The Witness: Big™ new™ content update™ (#2114)
Co-authored-by: blastron <blastron@mac.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This commit is contained in:
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@ -1,23 +1,25 @@
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from typing import Dict, Union
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from BaseClasses import MultiWorld
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from Options import Toggle, DefaultOnToggle, Range, Choice
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from dataclasses import dataclass
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from Options import Toggle, DefaultOnToggle, Range, Choice, PerGameCommonOptions
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# class HardMode(Toggle):
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# "Play the randomizer in hardmode"
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# display_name = "Hard Mode"
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class DisableNonRandomizedPuzzles(Toggle):
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"""Disables puzzles that cannot be randomized.
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This includes many puzzles that heavily involve the environment, such as Shadows, Monastery or Orchard.
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The lasers for those areas will be activated as you solve optional puzzles throughout the island."""
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The lasers for those areas will activate as you solve optional puzzles, such as Discarded Panels.
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Additionally, the panels activating Monastery Laser and Jungle Popup Wall will be on from the start."""
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display_name = "Disable non randomized puzzles"
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class EarlySecretArea(Toggle):
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"""Opens the Mountainside shortcut to the Caves from the start.
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(Otherwise known as "UTM", "Caves" or the "Challenge Area")"""
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class EarlyCaves(Choice):
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"""Adds an item that opens the Caves Shortcuts to Swamp and Mountain,
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allowing early access to the Caves even if you are not playing a remote Door Shuffle mode.
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You can either add this item to the pool to be found on one of your randomized checks,
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or you can outright start with it and have immediate access to the Caves.
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If you choose "add_to_pool" and you are already playing a remote Door Shuffle mode, this setting will do nothing."""
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display_name = "Early Caves"
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option_off = 0
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option_add_to_pool = 1
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option_starting_inventory = 2
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class ShuffleSymbols(DefaultOnToggle):
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@ -34,27 +36,41 @@ class ShuffleLasers(Toggle):
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class ShuffleDoors(Choice):
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"""If on, opening doors will require their respective "keys".
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If set to "panels", those keys will unlock the panels on doors.
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In "doors_simple" and "doors_complex", the doors will magically open by themselves upon receiving the key.
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The last option, "max", is a combination of "doors_complex" and "panels"."""
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"""If on, opening doors, moving bridges etc. will require a "key".
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If set to "panels", the panel on the door will be locked until receiving its corresponding key.
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If set to "doors", the door will open immediately upon receiving its key. Door panels are added as location checks.
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"Mixed" includes all doors from "doors", and all control panels (bridges, elevators etc.) from "panels"."""
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display_name = "Shuffle Doors"
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option_none = 0
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option_off = 0
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option_panels = 1
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option_doors_simple = 2
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option_doors_complex = 3
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option_max = 4
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option_doors = 2
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option_mixed = 3
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class DoorGroupings(Choice):
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"""If set to "none", there will be one key for every door, resulting in up to 120 keys being added to the item pool.
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If set to "regional", all doors in the same general region will open at once with a single key,
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reducing the amount of door items and complexity."""
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display_name = "Door Groupings"
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option_off = 0
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option_regional = 1
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class ShuffleBoat(DefaultOnToggle):
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"""If set, adds a "Boat" item to the item pool. Before receiving this item, you will not be able to use the boat."""
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display_name = "Shuffle Boat"
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class ShuffleDiscardedPanels(Toggle):
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"""Add Discarded Panels into the location pool.
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Solving certain Discarded Panels may still be necessary to beat the game, even if this is off."""
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Solving certain Discarded Panels may still be necessary to beat the game, even if this is off - The main example
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of this being the alternate activation triggers in disable_non_randomized."""
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display_name = "Shuffle Discarded Panels"
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class ShuffleVaultBoxes(Toggle):
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"""Vault Boxes will have items on them."""
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"""Add Vault Boxes to the location pool."""
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display_name = "Shuffle Vault Boxes"
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@ -132,6 +148,12 @@ class ChallengeLasers(Range):
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default = 11
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class ElevatorsComeToYou(Toggle):
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"""If true, the Quarry Elevator, Bunker Elevator and Swamp Long Bridge will "come to you" if you approach them.
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This does actually affect logic as it allows unintended backwards / early access into these areas."""
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display_name = "All Bridges & Elevators come to you"
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class TrapPercentage(Range):
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"""Replaces junk items with traps, at the specified rate."""
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display_name = "Trap Percentage"
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@ -150,8 +172,8 @@ class PuzzleSkipAmount(Range):
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class HintAmount(Range):
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"""Adds hints to Audio Logs. Hints will have the same number of duplicates, as many as will fit. Remaining Audio
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Logs will have junk hints."""
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"""Adds hints to Audio Logs. If set to a low amount, up to 2 additional duplicates of each hint will be added.
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Remaining Audio Logs will have junk hints."""
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display_name = "Hints on Audio Logs"
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range_start = 0
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range_end = 49
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@ -164,38 +186,26 @@ class DeathLink(Toggle):
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display_name = "Death Link"
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the_witness_options: Dict[str, type] = {
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"puzzle_randomization": PuzzleRandomization,
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"shuffle_symbols": ShuffleSymbols,
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"shuffle_doors": ShuffleDoors,
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"shuffle_lasers": ShuffleLasers,
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"disable_non_randomized_puzzles": DisableNonRandomizedPuzzles,
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"shuffle_discarded_panels": ShuffleDiscardedPanels,
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"shuffle_vault_boxes": ShuffleVaultBoxes,
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"shuffle_EPs": ShuffleEnvironmentalPuzzles,
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"EP_difficulty": EnvironmentalPuzzlesDifficulty,
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"shuffle_postgame": ShufflePostgame,
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"victory_condition": VictoryCondition,
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"mountain_lasers": MountainLasers,
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"challenge_lasers": ChallengeLasers,
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"early_secret_area": EarlySecretArea,
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"trap_percentage": TrapPercentage,
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"puzzle_skip_amount": PuzzleSkipAmount,
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"hint_amount": HintAmount,
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"death_link": DeathLink,
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}
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def is_option_enabled(world: MultiWorld, player: int, name: str) -> bool:
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return get_option_value(world, player, name) > 0
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def get_option_value(world: MultiWorld, player: int, name: str) -> Union[bool, int]:
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option = getattr(world, name, None)
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if option is None:
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return 0
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if issubclass(the_witness_options[name], Toggle) or issubclass(the_witness_options[name], DefaultOnToggle):
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return bool(option[player].value)
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return option[player].value
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@dataclass
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class TheWitnessOptions(PerGameCommonOptions):
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puzzle_randomization: PuzzleRandomization
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shuffle_symbols: ShuffleSymbols
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shuffle_doors: ShuffleDoors
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door_groupings: DoorGroupings
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shuffle_boat: ShuffleBoat
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shuffle_lasers: ShuffleLasers
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disable_non_randomized_puzzles: DisableNonRandomizedPuzzles
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shuffle_discarded_panels: ShuffleDiscardedPanels
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shuffle_vault_boxes: ShuffleVaultBoxes
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shuffle_EPs: ShuffleEnvironmentalPuzzles
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EP_difficulty: EnvironmentalPuzzlesDifficulty
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shuffle_postgame: ShufflePostgame
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victory_condition: VictoryCondition
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mountain_lasers: MountainLasers
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challenge_lasers: ChallengeLasers
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early_caves: EarlyCaves
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elevators_come_to_you: ElevatorsComeToYou
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trap_percentage: TrapPercentage
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puzzle_skip_amount: PuzzleSkipAmount
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hint_amount: HintAmount
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death_link: DeathLink
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@ -37,22 +37,42 @@ Jokes:
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Doors:
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1100 - Glass Factory Entry (Panel) - 0x01A54
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1101 - Tutorial Outpost Entry (Panel) - 0x0A171
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1102 - Tutorial Outpost Exit (Panel) - 0x04CA4
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1105 - Symmetry Island Lower (Panel) - 0x000B0
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1107 - Symmetry Island Upper (Panel) - 0x1C349
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1110 - Desert Light Room Entry (Panel) - 0x0C339
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1111 - Desert Flood Controls (Panel) - 0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B
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1112 - Desert Light Control (Panel) - 0x09FAA
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1113 - Desert Flood Room Entry (Panel) - 0x0A249
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1115 - Quarry Elevator Control (Panel) - 0x17CC4
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1117 - Quarry Entry 1 (Panel) - 0x09E57
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1118 - Quarry Entry 2 (Panel) - 0x17C09
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1119 - Quarry Stoneworks Entry (Panel) - 0x01E5A,0x01E59
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1120 - Quarry Stoneworks Ramp Controls (Panel) - 0x03678,0x03676
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1122 - Quarry Stoneworks Lift Controls (Panel) - 0x03679,0x03675
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1125 - Quarry Boathouse Ramp Height Control (Panel) - 0x03852
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1127 - Quarry Boathouse Ramp Horizontal Control (Panel) - 0x03858
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1129 - Quarry Boathouse Hook Control (Panel) - 0x275FA
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1131 - Shadows Door Timer (Panel) - 0x334DB,0x334DC
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1140 - Keep Hedge Maze 1 (Panel) - 0x00139
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1142 - Keep Hedge Maze 2 (Panel) - 0x019DC
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1144 - Keep Hedge Maze 3 (Panel) - 0x019E7
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1146 - Keep Hedge Maze 4 (Panel) - 0x01A0F
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1150 - Monastery Entry Left (Panel) - 0x00B10
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1151 - Monastery Entry Right (Panel) - 0x00C92
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1162 - Town Tinted Glass Door (Panel) - 0x28998
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1156 - Monastery Shutters Control (Panel) - 0x09D9B
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1162 - Town RGB House Entry (Panel) - 0x28998
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1163 - Town Church Entry (Panel) - 0x28A0D
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1166 - Town Maze Panel (Drop-Down Staircase) (Panel) - 0x28A79
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1169 - Windmill Entry (Panel) - 0x17F5F
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1164 - Town RGB Control (Panel) - 0x334D8
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1166 - Town Maze Stairs (Panel) - 0x28A79
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1167 - Town Maze Rooftop Bridge (Panel) - 0x2896A
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1169 - Town Windmill Entry (Panel) - 0x17F5F
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1172 - Town Cargo Box Entry (Panel) - 0x0A0C8
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1182 - Windmill Turn Control (Panel) - 0x17D02
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1184 - Theater Entry (Panel) - 0x17F89
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1185 - Theater Video Input (Panel) - 0x00815
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1189 - Theater Exit (Panel) - 0x0A168,0x33AB2
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1200 - Treehouse First & Second Doors (Panel) - 0x0288C,0x02886
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1202 - Treehouse Third Door (Panel) - 0x0A182
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1205 - Treehouse Laser House Door Timer (Panel) - 0x2700B,0x17CBC
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1180 - Bunker Entry (Panel) - 0x17C2E
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1183 - Bunker Tinted Glass Door (Panel) - 0x0A099
