Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to. Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default. Smaller logic issues also fixed in this PR: * The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room. * The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression. * There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical. * The panel stacks in the rhyme room now require both colours on each panel.
This commit is contained in:
parent
01d0c05259
commit
d3b09bde12
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@ -104,9 +104,11 @@ class LingoWorld(World):
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classification = item.classification
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if hasattr(self, "options") and self.options.shuffle_paintings and len(item.painting_ids) > 0\
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and len(item.door_ids) == 0 and all(painting_id not in self.player_logic.painting_mapping
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for painting_id in item.painting_ids):
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for painting_id in item.painting_ids)\
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and "pilgrim_painting2" not in item.painting_ids:
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# If this is a "door" that just moves one or more paintings, and painting shuffle is on and those paintings
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# go nowhere, then this item should not be progression.
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# go nowhere, then this item should not be progression. The Pilgrim Room painting is special and needs to be
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# excluded from this.
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classification = ItemClassification.filler
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return LingoItem(name, classification, item.code, self.player)
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@ -373,6 +373,7 @@
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ANOTHER TRY:
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id: Entry Room/Panel_advance
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tag: topwhite
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non_counting: True # This is a counting panel in-game, but it can never count towards the LEVEL 2 panel hunt.
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LEVEL 2:
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# We will set up special rules for this in code.
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id: EndPanel/Panel_level_2
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@ -1033,6 +1034,8 @@
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Hallway Room (3): True
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Hallway Room (4): True
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Hedge Maze: True # through the door to the sectioned-off part of the hedge maze
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Cellar:
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door: Lookout Entrance
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panels:
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MASSACRED:
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id: Palindrome Room/Panel_massacred_sacred
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@ -1168,11 +1171,21 @@
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- KEEP
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- BAILEY
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- TOWER
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Lookout Entrance:
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id: Cross Room Doors/Door_missing
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location_name: Outside The Agreeable - Lookout Panels
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panels:
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- NORTH
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- WINTER
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- DIAMONDS
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- FIRE
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paintings:
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- id: panda_painting
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orientation: south
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- id: eyes_yellow_painting
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orientation: east
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- id: pencil_painting7
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orientation: north
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progression:
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Progressive Hallway Room:
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- Hallway Door
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@ -2043,7 +2056,7 @@
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door: Sixth Floor
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Cellar:
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room: Room Room
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door: Shortcut to Fifth Floor
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door: Cellar Exit
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Welcome Back Area:
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door: Welcome Back
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Art Gallery:
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@ -2302,9 +2315,6 @@
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id: Master Room/Panel_mastery_mastery3
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tag: midwhite
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hunt: True
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required_door:
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room: Orange Tower Seventh Floor
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door: Mastery
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THE LIBRARY:
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id: EndPanel/Panel_library
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check: True
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@ -2675,6 +2685,10 @@
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Outside The Undeterred: True
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Outside The Agreeable: True
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Outside The Wanderer: True
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The Observant: True
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Art Gallery: True
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The Scientific: True
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Cellar: True
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Orange Tower Fifth Floor:
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room: Orange Tower Fifth Floor
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door: Welcome Back
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@ -2991,8 +3005,7 @@
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PATS:
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id: Rhyme Room/Panel_wrath_path
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colors: purple
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tag: midpurp and rhyme
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copy_to_sign: sign15
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tag: forbid
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KNIGHT:
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id: Rhyme Room/Panel_knight_write
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colors: purple
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@ -3158,6 +3171,8 @@
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door: Painting Shortcut
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painting: True
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Room Room: True # trapdoor
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Outside The Agreeable:
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painting: True
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panels:
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UNOPEN:
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id: Truncate Room/Panel_unopened_open
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@ -6299,17 +6314,22 @@
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SKELETON:
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id: Double Room/Panel_bones_syn
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tag: syn rhyme
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colors: purple
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subtag: bot
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link: rhyme BONES
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REPENTANCE:
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id: Double Room/Panel_sentence_rhyme
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colors: purple
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colors:
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- purple
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- blue
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tag: whole rhyme
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subtag: top
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link: rhyme SENTENCE
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WORD:
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id: Double Room/Panel_sentence_whole
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colors: blue
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colors:
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- purple
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- blue
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tag: whole rhyme
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subtag: bot
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link: rhyme SENTENCE
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@ -6321,6 +6341,7 @@
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link: rhyme DREAM
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FANTASY:
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id: Double Room/Panel_dream_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme DREAM
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@ -6332,6 +6353,7 @@
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link: rhyme MYSTERY
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SECRET:
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id: Double Room/Panel_mystery_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme MYSTERY
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@ -6386,25 +6408,33 @@
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door: Nines
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FERN:
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id: Double Room/Panel_return_rhyme
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colors: purple
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colors:
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- purple
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- black
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tag: ant rhyme
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subtag: top
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link: rhyme RETURN
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STAY:
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id: Double Room/Panel_return_ant
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colors: black
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colors:
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- purple
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- black
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tag: ant rhyme
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subtag: bot
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link: rhyme RETURN
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FRIEND:
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id: Double Room/Panel_descend_rhyme
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colors: purple
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colors:
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- purple
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- black
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tag: ant rhyme
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subtag: top
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link: rhyme DESCEND
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RISE:
