This change comes with a negligible performance penalty on placement generation.
Rationale: It's a lot easier to
Write logic - finer separation between different logic manoeuvres. As an example, the content of the skip to Fungus1_11[left1] is contained just in the transition logic, rather than the item logic for all the geo rocks, totem, chest and MMC boss geo.
Read logic - it's easier to tell what the logic for a location is, because transitions are well-defined. (In general, when reading item logic, the scene name can be deduced from the logic, so not knowing the scene names shouldn't be a disadvantage).
Modify logic - only need to modify a single entry when modifying the logic, rather than one for each transition mode. (Or more, in some cases.)
The only changes needed from the old room rando logic to the current combined logic are shade skips (and a few airstalls); the shade skips have been added with a check on transition mode, and missing airstalls (Queen's Station, Leg Eater, Crystallized Mound) have simply been copied over to all transition modes.
The DIsablePalaceMidwarp module has been enabled to ensure that palace is accessible in item/area rando.
This change comes with a negligible performance penalty on placement generation.
Rationale: It's a lot easier to
The only changes needed from the old room rando logic to the current combined logic are shade skips (and a few airstalls); the shade skips have been added with a check on transition mode, and missing airstalls (Queen's Station, Leg Eater, Crystallized Mound) have simply been copied over to all transition modes.
The DIsablePalaceMidwarp module has been enabled to ensure that palace is accessible in item/area rando.