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1186 - Bunker Elevator Control (Panel) - 0x0A079
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1188 - Bunker Drop-Down Door Controls (Panel) - 0x34BC5,0x34BC6
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1190 - Swamp Entry (Panel) - 0x0056E
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1192 - Swamp Sliding Bridge (Panel) - 0x00609,0x18488
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1194 - Swamp Platform Shortcut (Panel) - 0x17C0D
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1195 - Swamp Rotating Bridge (Panel) - 0x181F5
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1197 - Swamp Maze Control (Panel) - 0x17C0A,0x17E07
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1196 - Swamp Long Bridge (Panel) - 0x17E2B
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1197 - Swamp Maze Controls (Panel) - 0x17C0A,0x17E07
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1220 - Mountain Floor 1 Light Bridge (Panel) - 0x09E39
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1225 - Mountain Floor 2 Light Bridge Near (Panel) - 0x09E86
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1230 - Mountain Floor 2 Light Bridge Far (Panel) - 0x09ED8
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1235 - Mountain Floor 2 Elevator Control (Panel) - 0x09EEB
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1240 - Caves Entry (Panel) - 0x00FF8
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1242 - Caves Elevator Controls (Panel) - 0x335AB,0x335AC,0x3369D
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1245 - Challenge Entry (Panel) - 0x0A16E
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1250 - Tunnels Entry (Panel) - 0x039B4
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1255 - Tunnels Town Shortcut (Panel) - 0x09E85
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1310 - Boat - 0x17CDF,0x17CC8,0x17CA6,0x09DB8,0x17C95,0x0A054
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1400 - Caves Mountain Shortcut (Door) - 0x2D73F
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@ -82,6 +116,7 @@ Doors:
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1624 - Desert Pond Room Entry (Door) - 0x0C2C3
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1627 - Desert Flood Room Entry (Door) - 0x0A24B
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1630 - Desert Elevator Room Entry (Door) - 0x0C316
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1631 - Desert Elevator (Door) - 0x01317
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1633 - Quarry Entry 1 (Door) - 0x09D6F
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1636 - Quarry Entry 2 (Door) - 0x17C07
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1639 - Quarry Stoneworks Entry (Door) - 0x02010
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@ -109,13 +144,13 @@ Doors:
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1699 - Keep Pressure Plates 4 Exit (Door) - 0x01D40
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1702 - Keep Shadows Shortcut (Door) - 0x09E3D
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1705 - Keep Tower Shortcut (Door) - 0x04F8F
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1708 - Monastery Shortcut (Door) - 0x0364E
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1708 - Monastery Laser Shortcut (Door) - 0x0364E
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1711 - Monastery Entry Inner (Door) - 0x0C128
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1714 - Monastery Entry Outer (Door) - 0x0C153
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1717 - Monastery Garden Entry (Door) - 0x03750
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1718 - Town Cargo Box Entry (Door) - 0x0A0C9
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1720 - Town Wooden Roof Stairs (Door) - 0x034F5
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1723 - Town Tinted Glass Door - 0x28A61
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1723 - Town RGB House Entry (Door) - 0x28A61
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1726 - Town Church Entry (Door) - 0x03BB0
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1729 - Town Maze Stairs (Door) - 0x28AA2
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1732 - Town Windmill Entry (Door) - 0x1845B
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@ -129,7 +164,7 @@ Doors:
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1756 - Theater Exit Right (Door) - 0x3CCDF
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1759 - Jungle Bamboo Laser Shortcut (Door) - 0x3873B
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1760 - Jungle Popup Wall (Door) - 0x1475B
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1762 - River Monastery Shortcut (Door) - 0x0CF2A
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1762 - River Monastery Garden Shortcut (Door) - 0x0CF2A
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1765 - Bunker Entry (Door) - 0x0C2A4
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1768 - Bunker Tinted Glass Door - 0x17C79
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1771 - Bunker UV Room Entry (Door) - 0x0C2A3
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@ -166,36 +201,66 @@ Doors:
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1870 - Tunnels Town Shortcut (Door) - 0x09E87
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1903 - Outside Tutorial Outpost Doors - 0x03BA2,0x0A170,0x04CA3
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1904 - Glass Factory Doors - 0x0D7ED,0x01A29
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1906 - Symmetry Island Doors - 0x17F3E,0x18269
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1909 - Orchard Gates - 0x03313,0x03307
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1912 - Desert Doors - 0x09FEE,0x0C2C3,0x0A24B,0x0C316
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1915 - Quarry Main Entry - 0x09D6F,0x17C07
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1918 - Quarry Stoneworks Shortcuts - 0x17CE8,0x0368A,0x275FF
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1921 - Quarry Boathouse Barriers - 0x17C50,0x3865F
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1924 - Shadows Laser Room Door - 0x194B2,0x19665
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1927 - Shadows Barriers - 0x19865,0x0A2DF,0x1855B,0x19ADE
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1912 - Desert Doors & Elevator - 0x09FEE,0x0C2C3,0x0A24B,0x0C316,0x01317
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1915 - Quarry Entry Doors - 0x09D6F,0x17C07
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1918 - Quarry Stoneworks Doors - 0x02010,0x275FF,0x17CE8,0x0368A
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1921 - Quarry Boathouse Doors - 0x17C50,0x3865F,0x2769B,0x27163
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1924 - Shadows Laser Room Doors - 0x194B2,0x19665
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1927 - Shadows Lower Doors - 0x19865,0x0A2DF,0x1855B,0x19ADE,0x19B24
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1930 - Keep Hedge Maze Doors - 0x01954,0x018CE,0x019D8,0x019B5,0x019E6,0x0199A,0x01A0E
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1933 - Keep Pressure Plates Doors - 0x01BEC,0x01BEA,0x01CD5,0x01D40
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1936 - Keep Shortcuts - 0x09E3D,0x04F8F
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1939 - Monastery Entry - 0x0C128,0x0C153
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1942 - Monastery Shortcuts - 0x0364E,0x03750
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1945 - Town Doors - 0x0A0C9,0x034F5,0x28A61,0x03BB0,0x28AA2,0x1845B,0x2897B
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1939 - Monastery Entry Doors - 0x0C128,0x0C153
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1942 - Monastery Shortcuts - 0x0364E,0x03750,0x0CF2A
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1945 - Town Doors - 0x0A0C9,0x034F5,0x28A61,0x03BB0,0x28AA2,0x2897B
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1948 - Town Tower Doors - 0x27798,0x27799,0x2779A,0x2779C
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1951 - Theater Exit - 0x0A16D,0x3CCDF
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1954 - Jungle & River Shortcuts - 0x3873B,0x0CF2A
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1951 - Windmill & Theater Doors - 0x0A16D,0x3CCDF,0x1845B,0x17F88
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1954 - Jungle Doors - 0x3873B,0x1475B
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1957 - Bunker Doors - 0x0C2A4,0x17C79,0x0C2A3,0x0A08D
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1960 - Swamp Doors - 0x00C1C,0x184B7,0x38AE6,0x18507
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1960 - Swamp Doors - 0x00C1C,0x184B7,0x18507
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1961 - Swamp Shortcuts - 0x38AE6,0x2D880
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1963 - Swamp Water Pumps - 0x04B7F,0x183F2,0x305D5,0x18482,0x0A1D6
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1966 - Treehouse Entry Doors - 0x0C309,0x0C310,0x0A181
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1975 - Mountain Floor 2 Stairs & Doors - 0x09FFB,0x09EDD,0x09E07
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1978 - Mountain Bottom Floor Doors to Caves - 0x17F33,0x2D77D
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1981 - Caves Doors to Challenge - 0x019A5,0x0A19A
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1984 - Caves Exits to Main Island - 0x2D859,0x2D73F
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1987 - Tunnels Doors - 0x27739,0x27263,0x09E87
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1969 - Treehouse Upper Doors - 0x0C323,0x0C32D
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1975 - Mountain Floor 1 & 2 Doors - 0x09E54,0x09FFB,0x09EDD,0x09E07
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1978 - Mountain Bottom Floor Doors - 0x0C141,0x17F33,0x09F89
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1981 - Caves Doors - 0x019A5,0x0A19A,0x2D77D
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1984 - Caves Shortcuts - 0x2D859,0x2D73F
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1987 - Tunnels Doors - 0x27739,0x27263,0x09E87,0x0348A
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2000 - Desert Control Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B
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2005 - Quarry Stoneworks Control Panels - 0x03678,0x03676,0x03679,0x03675
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2010 - Quarry Boathouse Control Panels - 0x03852,0x03858,0x275FA
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2015 - Town Control Panels - 0x2896A,0x334D8
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2020 - Windmill & Theater Control Panels - 0x17D02,0x00815
|
||||
2025 - Bunker Control Panels - 0x34BC5,0x34BC6,0x0A079
|
||||
2030 - Swamp Control Panels - 0x00609,0x18488,0x181F5,0x17E2B,0x17C0A,0x17E07
|
||||
2035 - Mountain & Caves Control Panels - 0x09ED8,0x09E86,0x09E39,0x09EEB,0x335AB,0x335AC,0x3369D
|
||||
|
||||
2100 - Symmetry Island Panels - 0x1C349,0x000B0
|
||||
2101 - Tutorial Outpost Panels - 0x0A171,0x04CA4
|
||||
2105 - Desert Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B,0x0C339,0x0A249
|
||||
2110 - Quarry Outside Panels - 0x17C09,0x09E57,0x17CC4
|
||||
2115 - Quarry Stoneworks Panels - 0x01E5A,0x01E59,0x03678,0x03676,0x03679,0x03675
|
||||
2120 - Quarry Boathouse Panels - 0x03852,0x03858,0x275FA
|
||||
2122 - Keep Hedge Maze Panels - 0x00139,0x019DC,0x019E7,0x01A0F
|
||||
2125 - Monastery Panels - 0x09D9B,0x00C92,0x00B10
|
||||
2130 - Town Church & RGB House Panels - 0x28998,0x28A0D,0x334D8
|
||||
2135 - Town Maze Panels - 0x2896A,0x28A79
|
||||
2140 - Windmill & Theater Panels - 0x17D02,0x00815,0x17F5F,0x17F89,0x0A168,0x33AB2
|
||||
2145 - Treehouse Panels - 0x0A182,0x0288C,0x02886,0x2700B,0x17CBC,0x037FF
|
||||
2150 - Bunker Panels - 0x34BC5,0x34BC6,0x0A079,0x0A099,0x17C2E
|
||||
2155 - Swamp Panels - 0x00609,0x18488,0x181F5,0x17E2B,0x17C0A,0x17E07,0x17C0D,0x0056E
|
||||
2160 - Mountain Panels - 0x09ED8,0x09E86,0x09E39,0x09EEB
|
||||
2165 - Caves Panels - 0x3369D,0x00FF8,0x0A16E,0x335AB,0x335AC
|
||||
2170 - Tunnels Panels - 0x09E85,0x039B4
|
||||
|
||||
Lasers:
|
||||
1500 - Symmetry Laser - 0x00509
|
||||
1501 - Desert Laser - 0x012FB,0x01317
|
||||
1501 - Desert Laser - 0x012FB
|
||||
1502 - Quarry Laser - 0x01539
|
||||
1503 - Shadows Laser - 0x181B3
|
||||
1504 - Keep Laser - 0x014BB
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
Menu (Menu) - Entry - True:
|
||||
|
||||
Entry (Entry):
|
||||
|
||||
First Hallway (First Hallway) - Entry - True - First Hallway Room - 0x00064:
|
||||
|
@ -21,9 +23,9 @@ Tutorial (Tutorial) - Outside Tutorial - 0x03629:
|
|||
159513 - 0x33600 (Patio Flowers EP) - 0x0C373 - True
|
||||
159517 - 0x3352F (Gate EP) - 0x03505 - True
|
||||
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2:
|
||||
158650 - 0x033D4 (Vault) - True - Dots & Black/White Squares
|
||||
158651 - 0x03481 (Vault Box) - 0x033D4 - True
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2 - Outside Tutorial Vault - 0x033D0:
|
||||
158650 - 0x033D4 (Vault Panel) - True - Dots & Black/White Squares
|
||||
Door - 0x033D0 (Vault Door) - 0x033D4
|
||||
158013 - 0x0005D (Shed Row 1) - True - Dots
|
||||
158014 - 0x0005E (Shed Row 2) - 0x0005D - Dots
|
||||
158015 - 0x0005F (Shed Row 3) - 0x0005E - Dots
|
||||
|
@ -44,6 +46,9 @@ Door - 0x03BA2 (Outpost Path) - 0x0A3B5
|
|||
159516 - 0x334A3 (Path EP) - True - True
|
||||
159500 - 0x035C7 (Tractor EP) - True - True
|
||||
|
||||
Outside Tutorial Vault (Outside Tutorial):
|
||||
158651 - 0x03481 (Vault Box) - True - True
|
||||
|
||||
Outside Tutorial Path To Outpost (Outside Tutorial) - Outside Tutorial Outpost - 0x0A170:
|
||||
158011 - 0x0A171 (Outpost Entry Panel) - True - Dots & Full Dots
|
||||
Door - 0x0A170 (Outpost Entry) - 0x0A171
|
||||
|
@ -54,6 +59,7 @@ Door - 0x04CA3 (Outpost Exit) - 0x04CA4
|
|||
158600 - 0x17CFB (Discard) - True - Triangles
|
||||
|
||||
Main Island (Main Island) - Outside Tutorial - True:
|
||||
159801 - 0xFFD00 (Reached Independently) - True - True
|
||||
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
|
||||
|
||||
Outside Glass Factory (Glass Factory) - Main Island - True - Inside Glass Factory - 0x01A29:
|
||||
|
@ -76,7 +82,7 @@ Inside Glass Factory (Glass Factory) - Inside Glass Factory Behind Back Wall - 0
|
|||
158038 - 0x0343A (Melting 3) - 0x00082 - Symmetry
|
||||
Door - 0x0D7ED (Back Wall) - 0x0005C
|
||||
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - Boat - 0x17CC8:
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - The Ocean - 0x17CC8:
|
||||
158039 - 0x17CC8 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
|
||||
Outside Symmetry Island (Symmetry Island) - Main Island - True - Symmetry Island Lower - 0x17F3E:
|
||||
|
@ -112,12 +118,12 @@ Door - 0x18269 (Upper) - 0x1C349
|
|||
159000 - 0x0332B (Glass Factory Black Line Reflection EP) - True - True
|
||||
|
||||
Symmetry Island Upper (Symmetry Island):
|
||||
158065 - 0x00A52 (Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Blue 2) - 0x00A61 & 0x00A52 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Blue 3) - 0x00A64 & 0x00A57 - Symmetry & Colored Dots
|
||||
158065 - 0x00A52 (Laser Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Laser Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Laser Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Laser Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Laser Blue 2) - 0x00A61 & 0x00A57 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Laser Blue 3) - 0x00A64 & 0x00A5B - Symmetry & Colored Dots
|
||||
158700 - 0x0360D (Laser Panel) - 0x00A68 - True
|
||||
Laser - 0x00509 (Laser) - 0x0360D
|
||||
159001 - 0x03367 (Glass Factory Black Line EP) - True - True
|
||||
|
@ -135,9 +141,9 @@ Door - 0x03313 (Second Gate) - 0x032FF
|
|||
|
||||
Orchard End (Orchard):
|
||||
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE:
|
||||
158652 - 0x0CC7B (Vault) - True - Dots & Shapers & Rotated Shapers & Negative Shapers & Full Dots
|
||||
158653 - 0x0339E (Vault Box) - 0x0CC7B - True
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE - Desert Vault - 0x03444:
|
||||
158652 - 0x0CC7B (Vault Panel) - True - Dots & Shapers & Rotated Shapers & Negative Shapers & Full Dots
|
||||
Door - 0x03444 (Vault Door) - 0x0CC7B
|
||||
158602 - 0x17CE7 (Discard) - True - Triangles
|
||||
158076 - 0x00698 (Surface 1) - True - True
|
||||
158077 - 0x0048F (Surface 2) - 0x00698 - True
|
||||
|
@ -163,6 +169,9 @@ Laser - 0x012FB (Laser) - 0x03608
|
|||
159040 - 0x334B9 (Shore EP) - True - True
|
||||
159041 - 0x334BC (Island EP) - True - True
|
||||
|
||||
Desert Vault (Desert):
|
||||
158653 - 0x0339E (Vault Box) - True - True
|
||||
|
||||
Desert Floodlight Room (Desert) - Desert Pond Room - 0x0C2C3:
|
||||
158087 - 0x09FAA (Light Control) - True - True
|
||||
158088 - 0x00422 (Light Room 1) - 0x09FAA - True
|
||||
|
@ -199,18 +208,19 @@ Desert Water Levels Room (Desert) - Desert Elevator Room - 0x0C316:
|
|||
Door - 0x0C316 (Elevator Room Entry) - 0x18076
|
||||
159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True
|
||||
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x012FB:
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317:
|
||||
158111 - 0x17C31 (Final Transparent) - True - True
|
||||
158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True
|
||||
158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True
|
||||
158115 - 0x0A15C (Final Bent 1) - True - True
|
||||
158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True
|
||||
158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x012FB - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x01317 - True
|
||||
Door - 0x01317 (Elevator) - 0x03608
|
||||
|
||||
Desert Lowest Level Inbetween Shortcuts (Desert):
|
||||
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - TrueOneWay:
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - 0xFFD00 & 0xFFD01:
|
||||
158118 - 0x09E57 (Entry 1 Panel) - True - Black/White Squares
|
||||
158603 - 0x17CF0 (Discard) - True - Triangles
|
||||
158702 - 0x03612 (Laser Panel) - 0x0A3D0 & 0x0367C - Eraser & Shapers
|
||||
|
@ -222,7 +232,7 @@ Door - 0x09D6F (Entry 1) - 0x09E57
|
|||
159420 - 0x289CF (Rock Line EP) - True - True
|
||||
159421 - 0x289D1 (Rock Line Reflection EP) - True - True
|
||||
|
||||
Quarry Elevator (Quarry):
|
||||
Quarry Elevator (Quarry) - Outside Quarry - 0x17CC4 - Quarry - 0x17CC4:
|
||||
158120 - 0x17CC4 (Elevator Control) - 0x0367C - Dots & Eraser
|
||||
159403 - 0x17CB9 (Railroad EP) - 0x17CC4 - True
|
||||
|
||||
|
@ -230,28 +240,31 @@ Quarry Between Entrys (Quarry) - Quarry - 0x17C07:
|
|||
158119 - 0x17C09 (Entry 2 Panel) - True - Shapers
|
||||
Door - 0x17C07 (Entry 2) - 0x17C09
|
||||