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id: Double Room/Panel_descend_ant
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colors: black
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colors:
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- purple
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- black
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tag: ant rhyme
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subtag: bot
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link: rhyme DESCEND
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@ -6416,6 +6446,7 @@
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link: rhyme JUMP
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BOUNCE:
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id: Double Room/Panel_jump_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme JUMP
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@ -6427,6 +6458,7 @@
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link: rhyme FALL
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PLUNGE:
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id: Double Room/Panel_fall_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme FALL
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@ -6456,13 +6488,17 @@
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panels:
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BIRD:
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id: Double Room/Panel_word_rhyme
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colors: purple
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colors:
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- purple
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- blue
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tag: whole rhyme
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subtag: top
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link: rhyme WORD
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LETTER:
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id: Double Room/Panel_word_whole
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colors: blue
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colors:
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- purple
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- blue
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tag: whole rhyme
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subtag: bot
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link: rhyme WORD
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@ -6474,6 +6510,7 @@
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link: rhyme HIDDEN
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CONCEALED:
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id: Double Room/Panel_hidden_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme HIDDEN
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@ -6485,6 +6522,7 @@
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link: rhyme SILENT
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MUTE:
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id: Double Room/Panel_silent_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme SILENT
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@ -6531,6 +6569,7 @@
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link: rhyme BLOCKED
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OBSTRUCTED:
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id: Double Room/Panel_blocked_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme BLOCKED
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@ -6542,6 +6581,7 @@
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link: rhyme RISE
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SWELL:
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id: Double Room/Panel_rise_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme RISE
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@ -6553,6 +6593,7 @@
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link: rhyme ASCEND
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CLIMB:
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id: Double Room/Panel_ascend_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme ASCEND
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@ -6564,6 +6605,7 @@
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link: rhyme DOUBLE
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DUPLICATE:
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id: Double Room/Panel_double_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme DOUBLE
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@ -6642,6 +6684,7 @@
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link: rhyme CHILD
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KID:
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id: Double Room/Panel_child_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme CHILD
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@ -6653,6 +6696,7 @@
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link: rhyme CRYSTAL
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QUARTZ:
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id: Double Room/Panel_crystal_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme CRYSTAL
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@ -6664,6 +6708,7 @@
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link: rhyme CREATIVE
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INNOVATIVE (Bottom):
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id: Double Room/Panel_creative_syn
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colors: purple
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tag: syn rhyme
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subtag: bot
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link: rhyme CREATIVE
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@ -6882,7 +6927,7 @@
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event: True
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panels:
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- WALL (1)
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Shortcut to Fifth Floor:
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Cellar Exit:
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id:
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- Tower Room Area Doors/Door_panel_basement
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- Tower Room Area Doors/Door_panel_basement2
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@ -6895,7 +6940,10 @@
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door: Excavation
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Orange Tower Fifth Floor:
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room: Room Room
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door: Shortcut to Fifth Floor
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door: Cellar Exit
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Outside The Agreeable:
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room: Outside The Agreeable
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door: Lookout Entrance
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Outside The Wise:
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entrances:
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Orange Tower Sixth Floor:
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@ -7319,49 +7367,65 @@
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link: change GRAVITY
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PART:
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id: Chemistry Room/Panel_physics_2
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colors: blue
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colors:
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- blue
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- red
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tag: blue mid red bot
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subtag: mid
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link: xur PARTICLE
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MATTER:
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id: Chemistry Room/Panel_physics_1
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colors: red
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colors:
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- blue
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- red
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tag: blue mid red bot
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subtag: bot
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link: xur PARTICLE
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ELECTRIC:
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id: Chemistry Room/Panel_physics_6
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colors: purple
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: mid
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link: xpr ELECTRON
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ATOM (1):
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id: Chemistry Room/Panel_physics_3
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colors: red
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: bot
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link: xpr ELECTRON
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NEUTRAL:
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id: Chemistry Room/Panel_physics_7
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colors: purple
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: mid
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link: xpr NEUTRON
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ATOM (2):
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id: Chemistry Room/Panel_physics_4
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colors: red
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: bot
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link: xpr NEUTRON
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PROPEL:
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id: Chemistry Room/Panel_physics_8
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colors: purple
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: mid
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link: xpr PROTON
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ATOM (3):
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id: Chemistry Room/Panel_physics_5
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colors: red
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colors:
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- purple
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- red
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tag: purple mid red bot
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subtag: bot
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link: xpr PROTON
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@ -1064,6 +1064,9 @@ doors:
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Hallway Door:
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item: 444459
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location: 445214
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Lookout Entrance:
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item: 444579
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location: 445271
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Dread Hallway:
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Tenacious Entrance:
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item: 444462
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@ -1402,7 +1405,7 @@ doors:
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item: 444570
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location: 445266
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Room Room:
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Shortcut to Fifth Floor:
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Cellar Exit:
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item: 444571
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location: 445076
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Outside The Wise:
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@ -190,6 +190,25 @@ class LingoPlayerLogic:
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if item.should_include(world):
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self.real_items.append(name)
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# Calculate the requirements for the fake pilgrimage.
