Tower
DMs room cannot be reached by bonking, so removed boots logic for that location
Reworked a lot of Bottom Left's key and access logic based on AP's logic rules
Moved fire source to Top's base requirement, as it comes before any of the checks (in hindsight, this is slightly wrong: it doesn't precede the Lanmolas refight)
i'll only change one thing for Darkword Misery mire. my wording on that was unclear. i meant that the hookshot or boots check could have been 1 lvl lower
Massive overhaul of all dungeon logics. Logic is based on the AP logic and not the VT logic, test cases found here: https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds/alttp/test
General
Overworld
Hyrule Castle/Castle Escape
Desert Palace
Palace of Darkness
Swamp Palace
Thieves' Town
Misery Mire
Ice Palace
Turtle Rock
NOTE: Turtle Rock does not have an AP test suite. Please check my logic here with extra scrutiny.
Ganon's Tower