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010 - Quarry Elevator - 0x17CC4:
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010:
|
||||
159802 - 0xFFD01 (Inside Reached Independently) - True - True
|
||||
158121 - 0x01E5A (Stoneworks Entry Left Panel) - True - Black/White Squares
|
||||
158122 - 0x01E59 (Stoneworks Entry Right Panel) - True - Dots
|
||||
Door - 0x02010 (Stoneworks Entry) - 0x01E59 & 0x01E5A
|
||||
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8:
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8 - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158123 - 0x275ED (Side Exit Panel) - True - True
|
||||
Door - 0x275FF (Side Exit) - 0x275ED
|
||||
158124 - 0x03678 (Lower Ramp Control) - True - Dots & Eraser
|
||||
158145 - 0x17CAC (Roof Exit Panel) - True - True
|
||||
Door - 0x17CE8 (Roof Exit) - 0x17CAC
|
||||
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Ground Floor - 0x03675 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158125 - 0x00E0C (Lower Row 1) - True - Dots & Eraser
|
||||
158126 - 0x01489 (Lower Row 2) - 0x00E0C - Dots & Eraser
|
||||
158127 - 0x0148A (Lower Row 3) - 0x01489 - Dots & Eraser
|
||||
158128 - 0x014D9 (Lower Row 4) - 0x0148A - Dots & Eraser
|
||||
158129 - 0x014E7 (Lower Row 5) - 0x014D9 - Dots & Eraser
|
||||
158130 - 0x014E8 (Lower Row 6) - 0x014E7 - Dots & Eraser
|
||||
|
||||
Quarry Stoneworks Lift (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03679 - Quarry Stoneworks Ground Floor - 0x03679 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
158131 - 0x03679 (Lower Lift Control) - 0x014E8 - Dots & Eraser
|
||||
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03676 & 0x03679 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - 0x03675 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
158132 - 0x03676 (Upper Ramp Control) - True - Dots & Eraser
|
||||
158133 - 0x03675 (Upper Lift Control) - True - Dots & Eraser
|
||||
158134 - 0x00557 (Upper Row 1) - True - Colored Squares & Eraser
|
||||
|
@ -262,7 +275,7 @@ Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Flo
|
|||
158139 - 0x3C12D (Upper Row 6) - 0x0146C - Colored Squares & Eraser
|
||||
158140 - 0x03686 (Upper Row 7) - 0x3C12D - Colored Squares & Eraser
|
||||
158141 - 0x014E9 (Upper Row 8) - 0x03686 - Colored Squares & Eraser
|
||||
158142 - 0x03677 (Stair Control) - True - Colored Squares & Eraser
|
||||
158142 - 0x03677 (Stairs Panel) - True - Colored Squares & Eraser
|
||||
Door - 0x0368A (Stairs) - 0x03677
|
||||
158143 - 0x3C125 (Control Room Left) - 0x014E9 - Black/White Squares & Dots & Eraser
|
||||
158144 - 0x0367C (Control Room Right) - 0x014E9 - Colored Squares & Dots & Eraser
|
||||
|
@ -277,7 +290,7 @@ Quarry Boathouse (Quarry Boathouse) - Quarry - True - Quarry Boathouse Upper Fro
|
|||
Door - 0x2769B (Dock) - 0x17CA6
|
||||
Door - 0x27163 (Dock Invis Barrier) - 0x17CA6
|
||||
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - Boat - 0x17CA6:
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - The Ocean - 0x17CA6:
|
||||
|
||||
Quarry Boathouse Upper Front (Quarry Boathouse) - Quarry Boathouse Upper Middle - 0x17C50:
|
||||
158149 - 0x021B3 (Front Row 1) - True - Shapers & Eraser
|
||||
|
@ -309,9 +322,9 @@ Door - 0x3865F (Second Barrier) - 0x38663
|
|||
158169 - 0x0A3D0 (Back Second Row 3) - 0x0A3CC - Stars & Eraser & Shapers
|
||||
159401 - 0x005F6 (Hook EP) - 0x275FA & 0x03852 & 0x3865F - True
|
||||
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 & 0x19665:
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 | 0x19665:
|
||||
158170 - 0x334DB (Door Timer Outside) - True - True
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB | 0x334DC
|
||||
158171 - 0x0AC74 (Intro 6) - 0x0A8DC - True
|
||||
158172 - 0x0AC7A (Intro 7) - 0x0AC74 - True
|
||||
158173 - 0x0A8E0 (Intro 8) - 0x0AC7A - True
|
||||
|
@ -336,7 +349,7 @@ Shadows Ledge (Shadows) - Shadows - 0x1855B - Quarry - 0x19865 & 0x0A2DF:
|
|||
158187 - 0x334DC (Door Timer Inside) - True - True
|
||||
158188 - 0x198B5 (Intro 1) - True - True
|
||||
158189 - 0x198BD (Intro 2) - 0x198B5 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x334DC & 0x19B24 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x19B24 - True
|
||||
Door - 0x19865 (Quarry Barrier) - 0x198BF
|
||||
Door - 0x0A2DF (Quarry Barrier 2) - 0x198BF
|
||||
158191 - 0x19771 (Intro 4) - 0x198BF - True
|
||||
|
@ -345,7 +358,7 @@ Door - 0x1855B (Ledge Barrier) - 0x0A8DC
|
|||
Door - 0x19ADE (Ledge Barrier 2) - 0x0A8DC
|
||||
|
||||
Shadows Laser Room (Shadows):
|
||||
158703 - 0x19650 (Laser Panel) - True - True
|
||||
158703 - 0x19650 (Laser Panel) - 0x194B2 & 0x19665 - True
|
||||
Laser - 0x181B3 (Laser) - 0x19650
|
||||
|
||||
Treehouse Beach (Treehouse Beach) - Main Island - True:
|
||||
|
@ -395,9 +408,9 @@ Door - 0x01D40 (Pressure Plates 4 Exit) - 0x01D3F
|
|||
158205 - 0x09E49 (Shadows Shortcut Panel) - True - True
|
||||
Door - 0x09E3D (Shadows Shortcut) - 0x09E49
|
||||
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
||||
158654 - 0x00AFB (Vault) - True - Symmetry & Sound Dots & Colored Dots
|
||||
158655 - 0x03535 (Vault Box) - 0x00AFB - True
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True - Shipwreck Vault - 0x17BB4:
|
||||
158654 - 0x00AFB (Vault Panel) - True - Symmetry & Sound Dots & Colored Dots
|
||||
Door - 0x17BB4 (Vault Door) - 0x00AFB
|
||||
158605 - 0x17D28 (Discard) - True - Triangles
|
||||
159220 - 0x03B22 (Circle Far EP) - True - True
|
||||
159221 - 0x03B23 (Circle Left EP) - True - True
|
||||
|
@ -407,6 +420,9 @@ Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
|||
159226 - 0x28ABE (Rope Outer EP) - True - True
|
||||
159230 - 0x3388F (Couch EP) - 0x17CDF | 0x0A054 - True
|
||||
|
||||
Shipwreck Vault (Shipwreck):
|
||||
158655 - 0x03535 (Vault Box) - True - True
|
||||
|
||||
Keep Tower (Keep) - Keep - 0x04F8F:
|
||||
158206 - 0x0361B (Tower Shortcut Panel) - True - True
|
||||
Door - 0x04F8F (Tower Shortcut) - 0x0361B
|
||||
|
@ -422,8 +438,8 @@ Laser - 0x014BB (Laser) - 0x0360E | 0x03317
|
|||
159251 - 0x3348F (Hedges EP) - True - True
|
||||
|
||||
Outside Monastery (Monastery) - Main Island - True - Inside Monastery - 0x0C128 & 0x0C153 - Monastery Garden - 0x03750:
|
||||
158207 - 0x03713 (Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Shortcut) - 0x03713
|
||||
158207 - 0x03713 (Laser Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Laser Shortcut) - 0x03713
|
||||
158208 - 0x00B10 (Entry Left) - True - True
|
||||
158209 - 0x00C92 (Entry Right) - True - True
|
||||
Door - 0x0C128 (Entry Inner) - 0x00B10
|
||||
|
@ -454,7 +470,7 @@ Inside Monastery (Monastery):
|
|||
|
||||
Monastery Garden (Monastery):
|
||||
|
||||
Town (Town) - Main Island - True - Boat - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Black/White Squares & Shapers
|
||||
Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
||||
|
@ -469,11 +485,11 @@ Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
|||
158238 - 0x28AC0 (Wooden Roof Lower Row 4) - 0x28ABF - Rotated Shapers & Dots & Full Dots
|
||||
158239 - 0x28AC1 (Wooden Roof Lower Row 5) - 0x28AC0 - Rotated Shapers & Dots & Full Dots
|
||||
Door - 0x034F5 (Wooden Roof Stairs) - 0x28AC1
|
||||
158225 - 0x28998 (Tinted Glass Door Panel) - True - Stars & Rotated Shapers
|
||||
Door - 0x28A61 (Tinted Glass Door) - 0x28998
|
||||
158225 - 0x28998 (RGB House Entry Panel) - True - Stars & Rotated Shapers
|
||||
Door - 0x28A61 (RGB House Entry) - 0x28998
|
||||
158226 - 0x28A0D (Church Entry Panel) - 0x28A61 - Stars
|
||||
Door - 0x03BB0 (Church Entry) - 0x28A0D
|
||||
158228 - 0x28A79 (Maze Stair Control) - True - True
|
||||
158228 - 0x28A79 (Maze Panel) - True - True
|
||||
Door - 0x28AA2 (Maze Stairs) - 0x28A79
|
||||
158241 - 0x17F5F (Windmill Entry Panel) - True - Dots
|
||||
Door - 0x1845B (Windmill Entry) - 0x17F5F
|
||||
|
@ -557,7 +573,7 @@ Door - 0x3CCDF (Exit Right) - 0x33AB2
|
|||
159556 - 0x33A2A (Door EP) - 0x03553 - True
|
||||
159558 - 0x33B06 (Church EP) - 0x0354E - True
|
||||
|
||||
Jungle (Jungle) - Main Island - True - Outside Jungle River - 0x3873B - Boat - 0x17CDF:
|
||||
Jungle (Jungle) - Main Island - True - The Ocean - 0x17CDF:
|
||||
158251 - 0x17CDF (Shore Boat Spawn) - True - Boat
|
||||
158609 - 0x17F9B (Discard) - True - Triangles
|
||||
158252 - 0x002C4 (First Row 1) - True - True
|
||||
|
@ -588,18 +604,21 @@ Door - 0x3873B (Laser Shortcut) - 0x337FA
|
|||
159350 - 0x035CB (Bamboo CCW EP) - True - True
|
||||
159351 - 0x035CF (Bamboo CW EP) - True - True
|
||||
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A:
|
||||
158267 - 0x17CAA (Monastery Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault) - True - Black/White Squares & Dots
|
||||
158664 - 0x03702 (Vault Box) - 0x15ADD - True
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A - River Vault - 0x15287:
|
||||
158267 - 0x17CAA (Monastery Garden Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Garden Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault Panel) - True - Black/White Squares & Dots
|
||||
Door - 0x15287 (Vault Door) - 0x15ADD
|
||||
159110 - 0x03AC5 (Green Leaf Moss EP) - True - True
|
||||
159120 - 0x03BE2 (Monastery Garden Left EP) - 0x03750 - True
|
||||
159121 - 0x03BE3 (Monastery Garden Right EP) - True - True
|
||||
159122 - 0x0A409 (Monastery Wall EP) - True - True
|
||||
|
||||
River Vault (River):
|
||||
158664 - 0x03702 (Vault Box) - True - True
|
||||
|
||||
Outside Bunker (Bunker) - Main Island - True - Bunker - 0x0C2A4:
|
||||
158268 - 0x17C2E (Entry Panel) - True - Black/White Squares & Colored Squares
|
||||
158268 - 0x17C2E (Entry Panel) - True - Black/White Squares
|
||||
Door - 0x0C2A4 (Entry) - 0x17C2E
|
||||
|
||||
Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
||||
|
@ -616,9 +635,9 @@ Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
|||
Door - 0x17C79 (Tinted Glass Door) - 0x0A099
|
||||
|
||||
Bunker Glass Room (Bunker) - Bunker Ultraviolet Room - 0x0C2A3:
|
||||
158279 - 0x0A010 (Glass Room 1) - True - Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x0A010 - Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x0A01B - Colored Squares & Black/White Squares
|
||||
158279 - 0x0A010 (Glass Room 1) - 0x17C79 - Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x17C79 & 0x0A010 - Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x17C79 & 0x0A01B - Colored Squares & Black/White Squares
|
||||
Door - 0x0C2A3 (UV Room Entry) - 0x0A01F
|
||||
|
||||
Bunker Ultraviolet Room (Bunker) - Bunker Elevator Section - 0x0A08D:
|
||||
|
@ -631,7 +650,7 @@ Door - 0x0A08D (Elevator Room Entry) - 0x17E67
|
|||
Bunker Elevator Section (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
159311 - 0x035F5 (Tinted Door EP) - 0x17C79 - True
|
||||
|
||||
Bunker Elevator (Bunker) - Bunker Laser Platform - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
Bunker Elevator (Bunker) - Bunker Elevator Section - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
158286 - 0x0A079 (Elevator Control) - True - Colored Squares & Black/White Squares
|
||||
|
||||
Bunker Green Room (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
|
@ -676,7 +695,7 @@ Swamp Near Platform (Swamp) - Swamp Cyan Underwater - 0x04B7F - Swamp Near Boat
|
|||
158316 - 0x00990 (Platform Row 4) - 0x0098F - Shapers
|
||||
Door - 0x184B7 (Between Bridges First Door) - 0x00990
|
||||
158317 - 0x17C0D (Platform Shortcut Left Panel) - True - Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - True - Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - 0x17C0D - Shapers
|
||||
Door - 0x38AE6 (Platform Shortcut Door) - 0x17C0E
|
||||
Door - 0x04B7F (Cyan Water Pump) - 0x00006
|
||||
|
||||
|
@ -715,18 +734,21 @@ Swamp Rotating Bridge (Swamp) - Swamp Between Bridges Far - 0x181F5 - Swamp Near
|
|||
159331 - 0x016B2 (Rotating Bridge CCW EP) - 0x181F5 - True
|
||||
159334 - 0x036CE (Rotating Bridge CW EP) - 0x181F5 - True
|
||||
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482:
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482 - Swamp Long Bridge - 0xFFD00 & 0xFFD02 - The Ocean - 0x09DB8:
|
||||
158903 - 0xFFD02 (Beyond Rotating Bridge Reached Independently) - True - True
|
||||
158328 - 0x09DB8 (Boat Spawn) - True - Boat
|
||||
158329 - 0x003B2 (Beyond Rotating Bridge 1) - 0x0000A - Rotated Shapers
|
||||
158330 - 0x00A1E (Beyond Rotating Bridge 2) - 0x003B2 - Rotated Shapers
|
||||
158331 - 0x00C2E (Beyond Rotating Bridge 3) - 0x00A1E - Rotated Shapers
|
||||
158332 - 0x00E3A (Beyond Rotating Bridge 4) - 0x00C2E - Rotated Shapers
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
Door - 0x18482 (Blue Water Pump) - 0x00E3A
|
||||
159332 - 0x3365F (Boat EP) - 0x09DB8 - True
|
||||
159333 - 0x03731 (Long Bridge Side EP) - 0x17E2B - True
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6:
|
||||
Swamp Long Bridge (Swamp) - Swamp Near Boat - 0x17E2B - Outside Swamp - 0x17E2B:
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6 - Swamp Near Boat - TrueOneWay:
|
||||
Door - 0x0A1D6 (Purple Water Pump) - 0x00E3A
|
||||
|
||||
Swamp Purple Underwater (Swamp):
|
||||
|
@ -752,7 +774,7 @@ Laser - 0x00BF6 (Laser) - 0x03615
|
|||
158342 - 0x17C02 (Laser Shortcut Right Panel) - 0x17C05 - Shapers & Negative Shapers & Rotated Shapers
|
||||
Door - 0x2D880 (Laser Shortcut) - 0x17C02
|
||||
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309:
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309 - The Ocean - 0x17C95:
|
||||
158343 - 0x17C95 (Boat Spawn) - True - Boat
|
||||
158344 - 0x0288C (First Door Panel) - True - Stars
|
||||
Door - 0x0C309 (First Door) - 0x0288C
|
||||
|
@ -778,7 +800,7 @@ Treehouse After Yellow Bridge (Treehouse) - Treehouse Junction - 0x0A181:
|
|||
Door - 0x0A181 (Third Door) - 0x0A182
|
||||
|
||||
Treehouse Junction (Treehouse) - Treehouse Right Orange Bridge - True - Treehouse First Purple Bridge - True - Treehouse Green Bridge - True:
|
||||
158356 - 0x2700B (Laser House Door Timer Outside Control) - True - True
|
||||
158356 - 0x2700B (Laser House Door Timer Outside) - True - True
|
||||
|
||||
Treehouse First Purple Bridge (Treehouse) - Treehouse Second Purple Bridge - 0x17D6C:
|
||||
158357 - 0x17DC8 (First Purple Bridge 1) - True - Stars & Dots
|
||||
|
@ -802,7 +824,7 @@ Treehouse Right Orange Bridge (Treehouse) - Treehouse Bridge Platform - 0x17DA2:
|
|||
158402 - 0x17DA2 (Right Orange Bridge 12) - 0x17DB1 - Stars
|
||||
|
||||
Treehouse Bridge Platform (Treehouse) - Main Island - 0x0C32D:
|
||||
158404 - 0x037FF (Bridge Control) - True - Stars
|
||||
158404 - 0x037FF (Drawbridge Panel) - True - Stars
|
||||
Door - 0x0C32D (Drawbridge) - 0x037FF
|
||||
|
||||
Treehouse Second Purple Bridge (Treehouse) - Treehouse Left Orange Bridge - 0x17DC6:
|
||||
|
@ -847,7 +869,7 @@ Treehouse Green Bridge Left House (Treehouse):
|
|||
159211 - 0x220A7 (Right Orange Bridge EP) - 0x17DA2 - True
|
||||
|
||||
Treehouse Laser Room Front Platform (Treehouse) - Treehouse Laser Room - 0x0C323:
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DDB
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DDB | 0x17CBC
|
||||
|
||||
Treehouse Laser Room Back Platform (Treehouse):
|
||||
158611 - 0x17FA0 (Laser Discard) - True - Triangles
|
||||
|
@ -860,19 +882,22 @@ Treehouse Laser Room (Treehouse):
|
|||
158403 - 0x17CBC (Laser House Door Timer Inside) - True - True
|
||||
Laser - 0x028A4 (Laser) - 0x03613
|
||||
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True:
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
|
||||
158612 - 0x17C42 (Discard) - True - Triangles
|
||||
158665 - 0x002A6 (Vault) - True - Symmetry & Colored Dots & Black/White Squares & Dots
|
||||
158666 - 0x03542 (Vault Box) - 0x002A6 - True
|
||||
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Dots & Black/White Squares & Dots
|
||||
Door - 0x00085 (Vault Door) - 0x002A6
|
||||
159301 - 0x335AE (Cloud Cycle EP) - True - True
|
||||
159325 - 0x33505 (Bush EP) - True - True
|
||||
159335 - 0x03C07 (Apparent River EP) - True - True
|
||||
|
||||
Mountainside Vault (Mountainside):
|
||||
158666 - 0x03542 (Vault Box) - True - True
|
||||
|
||||
Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
||||
158405 - 0x0042D (River Shape) - True - True
|
||||
158406 - 0x09F7F (Box Short) - 7 Lasers - True
|
||||
158407 - 0x17C34 (Trap Door Triple Exit) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol
|
||||
158800 - 0xFFF00 (Box Long) - 7 Lasers & 11 Lasers & 0x17C34 - True
|
||||
158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol
|
||||
158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True
|
||||
159300 - 0x001A3 (River Shape EP) - True - True
|
||||
159320 - 0x3370E (Arch Black EP) - True - True
|
||||
159324 - 0x336C8 (Arch White Right EP) - True - True
|
||||
|
@ -881,7 +906,7 @@ Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
|||
Mountain Top Layer (Mountain Floor 1) - Mountain Top Layer Bridge - 0x09E39:
|
||||
158408 - 0x09E39 (Light Bridge Controller) - True - Black/White Squares & Colored Squares & Eraser
|
||||
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Top Layer At Door - TrueOneWay:
|
||||
158409 - 0x09E7A (Right Row 1) - True - Black/White Squares & Dots
|
||||
158410 - 0x09E71 (Right Row 2) - 0x09E7A - Black/White Squares & Dots
|
||||
158411 - 0x09E72 (Right Row 3) - 0x09E71 - Black/White Squares & Shapers & Dots
|
||||
|
@ -899,6 +924,8 @@ Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
|||
158423 - 0x09F6E (Back Row 3) - 0x33AF7 - Symmetry & Dots
|
||||
158424 - 0x09EAD (Trash Pillar 1) - True - Black/White Squares & Shapers
|
||||
158425 - 0x09EAF (Trash Pillar 2) - 0x09EAD - Black/White Squares & Shapers
|
||||
|
||||
Mountain Top Layer At Door (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Door - 0x09E54 (Exit) - 0x09EAF & 0x09F6E & 0x09E6B & 0x09E7B
|
||||
|
||||
Mountain Floor 2 (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Near - 0x09FFB - Mountain Floor 2 Blue Bridge - 0x09E86 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
|
@ -917,7 +944,7 @@ Door - 0x09EDD (Elevator Room Entry) - 0x09ED8 & 0x09E86
|
|||
Mountain Floor 2 Light Bridge Room Near (Mountain Floor 2):
|
||||
158431 - 0x09E86 (Light Bridge Controller Near) - True - Stars & Stars + Same Colored Symbol & Rotated Shapers & Eraser
|
||||
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay - Mountain Floor 2 - 0x09ED8:
|
||||
158432 - 0x09FCC (Far Row 1) - True - Dots
|
||||
158433 - 0x09FCE (Far Row 2) - 0x09FCC - Black/White Squares
|
||||
158434 - 0x09FCF (Far Row 3) - 0x09FCE - Stars
|
||||
|
@ -935,29 +962,27 @@ Mountain Floor 2 Elevator Room (Mountain Floor 2) - Mountain Floor 2 Elevator -
|
|||
Mountain Floor 2 Elevator (Mountain Floor 2) - Mountain Floor 2 Elevator Room - 0x09EEB - Mountain Third Layer - 0x09EEB:
|
||||
158439 - 0x09EEB (Elevator Control Panel) - True - Dots
|
||||
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89:
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
158440 - 0x09FC1 (Giant Puzzle Bottom Left) - True - Shapers & Eraser
|
||||
158441 - 0x09F8E (Giant Puzzle Bottom Right) - True - Shapers & Eraser