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fake_pilgrimage = [
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["Second Room", "Exit Door"], ["Crossroads", "Tower Entrance"],
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["Orange Tower Fourth Floor", "Hot Crusts Door"], ["Outside The Initiated", "Shortcut to Hub Room"],
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["Orange Tower First Floor", "Shortcut to Hub Room"], ["Directional Gallery", "Shortcut to The Undeterred"],
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["Orange Tower First Floor", "Salt Pepper Door"], ["Hub Room", "Crossroads Entrance"],
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["Champion's Rest", "Shortcut to The Steady"], ["The Bearer", "Shortcut to The Bold"],
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["Art Gallery", "Exit"], ["The Tenacious", "Shortcut to Hub Room"],
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["Outside The Agreeable", "Tenacious Entrance"]
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]
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pilgrimage_reqs = AccessRequirements()
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for door in fake_pilgrimage:
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door_object = DOORS_BY_ROOM[door[0]][door[1]]
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if door_object.event or world.options.shuffle_doors == ShuffleDoors.option_none:
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pilgrimage_reqs.merge(self.calculate_door_requirements(door[0], door[1], world))
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else:
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pilgrimage_reqs.doors.add(RoomAndDoor(door[0], door[1]))
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self.door_reqs.setdefault("Pilgrim Antechamber", {})["Pilgrimage"] = pilgrimage_reqs
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# Create the paintings mapping, if painting shuffle is on.
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if painting_shuffle:
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# Shuffle paintings until we get something workable.
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@ -369,11 +388,9 @@ class LingoPlayerLogic:
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door_object = DOORS_BY_ROOM[room][door]
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for req_panel in door_object.panels:
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if req_panel.room is not None and req_panel.room != room:
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access_reqs.rooms.add(req_panel.room)
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sub_access_reqs = self.calculate_panel_requirements(room if req_panel.room is None else req_panel.room,
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req_panel.panel, world)
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panel_room = room if req_panel.room is None else req_panel.room
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access_reqs.rooms.add(panel_room)
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sub_access_reqs = self.calculate_panel_requirements(panel_room, req_panel.panel, world)
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access_reqs.merge(sub_access_reqs)
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self.door_reqs[room][door] = access_reqs
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@ -397,8 +414,8 @@ class LingoPlayerLogic:
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unhindered_panels_by_color: dict[Optional[str], int] = {}
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for panel_name, panel_data in room_data.items():
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# We won't count non-counting panels.
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if panel_data.non_counting:
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# We won't count non-counting panels. THE MASTER has special access rules and is handled separately.