|
||||
158442 - 0x09F01 (Giant Puzzle Top Right) - True - Rotated Shapers
|
||||
158443 - 0x09EFF (Giant Puzzle Top Left) - True - Shapers & Eraser
|
||||
158444 - 0x09FDA (Giant Puzzle) - 0x09FC1 & 0x09F8E & 0x09F01 & 0x09EFF - Shapers & Symmetry
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x09F89 (Exit) - 0x09FDA
|
||||
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x17FA2 - Final Room - 0x0C141 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Path to Caves - 0x17F33 - Final Room - 0x0C141:
|
||||
158614 - 0x17FA2 (Discard) - 0xFFF00 - Triangles
|
||||
158445 - 0x01983 (Final Room Entry Left) - True - Shapers & Stars
|
||||
158446 - 0x01987 (Final Room Entry Right) - True - Colored Squares & Dots
|
||||
Door - 0x0C141 (Final Room Entry) - 0x01983 & 0x01987
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x17F33 (Rock Open) - 0x17FA2 | 0x334E1
|
||||
|
||||
Mountain Pink Bridge EP (Mountain Floor 2):
|
||||
159312 - 0x09D63 (Pink Bridge EP) - 0x09E39 - True
|
||||
|
||||
Mountain Bottom Floor Rock (Mountain Bottom Floor) - Mountain Bottom Floor - 0x17F33 - Mountain Path to Caves - 0x17F33:
|
||||
Door - 0x17F33 (Rock Open) - True - True
|
||||
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x334E1 - Caves - 0x2D77D:
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Caves - 0x2D77D:
|
||||
158447 - 0x00FF8 (Caves Entry Panel) - True - Triangles & Black/White Squares
|
||||
Door - 0x2D77D (Caves Entry) - 0x00FF8
|
||||
158448 - 0x334E1 (Rock Control) - True - True
|
||||
|
@ -1021,7 +1046,7 @@ Path to Challenge (Caves) - Challenge - 0x0A19A:
|
|||
158477 - 0x0A16E (Challenge Entry Panel) - True - Stars & Shapers & Stars + Same Colored Symbol
|
||||
Door - 0x0A19A (Challenge Entry) - 0x0A16E
|
||||
|
||||
Challenge (Challenge) - Tunnels - 0x0348A:
|
||||
Challenge (Challenge) - Tunnels - 0x0348A - Challenge Vault - 0x04D75:
|
||||
158499 - 0x0A332 (Start Timer) - 11 Lasers - True
|
||||
158500 - 0x0088E (Small Basic) - 0x0A332 - True
|
||||
158501 - 0x00BAF (Big Basic) - 0x0088E - True
|
||||
|
@ -1041,11 +1066,14 @@ Challenge (Challenge) - Tunnels - 0x0348A:
|
|||
158515 - 0x034EC (Maze Hidden 2) - 0x00C68 | 0x00C59 | 0x00C22 - Triangles
|
||||
158516 - 0x1C31A (Dots Pillar) - 0x034F4 & 0x034EC - Dots & Symmetry
|
||||
158517 - 0x1C319 (Squares Pillar) - 0x034F4 & 0x034EC - Black/White Squares & Symmetry
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
Door - 0x04D75 (Vault Door) - 0x1C31A & 0x1C319
|
||||
158518 - 0x039B4 (Tunnels Entry Panel) - True - Triangles
|
||||
Door - 0x0348A (Tunnels Entry) - 0x039B4
|
||||
159530 - 0x28B30 (Water EP) - True - True
|
||||
|
||||
Challenge Vault (Challenge):
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
|
||||
Tunnels (Tunnels) - Windmill Interior - 0x27739 - Desert Lowest Level Inbetween Shortcuts - 0x27263 - Town - 0x09E87:
|
||||
158668 - 0x2FAF6 (Vault Box) - True - True
|
||||
158519 - 0x27732 (Theater Shortcut Panel) - True - True
|
||||
|
@ -1075,7 +1103,7 @@ Elevator (Mountain Final Room):
|
|||
158535 - 0x3D9A8 (Back Wall Right) - 0x3D9A6 | 0x3D9A7 - True
|
||||
158536 - 0x3D9A9 (Elevator Start) - 0x3D9AA & 7 Lasers | 0x3D9A8 & 7 Lasers - True
|
||||
|
||||
Boat (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
The Ocean (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
159042 - 0x22106 (Desert EP) - True - True
|
||||
159223 - 0x03B25 (Shipwreck CCW Underside EP) - True - True
|
||||
159231 - 0x28B29 (Shipwreck Green EP) - True - True
|
||||
|
@ -1093,34 +1121,38 @@ Obelisks (EPs) - Entry - True:
|
|||
159702 - 0xFFE02 (Desert Obelisk Side 3) - 0x3351D - True
|
||||
159703 - 0xFFE03 (Desert Obelisk Side 4) - 0x0053C & 0x00771 & 0x335C8 & 0x335C9 & 0x337F8 & 0x037BB & 0x220E4 & 0x220E5 - True
|
||||
159704 - 0xFFE04 (Desert Obelisk Side 5) - 0x334B9 & 0x334BC & 0x22106 & 0x0A14C & 0x0A14D - True
|
||||
159709 - 0x00359 (Desert Obelisk) - True - True
|
||||
159710 - 0xFFE10 (Monastery Obelisk Side 1) - 0x03ABC & 0x03ABE & 0x03AC0 & 0x03AC4 - True
|
||||
159711 - 0xFFE11 (Monastery Obelisk Side 2) - 0x03AC5 - True
|
||||
159712 - 0xFFE12 (Monastery Obelisk Side 3) - 0x03BE2 & 0x03BE3 & 0x0A409 - True
|
||||
159713 - 0xFFE13 (Monastery Obelisk Side 4) - 0x006E5 & 0x006E6 & 0x006E7 & 0x034A7 & 0x034AD & 0x034AF & 0x03DAB & 0x03DAC & 0x03DAD - True
|
||||
159714 - 0xFFE14 (Monastery Obelisk Side 5) - 0x03E01 - True
|
||||
159715 - 0xFFE15 (Monastery Obelisk Side 6) - 0x289F4 & 0x289F5 - True
|
||||
159719 - 0x00263 (Monastery Obelisk) - True - True
|
||||
159720 - 0xFFE20 (Treehouse Obelisk Side 1) - 0x0053D & 0x0053E & 0x00769 - True
|
||||
159721 - 0xFFE21 (Treehouse Obelisk Side 2) - 0x33721 & 0x220A7 & 0x220BD - True
|
||||
159722 - 0xFFE22 (Treehouse Obelisk Side 3) - 0x03B22 & 0x03B23 & 0x03B24 & 0x03B25 & 0x03A79 & 0x28ABD & 0x28ABE - True
|
||||
159723 - 0xFFE23 (Treehouse Obelisk Side 4) - 0x3388F & 0x28B29 & 0x28B2A - True
|
||||
159724 - 0xFFE24 (Treehouse Obelisk Side 5) - 0x018B6 & 0x033BE & 0x033BF & 0x033DD & 0x033E5 - True
|
||||
159725 - 0xFFE25 (Treehouse Obelisk Side 6) - 0x28AE9 & 0x3348F - True
|
||||
159729 - 0x00097 (Treehouse Obelisk) - True - True
|
||||
159730 - 0xFFE30 (River Obelisk Side 1) - 0x001A3 & 0x335AE - True
|
||||
159731 - 0xFFE31 (River Obelisk Side 2) - 0x000D3 & 0x035F5 & 0x09D5D & 0x09D5E & 0x09D63 - True
|
||||
159732 - 0xFFE32 (River Obelisk Side 3) - 0x3370E & 0x035DE & 0x03601 & 0x03603 & 0x03D0D & 0x3369A & 0x336C8 & 0x33505 - True
|
||||
159733 - 0xFFE33 (River Obelisk Side 4) - 0x03A9E & 0x016B2 & 0x3365F & 0x03731 & 0x036CE & 0x03C07 & 0x03A93 - True
|
||||
159734 - 0xFFE34 (River Obelisk Side 5) - 0x03AA6 & 0x3397C & 0x0105D & 0x0A304 - True
|
||||
159735 - 0xFFE35 (River Obelisk Side 6) - 0x035CB & 0x035CF - True
|
||||
159739 - 0x00367 (River Obelisk) - True - True
|
||||
159740 - 0xFFE40 (Quarry Obelisk Side 1) - 0x28A7B & 0x005F6 & 0x00859 & 0x17CB9 & 0x28A4A - True
|
||||
159741 - 0xFFE41 (Quarry Obelisk Side 2) - 0x334B6 & 0x00614 & 0x0069D & 0x28A4C - True
|
||||
159742 - 0xFFE42 (Quarry Obelisk Side 3) - 0x289CF & 0x289D1 - True
|
||||
159743 - 0xFFE43 (Quarry Obelisk Side 4) - 0x33692 - True
|
||||
159744 - 0xFFE44 (Quarry Obelisk Side 5) - 0x03E77 & 0x03E7C - True
|
||||
159749 - 0x22073 (Quarry Obelisk) - True - True
|
||||
159750 - 0xFFE50 (Town Obelisk Side 1) - 0x035C7 - True
|
||||
159751 - 0xFFE51 (Town Obelisk Side 2) - 0x01848 & 0x03D06 & 0x33530 & 0x33600 & 0x28A2F & 0x28A37 & 0x334A3 & 0x3352F - True
|
||||
159752 - 0xFFE52 (Town Obelisk Side 3) - 0x33857 & 0x33879 & 0x03C19 - True
|
||||
159753 - 0xFFE53 (Town Obelisk Side 4) - 0x28B30 & 0x035C9 - True
|
||||
159754 - 0xFFE54 (Town Obelisk Side 5) - 0x03335 & 0x03412 & 0x038A6 & 0x038AA & 0x03E3F & 0x03E40 & 0x28B8E - True
|
||||
159755 - 0xFFE55 (Town Obelisk Side 6) - 0x28B91 & 0x03BCE & 0x03BCF & 0x03BD1 & 0x339B6 & 0x33A20 & 0x33A29 & 0x33A2A & 0x33B06 - True
|
||||
|
||||
Lasers (Lasers) - Entry - True:
|
||||
159759 - 0x0A16C (Town Obelisk) - True - True
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
Menu (Menu) - Entry - True:
|
||||
|
||||
Entry (Entry):
|
||||
|
||||
First Hallway (First Hallway) - Entry - True - First Hallway Room - 0x00064:
|
||||
|
@ -21,9 +23,9 @@ Tutorial (Tutorial) - Outside Tutorial - True:
|
|||
159513 - 0x33600 (Patio Flowers EP) - 0x0C373 - True
|
||||
159517 - 0x3352F (Gate EP) - 0x03505 - True
|
||||
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2:
|
||||
158650 - 0x033D4 (Vault) - True - Dots & Full Dots & Squares & Black/White Squares
|
||||
158651 - 0x03481 (Vault Box) - 0x033D4 - True
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2 - Outside Tutorial Vault - 0x033D0:
|
||||
158650 - 0x033D4 (Vault Panel) - True - Dots & Full Dots & Squares & Black/White Squares
|
||||
Door - 0x033D0 (Vault Door) - 0x033D4
|
||||
158013 - 0x0005D (Shed Row 1) - True - Dots & Full Dots
|
||||
158014 - 0x0005E (Shed Row 2) - 0x0005D - Dots & Full Dots
|
||||
158015 - 0x0005F (Shed Row 3) - 0x0005E - Dots & Full Dots
|
||||
|
@ -44,6 +46,9 @@ Door - 0x03BA2 (Outpost Path) - 0x0A3B5
|
|||
159516 - 0x334A3 (Path EP) - True - True
|
||||
159500 - 0x035C7 (Tractor EP) - True - True
|
||||
|
||||
Outside Tutorial Vault (Outside Tutorial):
|
||||
158651 - 0x03481 (Vault Box) - True - True
|
||||
|
||||
Outside Tutorial Path To Outpost (Outside Tutorial) - Outside Tutorial Outpost - 0x0A170:
|
||||
158011 - 0x0A171 (Outpost Entry Panel) - True - Dots & Full Dots & Triangles
|
||||
Door - 0x0A170 (Outpost Entry) - 0x0A171
|
||||
|
@ -54,6 +59,7 @@ Door - 0x04CA3 (Outpost Exit) - 0x04CA4
|
|||
158600 - 0x17CFB (Discard) - True - Arrows
|
||||
|
||||
Main Island (Main Island) - Outside Tutorial - True:
|
||||
159801 - 0xFFD00 (Reached Independently) - True - True
|
||||
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
|
||||
|
||||
Outside Glass Factory (Glass Factory) - Main Island - True - Inside Glass Factory - 0x01A29:
|
||||
|
@ -76,7 +82,7 @@ Inside Glass Factory (Glass Factory) - Inside Glass Factory Behind Back Wall - 0
|
|||
158038 - 0x0343A (Melting 3) - 0x00082 - Symmetry & Dots
|
||||
Door - 0x0D7ED (Back Wall) - 0x0005C
|
||||
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - Boat - 0x17CC8:
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - The Ocean - 0x17CC8:
|
||||
158039 - 0x17CC8 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
|
||||
Outside Symmetry Island (Symmetry Island) - Main Island - True - Symmetry Island Lower - 0x17F3E:
|
||||
|
@ -112,12 +118,12 @@ Door - 0x18269 (Upper) - 0x1C349
|
|||
159000 - 0x0332B (Glass Factory Black Line Reflection EP) - True - True
|
||||
|
||||
Symmetry Island Upper (Symmetry Island):
|
||||
158065 - 0x00A52 (Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Blue 2) - 0x00A61 & 0x00A52 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Blue 3) - 0x00A64 & 0x00A57 - Symmetry & Colored Dots
|
||||
158065 - 0x00A52 (Laser Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Laser Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Laser Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Laser Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Laser Blue 2) - 0x00A61 & 0x00A57 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Laser Blue 3) - 0x00A64 & 0x00A5B - Symmetry & Colored Dots
|
||||
158700 - 0x0360D (Laser Panel) - 0x00A68 - True
|
||||
Laser - 0x00509 (Laser) - 0x0360D
|
||||
159001 - 0x03367 (Glass Factory Black Line EP) - True - True
|
||||
|
@ -135,9 +141,9 @@ Door - 0x03313 (Second Gate) - 0x032FF
|
|||
|
||||
Orchard End (Orchard):
|
||||
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE:
|
||||
158652 - 0x0CC7B (Vault) - True - Dots & Full Dots & Stars & Stars + Same Colored Symbol & Eraser & Triangles & Shapers & Negative Shapers & Colored Squares
|
||||
158653 - 0x0339E (Vault Box) - 0x0CC7B - True
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE - Desert Vault - 0x03444:
|
||||
158652 - 0x0CC7B (Vault Panel) - True - Dots & Full Dots & Stars & Stars + Same Colored Symbol & Eraser & Triangles & Shapers & Negative Shapers & Colored Squares
|
||||
Door - 0x03444 (Vault Door) - 0x0CC7B
|
||||
158602 - 0x17CE7 (Discard) - True - Arrows
|
||||
158076 - 0x00698 (Surface 1) - True - True
|
||||
158077 - 0x0048F (Surface 2) - 0x00698 - True
|
||||
|
@ -163,6 +169,9 @@ Laser - 0x012FB (Laser) - 0x03608
|
|||
159040 - 0x334B9 (Shore EP) - True - True
|
||||
159041 - 0x334BC (Island EP) - True - True
|
||||
|
||||
Desert Vault (Desert):
|
||||
158653 - 0x0339E (Vault Box) - True - True
|
||||
|
||||
Desert Floodlight Room (Desert) - Desert Pond Room - 0x0C2C3:
|
||||
158087 - 0x09FAA (Light Control) - True - True
|
||||
158088 - 0x00422 (Light Room 1) - 0x09FAA - True
|
||||
|
@ -199,18 +208,19 @@ Desert Water Levels Room (Desert) - Desert Elevator Room - 0x0C316:
|
|||
Door - 0x0C316 (Elevator Room Entry) - 0x18076
|
||||
159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True
|
||||
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x012FB:
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317:
|
||||
158111 - 0x17C31 (Final Transparent) - True - True
|
||||
158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True
|
||||
158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True
|
||||
158115 - 0x0A15C (Final Bent 1) - True - True
|
||||
158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True
|
||||
158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x012FB - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x01317 - True
|
||||
Door - 0x01317 (Elevator) - 0x03608
|
||||
|
||||
Desert Lowest Level Inbetween Shortcuts (Desert):
|
||||
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - TrueOneWay:
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - 0xFFD00 & 0xFFD01:
|
||||
158118 - 0x09E57 (Entry 1 Panel) - True - Squares & Black/White Squares & Triangles
|
||||
158603 - 0x17CF0 (Discard) - True - Arrows
|
||||
158702 - 0x03612 (Laser Panel) - 0x0A3D0 & 0x0367C - Eraser & Triangles & Stars & Stars + Same Colored Symbol
|
||||
|
@ -222,7 +232,7 @@ Door - 0x09D6F (Entry 1) - 0x09E57
|
|||
159420 - 0x289CF (Rock Line EP) - True - True
|
||||
159421 - 0x289D1 (Rock Line Reflection EP) - True - True
|
||||
|
||||
Quarry Elevator (Quarry):
|
||||
Quarry Elevator (Quarry) - Outside Quarry - 0x17CC4 - Quarry - 0x17CC4:
|
||||
158120 - 0x17CC4 (Elevator Control) - 0x0367C - Dots & Eraser
|
||||
159403 - 0x17CB9 (Railroad EP) - 0x17CC4 - True
|
||||
|
||||
|
@ -230,28 +240,31 @@ Quarry Between Entrys (Quarry) - Quarry - 0x17C07:
|
|||
158119 - 0x17C09 (Entry 2 Panel) - True - Shapers & Triangles
|
||||
Door - 0x17C07 (Entry 2) - 0x17C09
|
||||
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010 - Quarry Elevator - 0x17CC4:
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010:
|
||||
159802 - 0xFFD01 (Inside Reached Independently) - True - True
|
||||
158121 - 0x01E5A (Stoneworks Entry Left Panel) - True - Squares & Black/White Squares & Stars & Stars + Same Colored Symbol
|
||||
158122 - 0x01E59 (Stoneworks Entry Right Panel) - True - Triangles
|
||||
Door - 0x02010 (Stoneworks Entry) - 0x01E59 & 0x01E5A
|
||||
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8:
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8 - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158123 - 0x275ED (Side Exit Panel) - True - True
|
||||
Door - 0x275FF (Side Exit) - 0x275ED
|
||||
158124 - 0x03678 (Lower Ramp Control) - True - Dots & Eraser
|
||||
158145 - 0x17CAC (Roof Exit Panel) - True - True
|
||||
Door - 0x17CE8 (Roof Exit) - 0x17CAC
|
||||
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Ground Floor - 0x03675 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158125 - 0x00E0C (Lower Row 1) - True - Triangles & Eraser
|
||||
158126 - 0x01489 (Lower Row 2) - 0x00E0C - Triangles & Eraser
|
||||
158127 - 0x0148A (Lower Row 3) - 0x01489 - Triangles & Eraser
|
||||
158128 - 0x014D9 (Lower Row 4) - 0x0148A - Triangles & Eraser
|
||||
158129 - 0x014E7 (Lower Row 5) - 0x014D9 - Triangles & Eraser
|
||||
158130 - 0x014E8 (Lower Row 6) - 0x014E7 - Triangles & Eraser
|
||||
|
||||
Quarry Stoneworks Lift (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03679 - Quarry Stoneworks Ground Floor - 0x03679 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
158131 - 0x03679 (Lower Lift Control) - 0x014E8 - Dots & Eraser
|
||||
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03676 & 0x03679 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - 0x03675 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
158132 - 0x03676 (Upper Ramp Control) - True - Dots & Eraser
|
||||
158133 - 0x03675 (Upper Lift Control) - True - Dots & Eraser
|
||||
158134 - 0x00557 (Upper Row 1) - True - Squares & Colored Squares & Eraser & Stars & Stars + Same Colored Symbol
|
||||
|
@ -262,7 +275,7 @@ Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Flo
|
|||
158139 - 0x3C12D (Upper Row 6) - 0x0146C - Squares & Colored Squares & Eraser & Stars & Stars + Same Colored Symbol
|
||||
158140 - 0x03686 (Upper Row 7) - 0x3C12D - Squares & Colored Squares & Eraser & Stars & Stars + Same Colored Symbol
|
||||
158141 - 0x014E9 (Upper Row 8) - 0x03686 - Squares & Colored Squares & Eraser & Stars & Stars + Same Colored Symbol
|
||||
158142 - 0x03677 (Stair Control) - True - Squares & Colored Squares & Eraser
|
||||
158142 - 0x03677 (Stairs Panel) - True - Squares & Colored Squares & Eraser
|
||||
Door - 0x0368A (Stairs) - 0x03677
|
||||
158143 - 0x3C125 (Control Room Left) - 0x014E9 - Squares & Black/White Squares & Dots & Full Dots & Eraser
|
||||
158144 - 0x0367C (Control Room Right) - 0x014E9 - Squares & Colored Squares & Triangles & Eraser & Stars & Stars + Same Colored Symbol
|
||||
|
@ -277,7 +290,7 @@ Quarry Boathouse (Quarry Boathouse) - Quarry - True - Quarry Boathouse Upper Fro
|
|||
Door - 0x2769B (Dock) - 0x17CA6
|
||||
Door - 0x27163 (Dock Invis Barrier) - 0x17CA6
|
||||
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - Boat - 0x17CA6:
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - The Ocean - 0x17CA6:
|
||||
|
||||
Quarry Boathouse Upper Front (Quarry Boathouse) - Quarry Boathouse Upper Middle - 0x17C50:
|
||||
158149 - 0x021B3 (Front Row 1) - True - Shapers & Eraser & Negative Shapers
|
||||
|
@ -309,9 +322,9 @@ Door - 0x3865F (Second Barrier) - 0x38663
|
|||
158169 - 0x0A3D0 (Back Second Row 3) - 0x0A3CC - Stars & Eraser & Shapers & Negative Shapers & Stars + Same Colored Symbol
|
||||
159401 - 0x005F6 (Hook EP) - 0x275FA & 0x03852 & 0x3865F - True
|
||||
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 & 0x19665:
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 | 0x19665:
|
||||
158170 - 0x334DB (Door Timer Outside) - True - True
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB | 0x334DC
|
||||
158171 - 0x0AC74 (Intro 6) - 0x0A8DC - True
|
||||
158172 - 0x0AC7A (Intro 7) - 0x0AC74 - True
|
||||
158173 - 0x0A8E0 (Intro 8) - 0x0AC7A - True
|
||||
|
@ -336,7 +349,7 @@ Shadows Ledge (Shadows) - Shadows - 0x1855B - Quarry - 0x19865 & 0x0A2DF:
|
|||
158187 - 0x334DC (Door Timer Inside) - True - True
|
||||
158188 - 0x198B5 (Intro 1) - True - True
|
||||
158189 - 0x198BD (Intro 2) - 0x198B5 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x334DC & 0x19B24 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x19B24 - True
|
||||
Door - 0x19865 (Quarry Barrier) - 0x198BF
|
||||
Door - 0x0A2DF (Quarry Barrier 2) - 0x198BF
|
||||
158191 - 0x19771 (Intro 4) - 0x198BF - True
|
||||
|
@ -345,7 +358,7 @@ Door - 0x1855B (Ledge Barrier) - 0x0A8DC
|
|||
Door - 0x19ADE (Ledge Barrier 2) - 0x0A8DC
|
||||
|
||||
Shadows Laser Room (Shadows):
|
||||
158703 - 0x19650 (Laser Panel) - True - True
|
||||
158703 - 0x19650 (Laser Panel) - 0x194B2 & 0x19665 - True
|
||||
Laser - 0x181B3 (Laser) - 0x19650
|
||||
|
||||
Treehouse Beach (Treehouse Beach) - Main Island - True:
|
||||
|
@ -395,9 +408,9 @@ Door - 0x01D40 (Pressure Plates 4 Exit) - 0x01D3F
|
|||
158205 - 0x09E49 (Shadows Shortcut Panel) - True - True
|
||||
Door - 0x09E3D (Shadows Shortcut) - 0x09E49
|
||||
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
||||
158654 - 0x00AFB (Vault) - True - Symmetry & Sound Dots & Colored Dots
|
||||
158655 - 0x03535 (Vault Box) - 0x00AFB - True
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True - Shipwreck Vault - 0x17BB4:
|
||||
158654 - 0x00AFB (Vault Panel) - True - Symmetry & Sound Dots & Colored Dots
|
||||
Door - 0x17BB4 (Vault Door) - 0x00AFB
|
||||
158605 - 0x17D28 (Discard) - True - Arrows
|
||||
159220 - 0x03B22 (Circle Far EP) - True - True
|
||||
159221 - 0x03B23 (Circle Left EP) - True - True
|
||||
|
@ -407,6 +420,9 @@ Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
|||
159226 - 0x28ABE (Rope Outer EP) - True - True
|
||||
159230 - 0x3388F (Couch EP) - 0x17CDF | 0x0A054 - True
|
||||
|
||||
Shipwreck Vault (Shipwreck):
|
||||
158655 - 0x03535 (Vault Box) - True - True
|
||||
|
||||
Keep Tower (Keep) - Keep - 0x04F8F:
|
||||
158206 - 0x0361B (Tower Shortcut Panel) - True - True
|
||||
Door - 0x04F8F (Tower Shortcut) - 0x0361B
|
||||
|
@ -422,8 +438,8 @@ Laser - 0x014BB (Laser) - 0x0360E | 0x03317
|
|||
159251 - 0x3348F (Hedges EP) - True - True
|
||||
|
||||
Outside Monastery (Monastery) - Main Island - True - Inside Monastery - 0x0C128 & 0x0C153 - Monastery Garden - 0x03750:
|
||||
158207 - 0x03713 (Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Shortcut) - 0x03713
|
||||
158207 - 0x03713 (Laser Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Laser Shortcut) - 0x03713
|
||||
158208 - 0x00B10 (Entry Left) - True - True
|
||||
158209 - 0x00C92 (Entry Right) - True - True
|
||||
Door - 0x0C128 (Entry Inner) - 0x00B10
|
||||
|
@ -454,7 +470,7 @@ Inside Monastery (Monastery):
|
|||
|
||||
Monastery Garden (Monastery):
|
||||
|
||||
Town (Town) - Main Island - True - Boat - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Squares & Black/White Squares & Shapers & Triangles
|
||||
Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
||||
|
@ -469,11 +485,11 @@ Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
|||
158238 - 0x28AC0 (Wooden Roof Lower Row 4) - 0x28ABF - Triangles & Dots & Full Dots
|
||||
158239 - 0x28AC1 (Wooden Roof Lower Row 5) - 0x28AC0 - Triangles & Dots & Full Dots
|
||||
Door - 0x034F5 (Wooden Roof Stairs) - 0x28AC1
|
||||
158225 - 0x28998 (Tinted Glass Door Panel) - True - Stars & Rotated Shapers & Stars + Same Colored Symbol
|
||||
Door - 0x28A61 (Tinted Glass Door) - 0x28A0D
|
||||
158225 - 0x28998 (RGB House Entry Panel) - True - Stars & Rotated Shapers & Stars + Same Colored Symbol
|
||||
Door - 0x28A61 (RGB House Entry) - 0x28A0D
|
||||
158226 - 0x28A0D (Church Entry Panel) - 0x28998 - Stars
|
||||
Door - 0x03BB0 (Church Entry) - 0x03C08
|
||||
158228 - 0x28A79 (Maze Stair Control) - True - True
|
||||
158228 - 0x28A79 (Maze Panel) - True - True
|
||||
Door - 0x28AA2 (Maze Stairs) - 0x28A79
|
||||
158241 - 0x17F5F (Windmill Entry Panel) - True - Dots
|
||||
Door - 0x1845B (Windmill Entry) - 0x17F5F
|
||||
|
@ -484,7 +500,7 @@ Door - 0x1845B (Windmill Entry) - 0x17F5F
|
|||
159541 - 0x03412 (Tower Underside Fourth EP) - True - True
|
||||
159542 - 0x038A6 (Tower Underside First EP) - True - True
|
||||
159543 - 0x038AA (Tower Underside Second EP) - True - True
|
||||
159545 - 0x03E40 (RGB House Green EP) - 0x334D8 & 0x03C0C & 0x03C08 - True
|
||||
159545 - 0x03E40 (RGB House Green EP) - 0x334D8 - True
|
||||
159546 - 0x28B8E (Maze Bridge Underside EP) - 0x2896A - True
|
||||
159552 - 0x03BCF (Black Line Redirect EP) - True - True
|
||||
159800 - 0xFFF80 (Pet the Dog) - True - True
|
||||
|
@ -557,7 +573,7 @@ Door - 0x3CCDF (Exit Right) - 0x33AB2
|
|||
159556 - 0x33A2A (Door EP) - 0x03553 - True
|
||||
159558 - 0x33B06 (Church EP) - 0x0354E - True
|
||||
|
||||
Jungle (Jungle) - Main Island - True - Outside Jungle River - 0x3873B - Boat - 0x17CDF:
|
||||
Jungle (Jungle) - Main Island - True - The Ocean - 0x17CDF:
|
||||
158251 - 0x17CDF (Shore Boat Spawn) - True - Boat
|
||||
158609 - 0x17F9B (Discard) - True - Arrows
|
||||
158252 - 0x002C4 (First Row 1) - True - True
|
||||
|
@ -588,18 +604,21 @@ Door - 0x3873B (Laser Shortcut) - 0x337FA
|
|||
159350 - 0x035CB (Bamboo CCW EP) - True - True
|
||||
159351 - 0x035CF (Bamboo CW EP) - True - True
|
||||
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A:
|
||||
158267 - 0x17CAA (Monastery Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault) - True - Black/White Squares & Dots
|
||||
158664 - 0x03702 (Vault Box) - 0x15ADD - True
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A - River Vault - 0x15287:
|
||||
158267 - 0x17CAA (Monastery Garden Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Garden Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault Panel) - True - Black/White Squares & Dots
|
||||
Door - 0x15287 (Vault Door) - 0x15ADD
|
||||
159110 - 0x03AC5 (Green Leaf Moss EP) - True - True
|
||||
159120 - 0x03BE2 (Monastery Garden Left EP) - 0x03750 - True
|
||||
159121 - 0x03BE3 (Monastery Garden Right EP) - True - True
|
||||
159122 - 0x0A409 (Monastery Wall EP) - True - True
|
||||
|
||||
River Vault (River):
|
||||
158664 - 0x03702 (Vault Box) - True - True
|
||||
|
||||
Outside Bunker (Bunker) - Main Island - True - Bunker - 0x0C2A4:
|
||||
158268 - 0x17C2E (Entry Panel) - True - Squares & Black/White Squares & Colored Squares
|
||||
158268 - 0x17C2E (Entry Panel) - True - Squares & Black/White Squares
|
||||
Door - 0x0C2A4 (Entry) - 0x17C2E
|
||||
|
||||
Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
||||
|
@ -616,9 +635,9 @@ Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
|||
Door - 0x17C79 (Tinted Glass Door) - 0x0A099
|
||||
|
||||
Bunker Glass Room (Bunker) - Bunker Ultraviolet Room - 0x0C2A3:
|
||||
158279 - 0x0A010 (Glass Room 1) - True - Squares & Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x0A010 - Squares & Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x0A01B - Squares & Colored Squares & Black/White Squares
|
||||
158279 - 0x0A010 (Glass Room 1) - 0x17C79 - Squares & Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x17C79 & 0x0A010 - Squares & Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x17C79 & 0x0A01B - Squares & Colored Squares & Black/White Squares
|
||||
Door - 0x0C2A3 (UV Room Entry) - 0x0A01F
|
||||
|
||||
Bunker Ultraviolet Room (Bunker) - Bunker Elevator Section - 0x0A08D:
|
||||
|
@ -631,7 +650,7 @@ Door - 0x0A08D (Elevator Room Entry) - 0x17E67
|
|||
Bunker Elevator Section (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
159311 - 0x035F5 (Tinted Door EP) - 0x17C79 - True
|
||||
|
||||
Bunker Elevator (Bunker) - Bunker Laser Platform - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
Bunker Elevator (Bunker) - Bunker Elevator Section - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
158286 - 0x0A079 (Elevator Control) - True - Colored Squares & Black/White Squares
|
||||
|
||||
Bunker Green Room (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
|
@ -676,7 +695,7 @@ Swamp Near Platform (Swamp) - Swamp Cyan Underwater - 0x04B7F - Swamp Near Boat
|
|||
158316 - 0x00990 (Platform Row 4) - 0x0098F - Rotated Shapers
|
||||
Door - 0x184B7 (Between Bridges First Door) - 0x00990
|
||||
158317 - 0x17C0D (Platform Shortcut Left Panel) - True - Rotated Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - True - Rotated Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - 0x17C0D - Rotated Shapers
|
||||
Door - 0x38AE6 (Platform Shortcut Door) - 0x17C0E
|
||||
Door - 0x04B7F (Cyan Water Pump) - 0x00006
|
||||
|
||||
|
@ -715,18 +734,21 @@ Swamp Rotating Bridge (Swamp) - Swamp Between Bridges Far - 0x181F5 - Swamp Near
|
|||
159331 - 0x016B2 (Rotating Bridge CCW EP) - 0x181F5 - True
|
||||
159334 - 0x036CE (Rotating Bridge CW EP) - 0x181F5 - True
|
||||
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482:
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482 - Swamp Long Bridge - 0xFFD00 & 0xFFD02 - The Ocean - 0x09DB8:
|
||||
158903 - 0xFFD02 (Beyond Rotating Bridge Reached Independently) - True - True
|
||||
158328 - 0x09DB8 (Boat Spawn) - True - Boat
|
||||
158329 - 0x003B2 (Beyond Rotating Bridge 1) - 0x0000A - Shapers & Dots & Full Dots
|
||||
158330 - 0x00A1E (Beyond Rotating Bridge 2) - 0x003B2 - Rotated Shapers & Shapers & Dots & Full Dots
|
||||
158331 - 0x00C2E (Beyond Rotating Bridge 3) - 0x00A1E - Shapers & Dots & Full Dots
|
||||
158332 - 0x00E3A (Beyond Rotating Bridge 4) - 0x00C2E - Shapers & Dots & Full Dots
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
Door - 0x18482 (Blue Water Pump) - 0x00E3A
|
||||
159332 - 0x3365F (Boat EP) - 0x09DB8 - True
|
||||
159333 - 0x03731 (Long Bridge Side EP) - 0x17E2B - True
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6:
|
||||
Swamp Long Bridge (Swamp) - Swamp Near Boat - 0x17E2B - Outside Swamp - 0x17E2B:
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6 - Swamp Near Boat - TrueOneWay:
|
||||
Door - 0x0A1D6 (Purple Water Pump) - 0x00E3A
|
||||
|
||||
Swamp Purple Underwater (Swamp):
|
||||
|
@ -752,7 +774,7 @@ Laser - 0x00BF6 (Laser) - 0x03615
|
|||
158342 - 0x17C02 (Laser Shortcut Right Panel) - 0x17C05 - Shapers & Negative Shapers & Stars & Stars + Same Colored Symbol
|
||||
Door - 0x2D880 (Laser Shortcut) - 0x17C02
|
||||
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309:
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309 - The Ocean - 0x17C95:
|
||||
158343 - 0x17C95 (Boat Spawn) - True - Boat
|
||||
158344 - 0x0288C (First Door Panel) - True - Stars & Stars + Same Colored Symbol & Triangles
|
||||
Door - 0x0C309 (First Door) - 0x0288C
|
||||
|
@ -778,7 +800,7 @@ Treehouse After Yellow Bridge (Treehouse) - Treehouse Junction - 0x0A181:
|
|||
Door - 0x0A181 (Third Door) - 0x0A182
|
||||
|
||||
Treehouse Junction (Treehouse) - Treehouse Right Orange Bridge - True - Treehouse First Purple Bridge - True - Treehouse Green Bridge - True:
|
||||
158356 - 0x2700B (Laser House Door Timer Outside Control) - True - True
|
||||
158356 - 0x2700B (Laser House Door Timer Outside) - True - True
|
||||
|
||||
Treehouse First Purple Bridge (Treehouse) - Treehouse Second Purple Bridge - 0x17D6C:
|
||||
158357 - 0x17DC8 (First Purple Bridge 1) - True - Stars & Dots & Full Dots
|
||||
|
@ -802,7 +824,7 @@ Treehouse Right Orange Bridge (Treehouse) - Treehouse Bridge Platform - 0x17DA2:
|
|||
158402 - 0x17DA2 (Right Orange Bridge 12) - 0x17DB1 - Stars & Stars + Same Colored Symbol & Triangles
|
||||
|
||||
Treehouse Bridge Platform (Treehouse) - Main Island - 0x0C32D:
|
||||
158404 - 0x037FF (Bridge Control) - True - Stars
|
||||
158404 - 0x037FF (Drawbridge Panel) - True - Stars
|
||||
Door - 0x0C32D (Drawbridge) - 0x037FF
|
||||
|
||||
Treehouse Second Purple Bridge (Treehouse) - Treehouse Left Orange Bridge - 0x17DC6:
|
||||
|
@ -847,7 +869,7 @@ Treehouse Green Bridge Left House (Treehouse):
|
|||
159211 - 0x220A7 (Right Orange Bridge EP) - 0x17DA2 - True
|
||||
|
||||
Treehouse Laser Room Front Platform (Treehouse) - Treehouse Laser Room - 0x0C323:
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DEC
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DEC | 0x17CBC
|
||||
|
||||
Treehouse Laser Room Back Platform (Treehouse):
|
||||
158611 - 0x17FA0 (Laser Discard) - True - Arrows
|
||||
|
@ -860,19 +882,22 @@ Treehouse Laser Room (Treehouse):
|
|||
158403 - 0x17CBC (Laser House Door Timer Inside) - True - True
|
||||
Laser - 0x028A4 (Laser) - 0x03613
|
||||
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True:
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
|
||||
158612 - 0x17C42 (Discard) - True - Arrows
|
||||
158665 - 0x002A6 (Vault) - True - Symmetry & Colored Squares & Triangles & Stars & Stars + Same Colored Symbol
|
||||
158666 - 0x03542 (Vault Box) - 0x002A6 - True
|
||||
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Squares & Triangles & Stars & Stars + Same Colored Symbol
|
||||
Door - 0x00085 (Vault Door) - 0x002A6
|
||||
159301 - 0x335AE (Cloud Cycle EP) - True - True
|
||||
159325 - 0x33505 (Bush EP) - True - True
|
||||
159335 - 0x03C07 (Apparent River EP) - True - True
|
||||
|
||||
Mountainside Vault (Mountainside):
|
||||
158666 - 0x03542 (Vault Box) - True - True
|
||||
|
||||
Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
||||
158405 - 0x0042D (River Shape) - True - True
|
||||
158406 - 0x09F7F (Box Short) - 7 Lasers - True
|
||||
158407 - 0x17C34 (Trap Door Triple Exit) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol & Triangles
|
||||
158800 - 0xFFF00 (Box Long) - 7 Lasers & 11 Lasers & 0x17C34 - True
|
||||
158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol & Triangles
|
||||
158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True
|
||||
159300 - 0x001A3 (River Shape EP) - True - True
|
||||
159320 - 0x3370E (Arch Black EP) - True - True
|
||||
159324 - 0x336C8 (Arch White Right EP) - True - True
|
||||
|
@ -881,7 +906,7 @@ Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
|||
Mountain Top Layer (Mountain Floor 1) - Mountain Top Layer Bridge - 0x09E39:
|
||||
158408 - 0x09E39 (Light Bridge Controller) - True - Eraser & Triangles
|
||||
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Top Layer At Door - TrueOneWay:
|
||||
158409 - 0x09E7A (Right Row 1) - True - Black/White Squares & Dots & Stars & Stars + Same Colored Symbol
|
||||
158410 - 0x09E71 (Right Row 2) - 0x09E7A - Black/White Squares & Triangles
|
||||
158411 - 0x09E72 (Right Row 3) - 0x09E71 - Black/White Squares & Shapers & Stars & Stars + Same Colored Symbol
|
||||
|
@ -899,6 +924,8 @@ Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
|||
158423 - 0x09F6E (Back Row 3) - 0x33AF7 - Symmetry & Stars & Shapers & Stars + Same Colored Symbol
|
||||
158424 - 0x09EAD (Trash Pillar 1) - True - Rotated Shapers & Stars
|
||||
158425 - 0x09EAF (Trash Pillar 2) - 0x09EAD - Rotated Shapers & Triangles
|
||||
|
||||
Mountain Top Layer At Door (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Door - 0x09E54 (Exit) - 0x09EAF & 0x09F6E & 0x09E6B & 0x09E7B
|
||||
|
||||
Mountain Floor 2 (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Near - 0x09FFB - Mountain Floor 2 Blue Bridge - 0x09E86 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
|
@ -917,7 +944,7 @@ Door - 0x09EDD (Elevator Room Entry) - 0x09ED8 & 0x09E86
|
|||
Mountain Floor 2 Light Bridge Room Near (Mountain Floor 2):
|
||||
158431 - 0x09E86 (Light Bridge Controller Near) - True - Shapers & Dots
|
||||
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay - Mountain Floor 2 - 0x09ED8:
|
||||
158432 - 0x09FCC (Far Row 1) - True - Triangles
|
||||
158433 - 0x09FCE (Far Row 2) - 0x09FCC - Black/White Squares & Stars & Stars + Same Colored Symbol
|
||||
158434 - 0x09FCF (Far Row 3) - 0x09FCE - Stars & Triangles & Stars + Same Colored Symbol
|
||||
|
@ -935,29 +962,27 @@ Mountain Floor 2 Elevator Room (Mountain Floor 2) - Mountain Floor 2 Elevator -
|
|||
Mountain Floor 2 Elevator (Mountain Floor 2) - Mountain Floor 2 Elevator Room - 0x09EEB - Mountain Third Layer - 0x09EEB:
|
||||
158439 - 0x09EEB (Elevator Control Panel) - True - Dots
|
||||
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89:
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
158440 - 0x09FC1 (Giant Puzzle Bottom Left) - True - Shapers & Eraser & Negative Shapers
|
||||
158441 - 0x09F8E (Giant Puzzle Bottom Right) - True - Shapers & Eraser & Negative Shapers
|
||||
158442 - 0x09F01 (Giant Puzzle Top Right) - True - Shapers & Eraser & Negative Shapers
|
||||
158443 - 0x09EFF (Giant Puzzle Top Left) - True - Shapers & Eraser & Negative Shapers
|
||||
158444 - 0x09FDA (Giant Puzzle) - 0x09FC1 & 0x09F8E & 0x09F01 & 0x09EFF - Shapers & Symmetry
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x09F89 (Exit) - 0x09FDA
|
||||
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x17FA2 - Final Room - 0x0C141 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Path to Caves - 0x17F33 - Final Room - 0x0C141:
|
||||
158614 - 0x17FA2 (Discard) - 0xFFF00 - Arrows
|
||||
158445 - 0x01983 (Final Room Entry Left) - True - Shapers & Stars
|
||||
158446 - 0x01987 (Final Room Entry Right) - True - Squares & Colored Squares & Dots
|
||||
Door - 0x0C141 (Final Room Entry) - 0x01983 & 0x01987
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x17F33 (Rock Open) - 0x17FA2 | 0x334E1
|
||||
|
||||
Mountain Pink Bridge EP (Mountain Floor 2):
|
||||
159312 - 0x09D63 (Pink Bridge EP) - 0x09E39 - True
|
||||
|
||||
Mountain Bottom Floor Rock (Mountain Bottom Floor) - Mountain Bottom Floor - 0x17F33 - Mountain Path to Caves - 0x17F33:
|
||||
Door - 0x17F33 (Rock Open) - True
|
||||
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x334E1 - Caves - 0x2D77D:
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Caves - 0x2D77D:
|
||||
158447 - 0x00FF8 (Caves Entry Panel) - True - Arrows & Black/White Squares
|
||||
Door - 0x2D77D (Caves Entry) - 0x00FF8
|
||||
158448 - 0x334E1 (Rock Control) - True - True
|
||||
|
@ -1021,31 +1046,34 @@ Path to Challenge (Caves) - Challenge - 0x0A19A:
|
|||
158477 - 0x0A16E (Challenge Entry Panel) - True - Stars & Arrows & Stars + Same Colored Symbol
|
||||
Door - 0x0A19A (Challenge Entry) - 0x0A16E
|
||||
|
||||
Challenge (Challenge) - Tunnels - 0x0348A:
|
||||
Challenge (Challenge) - Tunnels - 0x0348A - Challenge Vault - 0x04D75:
|
||||
158499 - 0x0A332 (Start Timer) - 11 Lasers - True
|
||||
158500 - 0x0088E (Small Basic) - 0x0A332 - True
|
||||
158501 - 0x00BAF (Big Basic) - 0x0088E - True
|
||||
158502 - 0x00BF3 (Square) - 0x00BAF - Squares & Black/White Squares
|
||||
158502 - 0x00BF3 (Square) - 0x00BAF - Black/White Squares
|
||||
158503 - 0x00C09 (Maze Map) - 0x00BF3 - Dots
|
||||
158504 - 0x00CDB (Stars and Dots) - 0x00C09 - Stars & Dots
|
||||
158505 - 0x0051F (Symmetry) - 0x00CDB - Symmetry & Colored Dots & Dots
|
||||
158506 - 0x00524 (Stars and Shapers) - 0x0051F - Stars & Shapers
|
||||
158507 - 0x00CD4 (Big Basic 2) - 0x00524 - True
|
||||
158508 - 0x00CB9 (Choice Squares Right) - 0x00CD4 - Squares & Black/White Squares
|
||||
158509 - 0x00CA1 (Choice Squares Middle) - 0x00CD4 - Squares & Black/White Squares
|
||||
158510 - 0x00C80 (Choice Squares Left) - 0x00CD4 - Squares & Black/White Squares
|
||||
158511 - 0x00C68 (Choice Squares 2 Right) - 0x00CB9 | 0x00CA1 | 0x00C80 - Squares & Black/White Squares & Colored Squares
|
||||
158512 - 0x00C59 (Choice Squares 2 Middle) - 0x00CB9 | 0x00CA1 | 0x00C80 - Squares & Black/White Squares & Colored Squares
|
||||
158513 - 0x00C22 (Choice Squares 2 Left) - 0x00CB9 | 0x00CA1 | 0x00C80 - Squares & Black/White Squares & Colored Squares
|
||||
158508 - 0x00CB9 (Choice Squares Right) - 0x00CD4 - Black/White Squares
|
||||
158509 - 0x00CA1 (Choice Squares Middle) - 0x00CD4 - Black/White Squares
|
||||
158510 - 0x00C80 (Choice Squares Left) - 0x00CD4 - Black/White Squares
|
||||
158511 - 0x00C68 (Choice Squares 2 Right) - 0x00CB9 | 0x00CA1 | 0x00C80 - Black/White Squares & Colored Squares
|
||||
158512 - 0x00C59 (Choice Squares 2 Middle) - 0x00CB9 | 0x00CA1 | 0x00C80 - Black/White Squares & Colored Squares
|
||||
158513 - 0x00C22 (Choice Squares 2 Left) - 0x00CB9 | 0x00CA1 | 0x00C80 - Black/White Squares & Colored Squares
|
||||