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if panel_data.non_counting or panel_name == "THE MASTER":
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continue
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# We won't coalesce any panels that have requirements beyond colors. To simplify things for now, we will
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@ -4,7 +4,7 @@ from BaseClasses import Entrance, ItemClassification, Region
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from .items import LingoItem
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from .locations import LingoLocation
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from .player_logic import LingoPlayerLogic
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from .rules import lingo_can_use_entrance, lingo_can_use_pilgrimage, make_location_lambda
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from .rules import lingo_can_use_entrance, make_location_lambda
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from .static_logic import ALL_ROOMS, PAINTINGS, Room, RoomAndDoor
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if TYPE_CHECKING:
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@ -25,15 +25,6 @@ def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogi
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return new_region
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def handle_pilgrim_room(regions: Dict[str, Region], world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
|
||||
target_region = regions["Pilgrim Antechamber"]
|
||||
source_region = regions["Outside The Agreeable"]
|
||||
source_region.connect(
|
||||
target_region,
|
||||
"Pilgrimage",
|
||||
lambda state: lingo_can_use_pilgrimage(state, world, player_logic))
|
||||
|
||||
|
||||
def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
|
||||
door: Optional[RoomAndDoor], world: "LingoWorld", player_logic: LingoPlayerLogic):
|
||||
connection = Entrance(world.player, description, source_region)
|
||||
|
@ -91,7 +82,9 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
|
|||
connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world,
|
||||
player_logic)
|
||||
|
||||
handle_pilgrim_room(regions, world, player_logic)
|
||||
# Add the fake pilgrimage.
|
||||
connect_entrance(regions, regions["Outside The Agreeable"], regions["Pilgrim Antechamber"], "Pilgrimage",
|
||||
RoomAndDoor("Pilgrim Antechamber", "Pilgrimage"), world, player_logic)
|
||||
|
||||
if early_color_hallways:
|
||||
regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
|
||||
|
|
|
@ -17,23 +17,6 @@ def lingo_can_use_entrance(state: CollectionState, room: str, door: RoomAndDoor,
|
|||
return _lingo_can_open_door(state, effective_room, door.door, world, player_logic)
|
||||
|
||||
|
||||
def lingo_can_use_pilgrimage(state: CollectionState, world: "LingoWorld", player_logic: LingoPlayerLogic):
|
||||
fake_pilgrimage = [
|
||||
["Second Room", "Exit Door"], ["Crossroads", "Tower Entrance"],
|
||||
["Orange Tower Fourth Floor", "Hot Crusts Door"], ["Outside The Initiated", "Shortcut to Hub Room"],
|
||||
["Orange Tower First Floor", "Shortcut to Hub Room"], ["Directional Gallery", "Shortcut to The Undeterred"],
|
||||
["Orange Tower First Floor", "Salt Pepper Door"], ["Hub Room", "Crossroads Entrance"],
|
||||
["Champion's Rest", "Shortcut to The Steady"], ["The Bearer", "Shortcut to The Bold"],
|
||||
["Art Gallery", "Exit"], ["The Tenacious", "Shortcut to Hub Room"],
|
||||
["Outside The Agreeable", "Tenacious Entrance"]
|
||||
]
|
||||
for entrance in fake_pilgrimage:
|
||||
if not _lingo_can_open_door(state, entrance[0], entrance[1], world, player_logic):
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
|
||||
def lingo_can_use_location(state: CollectionState, location: PlayerLocation, world: "LingoWorld",
|
||||
player_logic: LingoPlayerLogic):
|
||||
return _lingo_can_satisfy_requirements(state, location.access, world, player_logic)
|
||||
|
@ -56,6 +39,12 @@ def lingo_can_use_level_2_location(state: CollectionState, world: "LingoWorld",
|
|||
counted_panels += panel_count
|
||||
if counted_panels >= world.options.level_2_requirement.value - 1:
|
||||
return True
|
||||
# THE MASTER has to be handled separately, because it has special access rules.
|
||||
if state.can_reach("Orange Tower Seventh Floor", "Region", world.player)\
|
||||
and lingo_can_use_mastery_location(state, world, player_logic):
|
||||
counted_panels += 1
|
||||
if counted_panels >= world.options.level_2_requirement.value - 1:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ mentioned_panels = Set[]
|
|||
door_groups = {}
|
||||
|
||||
directives = Set["entrances", "panels", "doors", "paintings", "progression"]
|
||||
panel_directives = Set["id", "required_room", "required_door", "required_panel", "colors", "check", "exclude_reduce", "tag", "link", "subtag", "achievement", "copy_to_sign", "non_counting"]
|
||||
panel_directives = Set["id", "required_room", "required_door", "required_panel", "colors", "check", "exclude_reduce", "tag", "link", "subtag", "achievement", "copy_to_sign", "non_counting", "hunt"]
|
||||
door_directives = Set["id", "painting_id", "panels", "item_name", "location_name", "skip_location", "skip_item", "group", "include_reduce", "junk_item", "event"]
|
||||
painting_directives = Set["id", "enter_only", "exit_only", "orientation", "required_door", "required", "required_when_no_doors", "move", "req_blocked", "req_blocked_when_no_doors"]
|
||||
|
||||
|
|
Loading…
Reference in New Issue