158514 - 0x034F4 (Maze Hidden 1) - 0x00C68 | 0x00C59 | 0x00C22 - Triangles
|
||||
158515 - 0x034EC (Maze Hidden 2) - 0x00C68 | 0x00C59 | 0x00C22 - Triangles
|
||||
158516 - 0x1C31A (Dots Pillar) - 0x034F4 & 0x034EC - Dots & Symmetry
|
||||
158517 - 0x1C319 (Squares Pillar) - 0x034F4 & 0x034EC - Squares & Black/White Squares & Symmetry
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
158517 - 0x1C319 (Squares Pillar) - 0x034F4 & 0x034EC - Black/White Squares & Symmetry
|
||||
Door - 0x04D75 (Vault Door) - 0x1C31A & 0x1C319
|
||||
158518 - 0x039B4 (Tunnels Entry Panel) - True - Arrows
|
||||
Door - 0x0348A (Tunnels Entry) - 0x039B4
|
||||
159530 - 0x28B30 (Water EP) - True - True
|
||||
|
||||
Challenge Vault (Challenge):
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
|
||||
Tunnels (Tunnels) - Windmill Interior - 0x27739 - Desert Lowest Level Inbetween Shortcuts - 0x27263 - Town - 0x09E87:
|
||||
158668 - 0x2FAF6 (Vault Box) - True - True
|
||||
158519 - 0x27732 (Theater Shortcut Panel) - True - True
|
||||
|
@ -1075,7 +1103,7 @@ Elevator (Mountain Final Room):
|
|||
158535 - 0x3D9A8 (Back Wall Right) - 0x3D9A6 | 0x3D9A7 - True
|
||||
158536 - 0x3D9A9 (Elevator Start) - 0x3D9AA & 7 Lasers | 0x3D9A8 & 7 Lasers - True
|
||||
|
||||
Boat (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
The Ocean (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
159042 - 0x22106 (Desert EP) - True - True
|
||||
159223 - 0x03B25 (Shipwreck CCW Underside EP) - True - True
|
||||
159231 - 0x28B29 (Shipwreck Green EP) - True - True
|
||||
|
@ -1093,32 +1121,38 @@ Obelisks (EPs) - Entry - True:
|
|||
159702 - 0xFFE02 (Desert Obelisk Side 3) - 0x3351D - True
|
||||
159703 - 0xFFE03 (Desert Obelisk Side 4) - 0x0053C & 0x00771 & 0x335C8 & 0x335C9 & 0x337F8 & 0x037BB & 0x220E4 & 0x220E5 - True
|
||||
159704 - 0xFFE04 (Desert Obelisk Side 5) - 0x334B9 & 0x334BC & 0x22106 & 0x0A14C & 0x0A14D - True
|
||||
159709 - 0x00359 (Desert Obelisk) - True - True
|
||||
159710 - 0xFFE10 (Monastery Obelisk Side 1) - 0x03ABC & 0x03ABE & 0x03AC0 & 0x03AC4 - True
|
||||
159711 - 0xFFE11 (Monastery Obelisk Side 2) - 0x03AC5 - True
|
||||
159712 - 0xFFE12 (Monastery Obelisk Side 3) - 0x03BE2 & 0x03BE3 & 0x0A409 - True
|
||||
159713 - 0xFFE13 (Monastery Obelisk Side 4) - 0x006E5 & 0x006E6 & 0x006E7 & 0x034A7 & 0x034AD & 0x034AF & 0x03DAB & 0x03DAC & 0x03DAD - True
|
||||
159714 - 0xFFE14 (Monastery Obelisk Side 5) - 0x03E01 - True
|
||||
159715 - 0xFFE15 (Monastery Obelisk Side 6) - 0x289F4 & 0x289F5 - True
|
||||
159719 - 0x00263 (Monastery Obelisk) - True - True
|
||||
159720 - 0xFFE20 (Treehouse Obelisk Side 1) - 0x0053D & 0x0053E & 0x00769 - True
|
||||
159721 - 0xFFE21 (Treehouse Obelisk Side 2) - 0x33721 & 0x220A7 & 0x220BD - True
|
||||
159722 - 0xFFE22 (Treehouse Obelisk Side 3) - 0x03B22 & 0x03B23 & 0x03B24 & 0x03B25 & 0x03A79 & 0x28ABD & 0x28ABE - True
|
||||
159723 - 0xFFE23 (Treehouse Obelisk Side 4) - 0x3388F & 0x28B29 & 0x28B2A - True
|
||||
159724 - 0xFFE24 (Treehouse Obelisk Side 5) - 0x018B6 & 0x033BE & 0x033BF & 0x033DD & 0x033E5 - True
|
||||
159725 - 0xFFE25 (Treehouse Obelisk Side 6) - 0x28AE9 & 0x3348F - True
|
||||
159729 - 0x00097 (Treehouse Obelisk) - True - True
|
||||
159730 - 0xFFE30 (River Obelisk Side 1) - 0x001A3 & 0x335AE - True
|
||||
159731 - 0xFFE31 (River Obelisk Side 2) - 0x000D3 & 0x035F5 & 0x09D5D & 0x09D5E & 0x09D63 - True
|
||||
159732 - 0xFFE32 (River Obelisk Side 3) - 0x3370E & 0x035DE & 0x03601 & 0x03603 & 0x03D0D & 0x3369A & 0x336C8 & 0x33505 - True
|
||||
159733 - 0xFFE33 (River Obelisk Side 4) - 0x03A9E & 0x016B2 & 0x3365F & 0x03731 & 0x036CE & 0x03C07 & 0x03A93 - True
|
||||
159734 - 0xFFE34 (River Obelisk Side 5) - 0x03AA6 & 0x3397C & 0x0105D & 0x0A304 - True
|
||||
159735 - 0xFFE35 (River Obelisk Side 6) - 0x035CB & 0x035CF - True
|
||||
159739 - 0x00367 (River Obelisk) - True - True
|
||||
159740 - 0xFFE40 (Quarry Obelisk Side 1) - 0x28A7B & 0x005F6 & 0x00859 & 0x17CB9 & 0x28A4A - True
|
||||
159741 - 0xFFE41 (Quarry Obelisk Side 2) - 0x334B6 & 0x00614 & 0x0069D & 0x28A4C - True
|
||||
159742 - 0xFFE42 (Quarry Obelisk Side 3) - 0x289CF & 0x289D1 - True
|
||||
159743 - 0xFFE43 (Quarry Obelisk Side 4) - 0x33692 - True
|
||||
159744 - 0xFFE44 (Quarry Obelisk Side 5) - 0x03E77 & 0x03E7C - True
|
||||
159749 - 0x22073 (Quarry Obelisk) - True - True
|
||||
159750 - 0xFFE50 (Town Obelisk Side 1) - 0x035C7 - True
|
||||
159751 - 0xFFE51 (Town Obelisk Side 2) - 0x01848 & 0x03D06 & 0x33530 & 0x33600 & 0x28A2F & 0x28A37 & 0x334A3 & 0x3352F - True
|
||||
159752 - 0xFFE52 (Town Obelisk Side 3) - 0x33857 & 0x33879 & 0x03C19 - True
|
||||
159753 - 0xFFE53 (Town Obelisk Side 4) - 0x28B30 & 0x035C9 - True
|
||||
159754 - 0xFFE54 (Town Obelisk Side 5) - 0x03335 & 0x03412 & 0x038A6 & 0x038AA & 0x03E3F & 0x03E40 & 0x28B8E - True
|
||||
159755 - 0xFFE55 (Town Obelisk Side 6) - 0x28B91 & 0x03BCE & 0x03BCF & 0x03BD1 & 0x339B6 & 0x33A20 & 0x33A29 & 0x33A2A & 0x33B06 - True
|
||||
159759 - 0x0A16C (Town Obelisk) - True - True
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
Menu (Menu) - Entry - True:
|
||||
|
||||
Entry (Entry):
|
||||
|
||||
First Hallway (First Hallway) - Entry - True - First Hallway Room - 0x00064:
|
||||
|
@ -21,9 +23,9 @@ Tutorial (Tutorial) - Outside Tutorial - 0x03629:
|
|||
159513 - 0x33600 (Patio Flowers EP) - 0x0C373 - True
|
||||
159517 - 0x3352F (Gate EP) - 0x03505 - True
|
||||
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2:
|
||||
158650 - 0x033D4 (Vault) - True - Dots & Black/White Squares
|
||||
158651 - 0x03481 (Vault Box) - 0x033D4 - True
|
||||
Outside Tutorial (Outside Tutorial) - Outside Tutorial Path To Outpost - 0x03BA2 - Outside Tutorial Vault - 0x033D0:
|
||||
158650 - 0x033D4 (Vault Panel) - True - Dots & Black/White Squares
|
||||
Door - 0x033D0 (Vault Door) - 0x033D4
|
||||
158013 - 0x0005D (Shed Row 1) - True - Dots
|
||||
158014 - 0x0005E (Shed Row 2) - 0x0005D - Dots
|
||||
158015 - 0x0005F (Shed Row 3) - 0x0005E - Dots
|
||||
|
@ -44,6 +46,9 @@ Door - 0x03BA2 (Outpost Path) - 0x0A3B5
|
|||
159516 - 0x334A3 (Path EP) - True - True
|
||||
159500 - 0x035C7 (Tractor EP) - True - True
|
||||
|
||||
Outside Tutorial Vault (Outside Tutorial):
|
||||
158651 - 0x03481 (Vault Box) - True - True
|
||||
|
||||
Outside Tutorial Path To Outpost (Outside Tutorial) - Outside Tutorial Outpost - 0x0A170:
|
||||
158011 - 0x0A171 (Outpost Entry Panel) - True - Dots & Full Dots
|
||||
Door - 0x0A170 (Outpost Entry) - 0x0A171
|
||||
|
@ -54,6 +59,7 @@ Door - 0x04CA3 (Outpost Exit) - 0x04CA4
|
|||
158600 - 0x17CFB (Discard) - True - Triangles
|
||||
|
||||
Main Island (Main Island) - Outside Tutorial - True:
|
||||
159801 - 0xFFD00 (Reached Independently) - True - True
|
||||
159550 - 0x28B91 (Thundercloud EP) - 0x09F98 & 0x012FB - True
|
||||
|
||||
Outside Glass Factory (Glass Factory) - Main Island - True - Inside Glass Factory - 0x01A29:
|
||||
|
@ -76,7 +82,7 @@ Inside Glass Factory (Glass Factory) - Inside Glass Factory Behind Back Wall - 0
|
|||
158038 - 0x0343A (Melting 3) - 0x00082 - Symmetry
|
||||
Door - 0x0D7ED (Back Wall) - 0x0005C
|
||||
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - Boat - 0x17CC8:
|
||||
Inside Glass Factory Behind Back Wall (Glass Factory) - The Ocean - 0x17CC8:
|
||||
158039 - 0x17CC8 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
|
||||
Outside Symmetry Island (Symmetry Island) - Main Island - True - Symmetry Island Lower - 0x17F3E:
|
||||
|
@ -112,12 +118,12 @@ Door - 0x18269 (Upper) - 0x1C349
|
|||
159000 - 0x0332B (Glass Factory Black Line Reflection EP) - True - True
|
||||
|
||||
Symmetry Island Upper (Symmetry Island):
|
||||
158065 - 0x00A52 (Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Blue 2) - 0x00A61 & 0x00A52 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Blue 3) - 0x00A64 & 0x00A57 - Symmetry & Colored Dots
|
||||
158065 - 0x00A52 (Laser Yellow 1) - True - Symmetry & Colored Dots
|
||||
158066 - 0x00A57 (Laser Yellow 2) - 0x00A52 - Symmetry & Colored Dots
|
||||
158067 - 0x00A5B (Laser Yellow 3) - 0x00A57 - Symmetry & Colored Dots
|
||||
158068 - 0x00A61 (Laser Blue 1) - 0x00A52 - Symmetry & Colored Dots
|
||||
158069 - 0x00A64 (Laser Blue 2) - 0x00A61 & 0x00A57 - Symmetry & Colored Dots
|
||||
158070 - 0x00A68 (Laser Blue 3) - 0x00A64 & 0x00A5B - Symmetry & Colored Dots
|
||||
158700 - 0x0360D (Laser Panel) - 0x00A68 - True
|
||||
Laser - 0x00509 (Laser) - 0x0360D
|
||||
159001 - 0x03367 (Glass Factory Black Line EP) - True - True
|
||||
|
@ -135,9 +141,9 @@ Door - 0x03313 (Second Gate) - 0x032FF
|
|||
|
||||
Orchard End (Orchard):
|
||||
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE:
|
||||
158652 - 0x0CC7B (Vault) - True - Dots & Shapers & Rotated Shapers & Negative Shapers & Full Dots
|
||||
158653 - 0x0339E (Vault Box) - 0x0CC7B - True
|
||||
Desert Outside (Desert) - Main Island - True - Desert Floodlight Room - 0x09FEE - Desert Vault - 0x03444:
|
||||
158652 - 0x0CC7B (Vault Panel) - True - Dots & Shapers & Rotated Shapers & Negative Shapers & Full Dots
|
||||
Door - 0x03444 (Vault Door) - 0x0CC7B
|
||||
158602 - 0x17CE7 (Discard) - True - Triangles
|
||||
158076 - 0x00698 (Surface 1) - True - True
|
||||
158077 - 0x0048F (Surface 2) - 0x00698 - True
|
||||
|
@ -163,6 +169,9 @@ Laser - 0x012FB (Laser) - 0x03608
|
|||
159040 - 0x334B9 (Shore EP) - True - True
|
||||
159041 - 0x334BC (Island EP) - True - True
|
||||
|
||||
Desert Vault (Desert):
|
||||
158653 - 0x0339E (Vault Box) - True - True
|
||||
|
||||
Desert Floodlight Room (Desert) - Desert Pond Room - 0x0C2C3:
|
||||
158087 - 0x09FAA (Light Control) - True - True
|
||||
158088 - 0x00422 (Light Room 1) - 0x09FAA - True
|
||||
|
@ -199,18 +208,19 @@ Desert Water Levels Room (Desert) - Desert Elevator Room - 0x0C316:
|
|||
Door - 0x0C316 (Elevator Room Entry) - 0x18076
|
||||
159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True
|
||||
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x012FB:
|
||||
Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317:
|
||||
158111 - 0x17C31 (Final Transparent) - True - True
|
||||
158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True
|
||||
158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True
|
||||
158115 - 0x0A15C (Final Bent 1) - True - True
|
||||
158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True
|
||||
158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x012FB - True
|
||||
159035 - 0x037BB (Elevator EP) - 0x01317 - True
|
||||
Door - 0x01317 (Elevator) - 0x03608
|
||||
|
||||
Desert Lowest Level Inbetween Shortcuts (Desert):
|
||||
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - TrueOneWay:
|
||||
Outside Quarry (Quarry) - Main Island - True - Quarry Between Entrys - 0x09D6F - Quarry Elevator - 0xFFD00 & 0xFFD01:
|
||||
158118 - 0x09E57 (Entry 1 Panel) - True - Black/White Squares
|
||||
158603 - 0x17CF0 (Discard) - True - Triangles
|
||||
158702 - 0x03612 (Laser Panel) - 0x0A3D0 & 0x0367C - Eraser & Shapers
|
||||
|
@ -222,7 +232,7 @@ Door - 0x09D6F (Entry 1) - 0x09E57
|
|||
159420 - 0x289CF (Rock Line EP) - True - True
|
||||
159421 - 0x289D1 (Rock Line Reflection EP) - True - True
|
||||
|
||||
Quarry Elevator (Quarry):
|
||||
Quarry Elevator (Quarry) - Outside Quarry - 0x17CC4 - Quarry - 0x17CC4:
|
||||
158120 - 0x17CC4 (Elevator Control) - 0x0367C - Dots & Eraser
|
||||
159403 - 0x17CB9 (Railroad EP) - 0x17CC4 - True
|
||||
|
||||
|
@ -230,28 +240,31 @@ Quarry Between Entrys (Quarry) - Quarry - 0x17C07:
|
|||
158119 - 0x17C09 (Entry 2 Panel) - True - Shapers
|
||||
Door - 0x17C07 (Entry 2) - 0x17C09
|
||||
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010 - Quarry Elevator - 0x17CC4:
|
||||
Quarry (Quarry) - Quarry Stoneworks Ground Floor - 0x02010:
|
||||
159802 - 0xFFD01 (Inside Reached Independently) - True - True
|
||||
158121 - 0x01E5A (Stoneworks Entry Left Panel) - True - Black/White Squares
|
||||
158122 - 0x01E59 (Stoneworks Entry Right Panel) - True - Dots
|
||||
Door - 0x02010 (Stoneworks Entry) - 0x01E59 & 0x01E5A
|
||||
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8:
|
||||
Quarry Stoneworks Ground Floor (Quarry Stoneworks) - Quarry - 0x275FF - Quarry Stoneworks Middle Floor - 0x03678 - Outside Quarry - 0x17CE8 - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158123 - 0x275ED (Side Exit Panel) - True - True
|
||||
Door - 0x275FF (Side Exit) - 0x275ED
|
||||
158124 - 0x03678 (Lower Ramp Control) - True - Dots & Eraser
|
||||
158145 - 0x17CAC (Roof Exit Panel) - True - True
|
||||
Door - 0x17CE8 (Roof Exit) - 0x17CAC
|
||||
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Ground Floor - 0x03675 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
Quarry Stoneworks Middle Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - TrueOneWay:
|
||||
158125 - 0x00E0C (Lower Row 1) - True - Dots & Eraser
|
||||
158126 - 0x01489 (Lower Row 2) - 0x00E0C - Dots & Eraser
|
||||
158127 - 0x0148A (Lower Row 3) - 0x01489 - Dots & Eraser
|
||||
158128 - 0x014D9 (Lower Row 4) - 0x0148A - Dots & Eraser
|
||||
158129 - 0x014E7 (Lower Row 5) - 0x014D9 - Dots
|
||||
158130 - 0x014E8 (Lower Row 6) - 0x014E7 - Dots & Eraser
|
||||
|
||||
Quarry Stoneworks Lift (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03679 - Quarry Stoneworks Ground Floor - 0x03679 - Quarry Stoneworks Upper Floor - 0x03679:
|
||||
158131 - 0x03679 (Lower Lift Control) - 0x014E8 - Dots & Eraser
|
||||
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Floor - 0x03676 & 0x03679 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Lift - 0x03675 - Quarry Stoneworks Ground Floor - 0x0368A:
|
||||
158132 - 0x03676 (Upper Ramp Control) - True - Dots & Eraser
|
||||
158133 - 0x03675 (Upper Lift Control) - True - Dots & Eraser
|
||||
158134 - 0x00557 (Upper Row 1) - True - Colored Squares & Eraser
|
||||
|
@ -262,7 +275,7 @@ Quarry Stoneworks Upper Floor (Quarry Stoneworks) - Quarry Stoneworks Middle Flo
|
|||
158139 - 0x3C12D (Upper Row 6) - 0x0146C - Colored Squares & Eraser
|
||||
158140 - 0x03686 (Upper Row 7) - 0x3C12D - Colored Squares & Eraser
|
||||
158141 - 0x014E9 (Upper Row 8) - 0x03686 - Colored Squares & Eraser
|
||||
158142 - 0x03677 (Stair Control) - True - Colored Squares & Eraser
|
||||
158142 - 0x03677 (Stairs Panel) - True - Colored Squares & Eraser
|
||||
Door - 0x0368A (Stairs) - 0x03677
|
||||
158143 - 0x3C125 (Control Room Left) - 0x014E9 - Black/White Squares & Dots & Eraser
|
||||
158144 - 0x0367C (Control Room Right) - 0x014E9 - Colored Squares & Dots & Eraser
|
||||
|
@ -277,7 +290,7 @@ Quarry Boathouse (Quarry Boathouse) - Quarry - True - Quarry Boathouse Upper Fro
|
|||
Door - 0x2769B (Dock) - 0x17CA6
|
||||
Door - 0x27163 (Dock Invis Barrier) - 0x17CA6
|
||||
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - Boat - 0x17CA6:
|
||||
Quarry Boathouse Behind Staircase (Quarry Boathouse) - The Ocean - 0x17CA6:
|
||||
|
||||
Quarry Boathouse Upper Front (Quarry Boathouse) - Quarry Boathouse Upper Middle - 0x17C50:
|
||||
158149 - 0x021B3 (Front Row 1) - True - Shapers & Eraser
|
||||
|
@ -309,9 +322,9 @@ Door - 0x3865F (Second Barrier) - 0x38663
|
|||
158169 - 0x0A3D0 (Back Second Row 3) - 0x0A3CC - Stars & Eraser & Shapers
|
||||
159401 - 0x005F6 (Hook EP) - 0x275FA & 0x03852 & 0x3865F - True
|
||||
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 & 0x19665:
|
||||
Shadows (Shadows) - Main Island - True - Shadows Ledge - 0x19B24 - Shadows Laser Room - 0x194B2 | 0x19665:
|
||||
158170 - 0x334DB (Door Timer Outside) - True - True
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB
|
||||
Door - 0x19B24 (Timed Door) - 0x334DB | 0x334DC
|
||||
158171 - 0x0AC74 (Intro 6) - 0x0A8DC - True
|
||||
158172 - 0x0AC7A (Intro 7) - 0x0AC74 - True
|
||||
158173 - 0x0A8E0 (Intro 8) - 0x0AC7A - True
|
||||
|
@ -336,7 +349,7 @@ Shadows Ledge (Shadows) - Shadows - 0x1855B - Quarry - 0x19865 & 0x0A2DF:
|
|||
158187 - 0x334DC (Door Timer Inside) - True - True
|
||||
158188 - 0x198B5 (Intro 1) - True - True
|
||||
158189 - 0x198BD (Intro 2) - 0x198B5 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x334DC & 0x19B24 - True
|
||||
158190 - 0x198BF (Intro 3) - 0x198BD & 0x19B24 - True
|
||||
Door - 0x19865 (Quarry Barrier) - 0x198BF
|
||||
Door - 0x0A2DF (Quarry Barrier 2) - 0x198BF
|
||||
158191 - 0x19771 (Intro 4) - 0x198BF - True
|
||||
|
@ -345,7 +358,7 @@ Door - 0x1855B (Ledge Barrier) - 0x0A8DC
|
|||
Door - 0x19ADE (Ledge Barrier 2) - 0x0A8DC
|
||||
|
||||
Shadows Laser Room (Shadows):
|
||||
158703 - 0x19650 (Laser Panel) - True - True
|
||||
158703 - 0x19650 (Laser Panel) - 0x194B2 & 0x19665 - True
|
||||
Laser - 0x181B3 (Laser) - 0x19650
|
||||
|
||||
Treehouse Beach (Treehouse Beach) - Main Island - True:
|
||||
|
@ -395,9 +408,9 @@ Door - 0x01D40 (Pressure Plates 4 Exit) - 0x01D3F
|
|||
158205 - 0x09E49 (Shadows Shortcut Panel) - True - True
|
||||
Door - 0x09E3D (Shadows Shortcut) - 0x09E49
|
||||
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
||||
158654 - 0x00AFB (Vault) - True - Symmetry & Sound Dots & Colored Dots
|
||||
158655 - 0x03535 (Vault Box) - 0x00AFB - True
|
||||
Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True - Shipwreck Vault - 0x17BB4:
|
||||
158654 - 0x00AFB (Vault Panel) - True - Symmetry & Sound Dots & Colored Dots
|
||||
Door - 0x17BB4 (Vault Door) - 0x00AFB
|
||||
158605 - 0x17D28 (Discard) - True - Triangles
|
||||
159220 - 0x03B22 (Circle Far EP) - True - True
|
||||
159221 - 0x03B23 (Circle Left EP) - True - True
|
||||
|
@ -407,6 +420,9 @@ Shipwreck (Shipwreck) - Keep 3rd Pressure Plate - True:
|
|||
159226 - 0x28ABE (Rope Outer EP) - True - True
|
||||
159230 - 0x3388F (Couch EP) - 0x17CDF | 0x0A054 - True
|
||||
|
||||
Shipwreck Vault (Shipwreck):
|
||||
158655 - 0x03535 (Vault Box) - True - True
|
||||
|
||||
Keep Tower (Keep) - Keep - 0x04F8F:
|
||||
158206 - 0x0361B (Tower Shortcut Panel) - True - True
|
||||
Door - 0x04F8F (Tower Shortcut) - 0x0361B
|
||||
|
@ -422,8 +438,8 @@ Laser - 0x014BB (Laser) - 0x0360E | 0x03317
|
|||
159251 - 0x3348F (Hedges EP) - True - True
|
||||
|
||||
Outside Monastery (Monastery) - Main Island - True - Inside Monastery - 0x0C128 & 0x0C153 - Monastery Garden - 0x03750:
|
||||
158207 - 0x03713 (Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Shortcut) - 0x03713
|
||||
158207 - 0x03713 (Laser Shortcut Panel) - True - True
|
||||
Door - 0x0364E (Laser Shortcut) - 0x03713
|
||||
158208 - 0x00B10 (Entry Left) - True - True
|
||||
158209 - 0x00C92 (Entry Right) - True - True
|
||||
Door - 0x0C128 (Entry Inner) - 0x00B10
|
||||
|
@ -454,7 +470,7 @@ Inside Monastery (Monastery):
|
|||
|
||||
Monastery Garden (Monastery):
|
||||
|
||||
Town (Town) - Main Island - True - Boat - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x28AA2 - Town Church - True - Town Wooden Rooftop - 0x034F5 - RGB House - 0x28A61 - Windmill Interior - 0x1845B - Town Inside Cargo Box - 0x0A0C9:
|
||||
158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat
|
||||
158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Black/White Squares & Shapers
|
||||
Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
||||
|
@ -469,11 +485,11 @@ Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8
|
|||
158238 - 0x28AC0 (Wooden Roof Lower Row 4) - 0x28ABF - Rotated Shapers & Dots & Full Dots
|
||||
158239 - 0x28AC1 (Wooden Roof Lower Row 5) - 0x28AC0 - Rotated Shapers & Dots & Full Dots
|
||||
Door - 0x034F5 (Wooden Roof Stairs) - 0x28AC1
|
||||
158225 - 0x28998 (Tinted Glass Door Panel) - True - Stars & Rotated Shapers
|
||||
Door - 0x28A61 (Tinted Glass Door) - 0x28998
|
||||
158225 - 0x28998 (RGB House Entry Panel) - True - Stars & Rotated Shapers
|
||||
Door - 0x28A61 (RGB House Entry) - 0x28998
|
||||
158226 - 0x28A0D (Church Entry Panel) - 0x28A61 - Stars
|
||||
Door - 0x03BB0 (Church Entry) - 0x28A0D
|
||||
158228 - 0x28A79 (Maze Stair Control) - True - True
|
||||
158228 - 0x28A79 (Maze Panel) - True - True
|
||||
Door - 0x28AA2 (Maze Stairs) - 0x28A79
|
||||
158241 - 0x17F5F (Windmill Entry Panel) - True - Dots
|
||||
Door - 0x1845B (Windmill Entry) - 0x17F5F
|
||||
|
@ -557,7 +573,7 @@ Door - 0x3CCDF (Exit Right) - 0x33AB2
|
|||
159556 - 0x33A2A (Door EP) - 0x03553 - True
|
||||
159558 - 0x33B06 (Church EP) - 0x0354E - True
|
||||
|
||||
Jungle (Jungle) - Main Island - True - Outside Jungle River - 0x3873B - Boat - 0x17CDF:
|
||||
Jungle (Jungle) - Main Island - True - The Ocean - 0x17CDF:
|
||||
158251 - 0x17CDF (Shore Boat Spawn) - True - Boat
|
||||
158609 - 0x17F9B (Discard) - True - Triangles
|
||||
158252 - 0x002C4 (First Row 1) - True - True
|
||||
|
@ -588,18 +604,21 @@ Door - 0x3873B (Laser Shortcut) - 0x337FA
|
|||
159350 - 0x035CB (Bamboo CCW EP) - True - True
|
||||
159351 - 0x035CF (Bamboo CW EP) - True - True
|
||||
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A:
|
||||
158267 - 0x17CAA (Monastery Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault) - True - Black/White Squares & Dots
|
||||
158664 - 0x03702 (Vault Box) - 0x15ADD - True
|
||||
Outside Jungle River (River) - Main Island - True - Monastery Garden - 0x0CF2A - River Vault - 0x15287:
|
||||
158267 - 0x17CAA (Monastery Garden Shortcut Panel) - True - True
|
||||
Door - 0x0CF2A (Monastery Garden Shortcut) - 0x17CAA
|
||||
158663 - 0x15ADD (Vault Panel) - True - Black/White Squares & Dots
|
||||
Door - 0x15287 (Vault Door) - 0x15ADD
|
||||
159110 - 0x03AC5 (Green Leaf Moss EP) - True - True
|
||||
159120 - 0x03BE2 (Monastery Garden Left EP) - 0x03750 - True
|
||||
159121 - 0x03BE3 (Monastery Garden Right EP) - True - True
|
||||
159122 - 0x0A409 (Monastery Wall EP) - True - True
|
||||
|
||||
River Vault (River):
|
||||
158664 - 0x03702 (Vault Box) - True - True
|
||||
|
||||
Outside Bunker (Bunker) - Main Island - True - Bunker - 0x0C2A4:
|
||||
158268 - 0x17C2E (Entry Panel) - True - Black/White Squares & Colored Squares
|
||||
158268 - 0x17C2E (Entry Panel) - True - Black/White Squares
|
||||
Door - 0x0C2A4 (Entry) - 0x17C2E
|
||||
|
||||
Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
||||
|
@ -616,9 +635,9 @@ Bunker (Bunker) - Bunker Glass Room - 0x17C79:
|
|||
Door - 0x17C79 (Tinted Glass Door) - 0x0A099
|
||||
|
||||
Bunker Glass Room (Bunker) - Bunker Ultraviolet Room - 0x0C2A3:
|
||||
158279 - 0x0A010 (Glass Room 1) - True - Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x0A010 - Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x0A01B - Colored Squares & Black/White Squares
|
||||
158279 - 0x0A010 (Glass Room 1) - 0x17C79 - Colored Squares
|
||||
158280 - 0x0A01B (Glass Room 2) - 0x17C79 & 0x0A010 - Colored Squares & Black/White Squares
|
||||
158281 - 0x0A01F (Glass Room 3) - 0x17C79 & 0x0A01B - Colored Squares & Black/White Squares
|
||||
Door - 0x0C2A3 (UV Room Entry) - 0x0A01F
|
||||
|
||||
Bunker Ultraviolet Room (Bunker) - Bunker Elevator Section - 0x0A08D:
|
||||
|
@ -631,7 +650,7 @@ Door - 0x0A08D (Elevator Room Entry) - 0x17E67
|
|||
Bunker Elevator Section (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
159311 - 0x035F5 (Tinted Door EP) - 0x17C79 - True
|
||||
|
||||
Bunker Elevator (Bunker) - Bunker Laser Platform - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
Bunker Elevator (Bunker) - Bunker Elevator Section - 0x0A079 - Bunker Green Room - 0x0A079 - Bunker Laser Platform - 0x0A079 - Outside Bunker - 0x0A079:
|
||||
158286 - 0x0A079 (Elevator Control) - True - Colored Squares & Black/White Squares
|
||||
|
||||
Bunker Green Room (Bunker) - Bunker Elevator - TrueOneWay:
|
||||
|
@ -676,7 +695,7 @@ Swamp Near Platform (Swamp) - Swamp Cyan Underwater - 0x04B7F - Swamp Near Boat
|
|||
158316 - 0x00990 (Platform Row 4) - 0x0098F - Shapers
|
||||
Door - 0x184B7 (Between Bridges First Door) - 0x00990
|
||||
158317 - 0x17C0D (Platform Shortcut Left Panel) - True - Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - True - Shapers
|
||||
158318 - 0x17C0E (Platform Shortcut Right Panel) - 0x17C0D - Shapers
|
||||
Door - 0x38AE6 (Platform Shortcut Door) - 0x17C0E
|
||||
Door - 0x04B7F (Cyan Water Pump) - 0x00006
|
||||
|
||||
|
@ -715,18 +734,21 @@ Swamp Rotating Bridge (Swamp) - Swamp Between Bridges Far - 0x181F5 - Swamp Near
|
|||
159331 - 0x016B2 (Rotating Bridge CCW EP) - 0x181F5 - True
|
||||
159334 - 0x036CE (Rotating Bridge CW EP) - 0x181F5 - True
|
||||
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482:
|
||||
Swamp Near Boat (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Blue Underwater - 0x18482 - Swamp Long Bridge - 0xFFD00 & 0xFFD02 - The Ocean - 0x09DB8:
|
||||
158903 - 0xFFD02 (Beyond Rotating Bridge Reached Independently) - True - True
|
||||
158328 - 0x09DB8 (Boat Spawn) - True - Boat
|
||||
158329 - 0x003B2 (Beyond Rotating Bridge 1) - 0x0000A - Rotated Shapers
|
||||
158330 - 0x00A1E (Beyond Rotating Bridge 2) - 0x003B2 - Rotated Shapers
|
||||
158331 - 0x00C2E (Beyond Rotating Bridge 3) - 0x00A1E - Rotated Shapers & Shapers
|
||||
158332 - 0x00E3A (Beyond Rotating Bridge 4) - 0x00C2E - Rotated Shapers
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
Door - 0x18482 (Blue Water Pump) - 0x00E3A
|
||||
159332 - 0x3365F (Boat EP) - 0x09DB8 - True
|
||||
159333 - 0x03731 (Long Bridge Side EP) - 0x17E2B - True
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6:
|
||||
Swamp Long Bridge (Swamp) - Swamp Near Boat - 0x17E2B - Outside Swamp - 0x17E2B:
|
||||
158339 - 0x17E2B (Long Bridge Control) - True - Rotated Shapers & Shapers
|
||||
|
||||
Swamp Purple Area (Swamp) - Swamp Rotating Bridge - TrueOneWay - Swamp Purple Underwater - 0x0A1D6 - Swamp Near Boat - TrueOneWay:
|
||||
Door - 0x0A1D6 (Purple Water Pump) - 0x00E3A
|
||||
|
||||
Swamp Purple Underwater (Swamp):
|
||||
|
@ -752,7 +774,7 @@ Laser - 0x00BF6 (Laser) - 0x03615
|
|||
158342 - 0x17C02 (Laser Shortcut Right Panel) - 0x17C05 - Shapers & Negative Shapers & Rotated Shapers
|
||||
Door - 0x2D880 (Laser Shortcut) - 0x17C02
|
||||
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309:
|
||||
Treehouse Entry Area (Treehouse) - Treehouse Between Doors - 0x0C309 - The Ocean - 0x17C95:
|
||||
158343 - 0x17C95 (Boat Spawn) - True - Boat
|
||||
158344 - 0x0288C (First Door Panel) - True - Stars
|
||||
Door - 0x0C309 (First Door) - 0x0288C
|
||||
|
@ -778,7 +800,7 @@ Treehouse After Yellow Bridge (Treehouse) - Treehouse Junction - 0x0A181:
|
|||
Door - 0x0A181 (Third Door) - 0x0A182
|
||||
|
||||
Treehouse Junction (Treehouse) - Treehouse Right Orange Bridge - True - Treehouse First Purple Bridge - True - Treehouse Green Bridge - True:
|
||||
158356 - 0x2700B (Laser House Door Timer Outside Control) - True - True
|
||||
158356 - 0x2700B (Laser House Door Timer Outside) - True - True
|
||||
|
||||
Treehouse First Purple Bridge (Treehouse) - Treehouse Second Purple Bridge - 0x17D6C:
|
||||
158357 - 0x17DC8 (First Purple Bridge 1) - True - Stars & Dots
|
||||
|
@ -802,7 +824,7 @@ Treehouse Right Orange Bridge (Treehouse) - Treehouse Bridge Platform - 0x17DA2:
|
|||
158402 - 0x17DA2 (Right Orange Bridge 12) - 0x17DB1 - Stars
|
||||
|
||||
Treehouse Bridge Platform (Treehouse) - Main Island - 0x0C32D:
|
||||
158404 - 0x037FF (Bridge Control) - True - Stars
|
||||
158404 - 0x037FF (Drawbridge Panel) - True - Stars
|
||||
Door - 0x0C32D (Drawbridge) - 0x037FF
|
||||
|
||||
Treehouse Second Purple Bridge (Treehouse) - Treehouse Left Orange Bridge - 0x17DC6:
|
||||
|
@ -847,7 +869,7 @@ Treehouse Green Bridge Left House (Treehouse):
|
|||
159211 - 0x220A7 (Right Orange Bridge EP) - 0x17DA2 - True
|
||||
|
||||
Treehouse Laser Room Front Platform (Treehouse) - Treehouse Laser Room - 0x0C323:
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DDB
|
||||
Door - 0x0C323 (Laser House Entry) - 0x17DA2 & 0x2700B & 0x17DDB | 0x17CBC
|
||||
|
||||
Treehouse Laser Room Back Platform (Treehouse):
|
||||
158611 - 0x17FA0 (Laser Discard) - True - Triangles
|
||||
|
@ -860,19 +882,22 @@ Treehouse Laser Room (Treehouse):
|
|||
158403 - 0x17CBC (Laser House Door Timer Inside) - True - True
|
||||
Laser - 0x028A4 (Laser) - 0x03613
|
||||
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True:
|
||||
Mountainside (Mountainside) - Main Island - True - Mountaintop - True - Mountainside Vault - 0x00085:
|
||||
158612 - 0x17C42 (Discard) - True - Triangles
|
||||
158665 - 0x002A6 (Vault) - True - Symmetry & Colored Dots & Black/White Squares
|
||||
158666 - 0x03542 (Vault Box) - 0x002A6 - True
|
||||
158665 - 0x002A6 (Vault Panel) - True - Symmetry & Colored Dots & Black/White Squares
|
||||
Door - 0x00085 (Vault Door) - 0x002A6
|
||||
159301 - 0x335AE (Cloud Cycle EP) - True - True
|
||||
159325 - 0x33505 (Bush EP) - True - True
|
||||
159335 - 0x03C07 (Apparent River EP) - True - True
|
||||
|
||||
Mountainside Vault (Mountainside):
|
||||
158666 - 0x03542 (Vault Box) - True - True
|
||||
|
||||
Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
||||
158405 - 0x0042D (River Shape) - True - True
|
||||
158406 - 0x09F7F (Box Short) - 7 Lasers - True
|
||||
158407 - 0x17C34 (Trap Door Triple Exit) - 0x09F7F - Black/White Squares
|
||||
158800 - 0xFFF00 (Box Long) - 7 Lasers & 11 Lasers & 0x17C34 - True
|
||||
158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Black/White Squares
|
||||
158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True
|
||||
159300 - 0x001A3 (River Shape EP) - True - True
|
||||
159320 - 0x3370E (Arch Black EP) - True - True
|
||||
159324 - 0x336C8 (Arch White Right EP) - True - True
|
||||
|
@ -881,7 +906,7 @@ Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34:
|
|||
Mountain Top Layer (Mountain Floor 1) - Mountain Top Layer Bridge - 0x09E39:
|
||||
158408 - 0x09E39 (Light Bridge Controller) - True - Black/White Squares & Rotated Shapers
|
||||
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Top Layer At Door - TrueOneWay:
|
||||
158409 - 0x09E7A (Right Row 1) - True - Black/White Squares & Dots
|
||||
158410 - 0x09E71 (Right Row 2) - 0x09E7A - Black/White Squares & Dots
|
||||
158411 - 0x09E72 (Right Row 3) - 0x09E71 - Black/White Squares & Shapers
|
||||
|
@ -899,6 +924,8 @@ Mountain Top Layer Bridge (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
|||
158423 - 0x09F6E (Back Row 3) - 0x33AF7 - Symmetry & Dots
|
||||
158424 - 0x09EAD (Trash Pillar 1) - True - Black/White Squares & Shapers
|
||||
158425 - 0x09EAF (Trash Pillar 2) - 0x09EAD - Black/White Squares & Shapers
|
||||
|
||||
Mountain Top Layer At Door (Mountain Floor 1) - Mountain Floor 2 - 0x09E54:
|
||||
Door - 0x09E54 (Exit) - 0x09EAF & 0x09F6E & 0x09E6B & 0x09E7B
|
||||
|
||||
Mountain Floor 2 (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Near - 0x09FFB - Mountain Floor 2 Blue Bridge - 0x09E86 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
|
@ -917,7 +944,7 @@ Door - 0x09EDD (Elevator Room Entry) - 0x09ED8 & 0x09E86
|
|||
Mountain Floor 2 Light Bridge Room Near (Mountain Floor 2):
|
||||
158431 - 0x09E86 (Light Bridge Controller Near) - True - Stars & Black/White Squares
|
||||
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Floor 2 Beyond Bridge (Mountain Floor 2) - Mountain Floor 2 Light Bridge Room Far - 0x09E07 - Mountain Pink Bridge EP - TrueOneWay - Mountain Floor 2 - 0x09ED8:
|
||||
158432 - 0x09FCC (Far Row 1) - True - Dots
|
||||
158433 - 0x09FCE (Far Row 2) - 0x09FCC - Black/White Squares
|
||||
158434 - 0x09FCF (Far Row 3) - 0x09FCE - Shapers
|
||||
|
@ -935,29 +962,27 @@ Mountain Floor 2 Elevator Room (Mountain Floor 2) - Mountain Floor 2 Elevator -
|
|||
Mountain Floor 2 Elevator (Mountain Floor 2) - Mountain Floor 2 Elevator Room - 0x09EEB - Mountain Third Layer - 0x09EEB:
|
||||
158439 - 0x09EEB (Elevator Control Panel) - True - Dots
|
||||
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89:
|
||||
Mountain Third Layer (Mountain Bottom Floor) - Mountain Floor 2 Elevator - TrueOneWay - Mountain Bottom Floor - 0x09F89 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
158440 - 0x09FC1 (Giant Puzzle Bottom Left) - True - Shapers & Eraser
|
||||
158441 - 0x09F8E (Giant Puzzle Bottom Right) - True - Rotated Shapers & Eraser
|
||||
158442 - 0x09F01 (Giant Puzzle Top Right) - True - Shapers & Eraser
|
||||
158443 - 0x09EFF (Giant Puzzle Top Left) - True - Shapers & Eraser
|
||||
158444 - 0x09FDA (Giant Puzzle) - 0x09FC1 & 0x09F8E & 0x09F01 & 0x09EFF - Shapers & Symmetry
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x09F89 (Exit) - 0x09FDA
|
||||
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x17FA2 - Final Room - 0x0C141 - Mountain Pink Bridge EP - TrueOneWay:
|
||||
Mountain Bottom Floor (Mountain Bottom Floor) - Mountain Path to Caves - 0x17F33 - Final Room - 0x0C141:
|
||||
158614 - 0x17FA2 (Discard) - 0xFFF00 - Triangles
|
||||
158445 - 0x01983 (Final Room Entry Left) - True - Shapers & Stars
|
||||
158446 - 0x01987 (Final Room Entry Right) - True - Colored Squares & Dots
|
||||
Door - 0x0C141 (Final Room Entry) - 0x01983 & 0x01987
|
||||
159313 - 0x09D5D (Yellow Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
159314 - 0x09D5E (Blue Bridge EP) - 0x09E86 & 0x09ED8 - True
|
||||
Door - 0x17F33 (Rock Open) - 0x17FA2 | 0x334E1
|
||||
|
||||
Mountain Pink Bridge EP (Mountain Floor 2):
|
||||
159312 - 0x09D63 (Pink Bridge EP) - 0x09E39 - True
|
||||
|
||||
Mountain Bottom Floor Rock (Mountain Bottom Floor) - Mountain Bottom Floor - 0x17F33 - Mountain Path to Caves - 0x17F33:
|
||||
Door - 0x17F33 (Rock Open) - True - True
|
||||
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Mountain Bottom Floor Rock - 0x334E1 - Caves - 0x2D77D:
|
||||
Mountain Path to Caves (Mountain Bottom Floor) - Caves - 0x2D77D:
|
||||
158447 - 0x00FF8 (Caves Entry Panel) - True - Black/White Squares
|
||||
Door - 0x2D77D (Caves Entry) - 0x00FF8
|
||||
158448 - 0x334E1 (Rock Control) - True - True
|
||||
|
@ -1021,7 +1046,7 @@ Path to Challenge (Caves) - Challenge - 0x0A19A:
|
|||
158477 - 0x0A16E (Challenge Entry Panel) - True - Stars & Shapers & Stars + Same Colored Symbol
|
||||
Door - 0x0A19A (Challenge Entry) - 0x0A16E
|
||||
|
||||
Challenge (Challenge) - Tunnels - 0x0348A:
|
||||
Challenge (Challenge) - Tunnels - 0x0348A - Challenge Vault - 0x04D75:
|
||||
158499 - 0x0A332 (Start Timer) - 11 Lasers - True
|
||||
158500 - 0x0088E (Small Basic) - 0x0A332 - True
|
||||
158501 - 0x00BAF (Big Basic) - 0x0088E - True
|
||||
|
@ -1041,11 +1066,14 @@ Challenge (Challenge) - Tunnels - 0x0348A:
|
|||
158515 - 0x034EC (Maze Hidden 2) - 0x00C68 | 0x00C59 | 0x00C22 - Triangles
|
||||
158516 - 0x1C31A (Dots Pillar) - 0x034F4 & 0x034EC - Dots & Symmetry
|
||||
158517 - 0x1C319 (Squares Pillar) - 0x034F4 & 0x034EC - Black/White Squares & Symmetry
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
Door - 0x04D75 (Vault Door) - 0x1C31A & 0x1C319
|
||||
158518 - 0x039B4 (Tunnels Entry Panel) - True - Triangles
|
||||
Door - 0x0348A (Tunnels Entry) - 0x039B4
|
||||
159530 - 0x28B30 (Water EP) - True - True
|
||||
|
||||
Challenge Vault (Challenge):
|
||||
158667 - 0x0356B (Vault Box) - 0x1C31A & 0x1C319 - True
|
||||
|
||||
Tunnels (Tunnels) - Windmill Interior - 0x27739 - Desert Lowest Level Inbetween Shortcuts - 0x27263 - Town - 0x09E87:
|
||||
158668 - 0x2FAF6 (Vault Box) - True - True
|
||||
158519 - 0x27732 (Theater Shortcut Panel) - True - True
|
||||
|
@ -1075,7 +1103,7 @@ Elevator (Mountain Final Room):
|
|||
158535 - 0x3D9A8 (Back Wall Right) - 0x3D9A6 | 0x3D9A7 - True
|
||||
158536 - 0x3D9A9 (Elevator Start) - 0x3D9AA & 7 Lasers | 0x3D9A8 & 7 Lasers - True
|
||||
|
||||
Boat (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
The Ocean (Boat) - Main Island - TrueOneWay - Swamp Near Boat - TrueOneWay - Treehouse Entry Area - TrueOneWay - Quarry Boathouse Behind Staircase - TrueOneWay - Inside Glass Factory Behind Back Wall - TrueOneWay:
|
||||
159042 - 0x22106 (Desert EP) - True - True
|
||||
159223 - 0x03B25 (Shipwreck CCW Underside EP) - True - True
|
||||
159231 - 0x28B29 (Shipwreck Green EP) - True - True
|
||||
|
@ -1093,32 +1121,38 @@ Obelisks (EPs) - Entry - True:
|
|||
159702 - 0xFFE02 (Desert Obelisk Side 3) - 0x3351D - True
|
||||
159703 - 0xFFE03 (Desert Obelisk Side 4) - 0x0053C & 0x00771 & 0x335C8 & 0x335C9 & 0x337F8 & 0x037BB & 0x220E4 & 0x220E5 - True
|
||||
159704 - 0xFFE04 (Desert Obelisk Side 5) - 0x334B9 & 0x334BC & 0x22106 & 0x0A14C & 0x0A14D - True
|
||||
159709 - 0x00359 (Desert Obelisk) - True - True
|
||||
159710 - 0xFFE10 (Monastery Obelisk Side 1) - 0x03ABC & 0x03ABE & 0x03AC0 & 0x03AC4 - True
|
||||
159711 - 0xFFE11 (Monastery Obelisk Side 2) - 0x03AC5 - True
|
||||
159712 - 0xFFE12 (Monastery Obelisk Side 3) - 0x03BE2 & 0x03BE3 & 0x0A409 - True
|
||||
159713 - 0xFFE13 (Monastery Obelisk Side 4) - 0x006E5 & 0x006E6 & 0x006E7 & 0x034A7 & 0x034AD & 0x034AF & 0x03DAB & 0x03DAC & 0x03DAD - True
|
||||
159714 - 0xFFE14 (Monastery Obelisk Side 5) - 0x03E01 - True
|
||||
159715 - 0xFFE15 (Monastery Obelisk Side 6) - 0x289F4 & 0x289F5 - True
|
||||
159719 - 0x00263 (Monastery Obelisk) - True - True
|
||||
159720 - 0xFFE20 (Treehouse Obelisk Side 1) - 0x0053D & 0x0053E & 0x00769 - True
|
||||
159721 - 0xFFE21 (Treehouse Obelisk Side 2) - 0x33721 & 0x220A7 & 0x220BD - True
|
||||
159722 - 0xFFE22 (Treehouse Obelisk Side 3) - 0x03B22 & 0x03B23 & 0x03B24 & 0x03B25 & 0x03A79 & 0x28ABD & 0x28ABE - True
|
||||
159723 - 0xFFE23 (Treehouse Obelisk Side 4) - 0x3388F & 0x28B29 & 0x28B2A - True
|
||||
159724 - 0xFFE24 (Treehouse Obelisk Side 5) - 0x018B6 & 0x033BE & 0x033BF & 0x033DD & 0x033E5 - True
|
||||
159725 - 0xFFE25 (Treehouse Obelisk Side 6) - 0x28AE9 & 0x3348F - True
|
||||
159729 - 0x00097 (Treehouse Obelisk) - True - True
|
||||
159730 - 0xFFE30 (River Obelisk Side 1) - 0x001A3 & 0x335AE - True
|
||||
159731 - 0xFFE31 (River Obelisk Side 2) - 0x000D3 & 0x035F5 & 0x09D5D & 0x09D5E & 0x09D63 - True
|
||||
159732 - 0xFFE32 (River Obelisk Side 3) - 0x3370E & 0x035DE & 0x03601 & 0x03603 & 0x03D0D & 0x3369A & 0x336C8 & 0x33505 - True
|
||||
159733 - 0xFFE33 (River Obelisk Side 4) - 0x03A9E & 0x016B2 & 0x3365F & 0x03731 & 0x036CE & 0x03C07 & 0x03A93 - True
|
||||
159734 - 0xFFE34 (River Obelisk Side 5) - 0x03AA6 & 0x3397C & 0x0105D & 0x0A304 - True
|
||||
159735 - 0xFFE35 (River Obelisk Side 6) - 0x035CB & 0x035CF - True
|
||||
159739 - 0x00367 (River Obelisk) - True - True
|
||||
159740 - 0xFFE40 (Quarry Obelisk Side 1) - 0x28A7B & 0x005F6 & 0x00859 & 0x17CB9 & 0x28A4A - True
|
||||
159741 - 0xFFE41 (Quarry Obelisk Side 2) - 0x334B6 & 0x00614 & 0x0069D & 0x28A4C - True
|
||||
159742 - 0xFFE42 (Quarry Obelisk Side 3) - 0x289CF & 0x289D1 - True
|
||||
159743 - 0xFFE43 (Quarry Obelisk Side 4) - 0x33692 - True
|
||||
159744 - 0xFFE44 (Quarry Obelisk Side 5) - 0x03E77 & 0x03E7C - True
|
||||
159749 - 0x22073 (Quarry Obelisk) - True - True
|
||||
159750 - 0xFFE50 (Town Obelisk Side 1) - 0x035C7 - True
|
||||
159751 - 0xFFE51 (Town Obelisk Side 2) - 0x01848 & 0x03D06 & 0x33530 & 0x33600 & 0x28A2F & 0x28A37 & 0x334A3 & 0x3352F - True
|
||||
159752 - 0xFFE52 (Town Obelisk Side 3) - 0x33857 & 0x33879 & 0x03C19 - True
|
||||
159753 - 0xFFE53 (Town Obelisk Side 4) - 0x28B30 & 0x035C9 - True
|
||||
159754 - 0xFFE54 (Town Obelisk Side 5) - 0x03335 & 0x03412 & 0x038A6 & 0x038AA & 0x03E3F & 0x03E40 & 0x28B8E - True
|
||||
159755 - 0xFFE55 (Town Obelisk Side 6) - 0x28B91 & 0x03BCE & 0x03BCF & 0x03BD1 & 0x339B6 & 0x33A20 & 0x33A29 & 0x33A2A & 0x33B06 - True
|
||||
159759 - 0x0A16C (Town Obelisk) - True - True
|
||||
|
|
|
@ -1,9 +1,11 @@
|
|||
"""
|
||||
Archipelago init file for The Witness
|
||||
"""
|
||||
import dataclasses
|
||||
from typing import Dict, Optional
|
||||
|
||||
from BaseClasses import Region, Location, MultiWorld, Item, Entrance, Tutorial
|
||||
from BaseClasses import Region, Location, MultiWorld, Item, Entrance, Tutorial, CollectionState
|
||||
from Options import PerGameCommonOptions, Toggle
|
||||
from .hints import get_always_hint_locations, get_always_hint_items, get_priority_hint_locations, \
|
||||
get_priority_hint_items, make_hints, generate_joke_hints
|
||||
from worlds.AutoWorld import World, WebWorld
|
||||
|
@ -11,9 +13,9 @@ from .player_logic import WitnessPlayerLogic
|
|||
from .static_logic import StaticWitnessLogic
|
||||
from .locations import WitnessPlayerLocations, StaticWitnessLocations
|
||||
from .items import WitnessItem, StaticWitnessItems, WitnessPlayerItems, ItemData
|
||||
from .rules import set_rules
|
||||
from .regions import WitnessRegions
|
||||
from .Options import is_option_enabled, the_witness_options, get_option_value
|
||||
from .rules import set_rules
|
||||
from .Options import TheWitnessOptions
|
||||
from .utils import get_audio_logs
|
||||
from logging import warning, error
|
||||
|
||||
|
@ -38,13 +40,15 @@ class WitnessWorld(World):
|
|||
"""
|
||||
game = "The Witness"
|
||||
topology_present = False
|
||||
data_version = 13
|
||||
data_version = 14
|
||||
|
||||
StaticWitnessLogic()
|
||||
StaticWitnessLocations()
|
||||
StaticWitnessItems()
|
||||
web = WitnessWebWorld()
|
||||
option_definitions = the_witness_options
|
||||
|
||||
options_dataclass = TheWitnessOptions
|
||||
options: TheWitnessOptions
|
||||
|
||||
item_name_to_id = {
|
||||
name: data.ap_code for name, data in StaticWitnessItems.item_data.items()
|
||||
|
@ -52,7 +56,7 @@ class WitnessWorld(World):
|
|||
location_name_to_id = StaticWitnessLocations.ALL_LOCATIONS_TO_ID
|
||||
item_name_groups = StaticWitnessItems.item_groups
|
||||
|
||||
required_client_version = (0, 3, 9)
|
||||
required_client_version = (0, 4, 4)
|
||||
|
||||
def __init__(self, multiworld: "MultiWorld", player: int):
|
||||
super().__init__(multiworld, player)
|
||||
|
@ -64,6 +68,9 @@ class WitnessWorld(World):
|
|||
|
||||
self.log_ids_to_hints = None
|
||||
|
||||
self.items_placed_early = []
|
||||
self.own_itempool = []
|
||||
|
||||
def _get_slot_data(self):
|
||||
return {
|
||||
'seed': self.random.randrange(0, 1000000),
|
||||
|
@ -72,12 +79,11 @@ class WitnessWorld(World):
|
|||
'item_id_to_door_hexes': StaticWitnessItems.get_item_to_door_mappings(),
|
||||
'door_hexes_in_the_pool': self.items.get_door_ids_in_pool(),
|
||||
'symbols_not_in_the_game': self.items.get_symbol_ids_not_in_pool(),
|
||||
'disabled_panels': list(self.player_logic.COMPLETELY_DISABLED_CHECKS),
|
||||
'disabled_entities': [int(h, 16) for h in self.player_logic.COMPLETELY_DISABLED_ENTITIES],
|
||||
'log_ids_to_hints': self.log_ids_to_hints,
|
||||
'progressive_item_lists': self.items.get_progressive_item_ids_in_pool(),
|
||||
'obelisk_side_id_to_EPs': StaticWitnessLogic.OBELISK_SIDE_ID_TO_EP_HEXES,
|
||||
'precompleted_puzzles': [int(h, 16) for h in
|
||||
self.player_logic.EXCLUDED_LOCATIONS | self.player_logic.PRECOMPLETED_LOCATIONS],
|
||||
'precompleted_puzzles': [int(h, 16) for h in self.player_logic.EXCLUDED_LOCATIONS],
|
||||
'entity_to_name': StaticWitnessLogic.ENTITY_ID_TO_NAME,
|
||||
}
|
||||
|
||||
|
@ -85,36 +91,125 @@ class WitnessWorld(World):
|
|||
disabled_locations = self.multiworld.exclude_locations[self.player].value
|
||||
|
||||
self.player_logic = WitnessPlayerLogic(
|
||||
self.multiworld, self.player, disabled_locations, self.multiworld.start_inventory[self.player].value
|
||||
self, disabled_locations, self.multiworld.start_inventory[self.player].value
|
||||
)
|
||||
|
||||
self.locat: WitnessPlayerLocations = WitnessPlayerLocations(self.multiworld, self.player, self.player_logic)
|
||||
self.items: WitnessPlayerItems = WitnessPlayerItems(self.multiworld, self.player, self.player_logic, self.locat)
|
||||
self.regio: WitnessRegions = WitnessRegions(self.locat)
|
||||
self.locat: WitnessPlayerLocations = WitnessPlayerLocations(self, self.player_logic)
|
||||
self.items: WitnessPlayerItems = WitnessPlayerItems(
|
||||
self, self.player_logic, self.locat
|
||||
)
|
||||
self.regio: WitnessRegions = WitnessRegions(self.locat, self)
|
||||
|
||||
self.log_ids_to_hints = dict()
|
||||
|
||||
if not (is_option_enabled(self.multiworld, self.player, "shuffle_symbols")
|
||||
or get_option_value(self.multiworld, self.player, "shuffle_doors")
|
||||
or is_option_enabled(self.multiworld, self.player, "shuffle_lasers")):
|
||||
if not (self.options.shuffle_symbols or self.options.shuffle_doors or self.options.shuffle_lasers):
|
||||
if self.multiworld.players == 1:
|
||||
warning("This Witness world doesn't have any progression items. Please turn on Symbol Shuffle, Door"
|
||||
" Shuffle or Laser Shuffle if that doesn't seem right.")
|
||||
warning(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have any progression"
|
||||
f" items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle if that doesn't"
|
||||
f" seem right.")
|
||||
else:
|
||||
raise Exception("This Witness world doesn't have any progression items. Please turn on Symbol Shuffle,"
|
||||
" Door Shuffle or Laser Shuffle.")
|
||||
raise Exception(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have any"
|
||||
f" progression items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle.")
|
||||
|
||||
def create_regions(self):
|
||||
self.regio.create_regions(self.multiworld, self.player, self.player_logic)
|
||||
self.regio.create_regions(self, self.player_logic)
|
||||
|
||||
# Set rules early so extra locations can be created based on the results of exploring collection states
|
||||
|
||||
set_rules(self)
|
||||
|
||||
# Add event items and tie them to event locations (e.g. laser activations).
|
||||
|
||||
event_locations = []
|
||||
|
||||
for event_location in self.locat.EVENT_LOCATION_TABLE:
|
||||
item_obj = self.create_item(
|
||||
self.player_logic.EVENT_ITEM_PAIRS[event_location]
|
||||
)
|
||||
location_obj = self.multiworld.get_location(event_location, self.player)
|
||||
location_obj.place_locked_item(item_obj)
|
||||
self.own_itempool.append(item_obj)
|
||||
|
||||
event_locations.append(location_obj)
|
||||
|
||||
# Place other locked items
|
||||
dog_puzzle_skip = self.create_item("Puzzle Skip")
|
||||
self.multiworld.get_location("Town Pet the Dog", self.player).place_locked_item(dog_puzzle_skip)
|
||||
|
||||
self.own_itempool.append(dog_puzzle_skip)
|
||||
|
||||
self.items_placed_early.append("Puzzle Skip")
|
||||
|
||||
# Pick an early item to place on the tutorial gate.
|
||||
early_items = [item for item in self.items.get_early_items() if item in self.items.get_mandatory_items()]
|
||||
if early_items:
|
||||
random_early_item = self.multiworld.random.choice(early_items)
|
||||
if self.options.puzzle_randomization == 1:
|
||||
# In Expert, only tag the item as early, rather than forcing it onto the gate.
|
||||
self.multiworld.local_early_items[self.player][random_early_item] = 1
|
||||
else:
|
||||
# Force the item onto the tutorial gate check and remove it from our random pool.
|
||||
gate_item = self.create_item(random_early_item)
|
||||
self.multiworld.get_location("Tutorial Gate Open", self.player).place_locked_item(gate_item)
|
||||
self.own_itempool.append(gate_item)
|
||||
self.items_placed_early.append(random_early_item)
|
||||
|
||||
# There are some really restrictive settings in The Witness.
|
||||
# They are rarely played, but when they are, we add some extra sphere 1 locations.
|
||||
# This is done both to prevent generation failures, but also to make the early game less linear.
|
||||
# Only sweeps for events because having this behavior be random based on Tutorial Gate would be strange.
|
||||
|
||||
state = CollectionState(self.multiworld)
|
||||
state.sweep_for_events(locations=event_locations)
|
||||
|
||||
num_early_locs = sum(1 for loc in self.multiworld.get_reachable_locations(state, self.player) if loc.address)
|
||||
|
||||
# Adjust the needed size for sphere 1 based on how restrictive the settings are in terms of items
|
||||
|
||||
needed_size = 3
|
||||
needed_size += self.options.puzzle_randomization == 1
|
||||
needed_size += self.options.shuffle_symbols
|
||||
needed_size += self.options.shuffle_doors > 0
|
||||
|
||||
# Then, add checks in order until the required amount of sphere 1 checks is met.
|
||||
|
||||
extra_checks = [
|
||||
("First Hallway Room", "First Hallway Bend"),
|
||||
("First Hallway", "First Hallway Straight"),
|
||||
("Desert Outside", "Desert Surface 3"),
|
||||
]
|
||||
|
||||
for i in range(num_early_locs, needed_size):
|
||||
if not extra_checks:
|
||||
break
|
||||
|
||||
region, loc = extra_checks.pop(0)
|
||||
self.locat.add_location_late(loc)
|
||||
self.multiworld.get_region(region, self.player).add_locations({loc: self.location_name_to_id[loc]})
|
||||
|
||||
player = self.multiworld.get_player_name(self.player)
|
||||
|
||||
warning(f"""Location "{loc}" had to be added to {player}'s world due to insufficient sphere 1 size.""")
|
||||
|
||||
def create_items(self):
|
||||
|
||||
# Determine pool size. Note that the dog location is included in the location list, so this needs to be -1.
|
||||
pool_size: int = len(self.locat.CHECK_LOCATION_TABLE) - len(self.locat.EVENT_LOCATION_TABLE) - 1
|
||||
# Determine pool size.
|
||||
pool_size: int = len(self.locat.CHECK_LOCATION_TABLE) - len(self.locat.EVENT_LOCATION_TABLE)
|
||||
|
||||
# Fill mandatory items and remove precollected and/or starting items from the pool.
|
||||
item_pool: Dict[str, int] = self.items.get_mandatory_items()
|
||||
|
||||
# Remove one copy of each item that was placed early
|
||||
for already_placed in self.items_placed_early:
|
||||
pool_size -= 1
|
||||
|
||||
if already_placed not in item_pool:
|
||||
continue
|
||||
|
||||
if item_pool[already_placed] == 1:
|
||||
item_pool.pop(already_placed)
|
||||
else:
|
||||
item_pool[already_placed] -= 1
|
||||
|
||||
for precollected_item_name in [item.name for item in self.multiworld.precollected_items[self.player]]:
|
||||
if precollected_item_name in item_pool:
|
||||
if item_pool[precollected_item_name] == 1:
|
||||
|
@ -131,17 +226,18 @@ class WitnessWorld(World):
|
|||
self.multiworld.push_precollected(self.create_item(inventory_item_name))
|
||||
|
||||
if len(item_pool) > pool_size:
|
||||
error_string = "The Witness world has too few locations ({num_loc}) to place its necessary items " \
|
||||
"({num_item})."
|
||||
error(error_string.format(num_loc=pool_size, num_item=len(item_pool)))
|
||||
error(f"{self.multiworld.get_player_name(self.player)}'s Witness world has too few locations ({pool_size})"
|
||||
f" to place its necessary items ({len(item_pool)}).")
|
||||
return
|
||||
|
||||
remaining_item_slots = pool_size - sum(item_pool.values())
|
||||
|
||||
# Add puzzle skips.
|
||||
num_puzzle_skips = get_option_value(self.multiworld, self.player, "puzzle_skip_amount")
|
||||
num_puzzle_skips = self.options.puzzle_skip_amount
|
||||
|
||||
if num_puzzle_skips > remaining_item_slots:
|
||||
warning(f"The Witness world has insufficient locations to place all requested puzzle skips.")
|
||||
warning(f"{self.multiworld.get_player_name(self.player)}'s Witness world has insufficient locations"
|
||||
f" to place all requested puzzle skips.")
|
||||
num_puzzle_skips = remaining_item_slots
|
||||
item_pool["Puzzle Skip"] = num_puzzle_skips
|
||||
remaining_item_slots -= num_puzzle_skips
|
||||
|
@ -150,45 +246,17 @@ class WitnessWorld(World):
|
|||
if remaining_item_slots > 0:
|
||||
item_pool.update(self.items.get_filler_items(remaining_item_slots))
|
||||
|
||||
# Add event items and tie them to event locations (e.g. laser activations).
|
||||
for event_location in self.locat.EVENT_LOCATION_TABLE:
|
||||
item_obj = self.create_item(
|
||||
self.player_logic.EVENT_ITEM_PAIRS[event_location]
|
||||
)
|
||||
location_obj = self.multiworld.get_location(event_location, self.player)
|
||||
location_obj.place_locked_item(item_obj)
|
||||
|
||||
# BAD DOG GET BACK HERE WITH THAT PUZZLE SKIP YOU'RE POLLUTING THE ITEM POOL
|
||||
self.multiworld.get_location("Town Pet the Dog", self.player)\
|
||||
.place_locked_item(self.create_item("Puzzle Skip"))
|
||||
|
||||
# Pick an early item to place on the tutorial gate.
|
||||
early_items = [item for item in self.items.get_early_items() if item in item_pool]
|
||||
if early_items:
|
||||
random_early_item = self.multiworld.random.choice(early_items)
|
||||
if get_option_value(self.multiworld, self.player, "puzzle_randomization") == 1:
|
||||
# In Expert, only tag the item as early, rather than forcing it onto the gate.
|
||||
self.multiworld.local_early_items[self.player][random_early_item] = 1
|
||||
else:
|
||||
# Force the item onto the tutorial gate check and remove it from our random pool.
|
||||
self.multiworld.get_location("Tutorial Gate Open", self.player)\
|
||||
.place_locked_item(self.create_item(random_early_item))
|
||||
if item_pool[random_early_item] == 1:
|
||||
item_pool.pop(random_early_item)
|
||||
else:
|
||||
item_pool[random_early_item] -= 1
|
||||
|
||||
# Generate the actual items.
|
||||
for item_name, quantity in sorted(item_pool.items()):
|
||||
self.multiworld.itempool += [self.create_item(item_name) for _ in range(0, quantity)]
|
||||
new_items = [self.create_item(item_name) for _ in range(0, quantity)]
|
||||
|
||||
self.own_itempool += new_items
|
||||
self.multiworld.itempool += new_items
|
||||
if self.items.item_data[item_name].local_only:
|
||||
self.multiworld.local_items[self.player].value.add(item_name)
|
||||
|
||||
def set_rules(self):
|
||||
set_rules(self.multiworld, self.player, self.player_logic, self.locat)
|
||||
|
||||
def fill_slot_data(self) -> dict:
|
||||
hint_amount = get_option_value(self.multiworld, self.player, "hint_amount")
|
||||
hint_amount = self.options.hint_amount.value
|
||||
|
||||
credits_hint = (
|
||||
"This Randomizer is brought to you by",
|
||||
|
@ -199,9 +267,9 @@ class WitnessWorld(World):
|
|||
audio_logs = get_audio_logs().copy()
|
||||
|
||||
if hint_amount != 0:
|
||||
generated_hints = make_hints(self.multiworld, self.player, hint_amount)
|
||||
generated_hints = make_hints(self, hint_amount, self.own_itempool)
|
||||
|
||||
self.multiworld.per_slot_randoms[self.player].shuffle(audio_logs)
|
||||
self.random.shuffle(audio_logs)
|
||||
|
||||
duplicates = min(3, len(audio_logs) // hint_amount)
|
||||
|
||||
|
@ -216,7 +284,7 @@ class WitnessWorld(World):
|
|||
audio_log = audio_logs.pop()
|
||||
self.log_ids_to_hints[int(audio_log, 16)] = credits_hint
|
||||
|
||||
joke_hints = generate_joke_hints(self.multiworld, self.player, len(audio_logs))
|
||||
joke_hints = generate_joke_hints(self, len(audio_logs))
|
||||
|
||||
while audio_logs:
|
||||
audio_log = audio_logs.pop()
|
||||
|
@ -226,10 +294,10 @@ class WitnessWorld(World):
|
|||
|
||||
slot_data = self._get_slot_data()
|
||||
|
||||
for option_name in the_witness_options:
|
||||
slot_data[option_name] = get_option_value(
|
||||
self.multiworld, self.player, option_name
|
||||
)
|
||||
for option_name in (attr.name for attr in dataclasses.fields(TheWitnessOptions)
|
||||
if attr not in dataclasses.fields(PerGameCommonOptions)):
|
||||
option = getattr(self.options, option_name)
|
||||
slot_data[option_name] = bool(option.value) if isinstance(option, Toggle) else option.value
|
||||
|
||||
return slot_data
|
||||
|
||||
|
@ -257,36 +325,35 @@ class WitnessLocation(Location):
|
|||
Archipelago Location for The Witness
|
||||
"""
|
||||
game: str = "The Witness"
|
||||
check_hex: int = -1
|
||||
entity_hex: int = -1
|
||||
|
||||
def __init__(self, player: int, name: str, address: Optional[int], parent, ch_hex: int = -1):
|
||||
super().__init__(player, name, address, parent)
|
||||
self.check_hex = ch_hex
|
||||
self.entity_hex = ch_hex
|
||||
|
||||
|
||||
def create_region(world: MultiWorld, player: int, name: str,
|
||||
locat: WitnessPlayerLocations, region_locations=None, exits=None):
|
||||
def create_region(world: WitnessWorld, name: str, locat: WitnessPlayerLocations, region_locations=None, exits=None):
|
||||
"""
|
||||
Create an Archipelago Region for The Witness
|
||||
"""
|
||||
|
||||
ret = Region(name, player, world)
|
||||
ret = Region(name, world.player, world.multiworld)
|
||||
if region_locations:
|
||||
for location in region_locations:
|
||||
loc_id = locat.CHECK_LOCATION_TABLE[location]
|
||||
|
||||
check_hex = -1
|
||||
if location in StaticWitnessLogic.CHECKS_BY_NAME:
|
||||
check_hex = int(
|
||||
StaticWitnessLogic.CHECKS_BY_NAME[location]["checkHex"], 0
|
||||
entity_hex = -1
|
||||
if location in StaticWitnessLogic.ENTITIES_BY_NAME:
|
||||
entity_hex = int(
|
||||
StaticWitnessLogic.ENTITIES_BY_NAME[location]["entity_hex"], 0
|
||||
)
|
||||
location = WitnessLocation(
|
||||
player, location, loc_id, ret, check_hex
|
||||
world.player, location, loc_id, ret, entity_hex
|
||||
)
|
||||
|
||||
ret.locations.append(location)
|
||||
if exits:
|
||||
for single_exit in exits:
|
||||
ret.exits.append(Entrance(player, single_exit, ret))
|
||||
ret.exits.append(Entrance(world.player, single_exit, ret))
|
||||
|
||||
return ret
|
||||
|
|
|
@ -1,5 +1,9 @@
|
|||
from BaseClasses import MultiWorld
|
||||
from .Options import is_option_enabled, get_option_value
|
||||
from typing import Tuple, List, TYPE_CHECKING
|
||||
|
||||
from BaseClasses import Item
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
joke_hints = [
|
||||
"Quaternions break my brain",
|
||||
|
@ -113,16 +117,16 @@ joke_hints = [
|
|||
]
|
||||
|
||||
|
||||
def get_always_hint_items(multiworld: MultiWorld, player: int):
|
||||
def get_always_hint_items(world: "WitnessWorld"):
|
||||
always = [
|
||||
"Boat",
|
||||
"Caves Exits to Main Island",
|
||||
"Caves Shortcuts",
|
||||
"Progressive Dots",
|
||||
]
|
||||
|
||||
difficulty = get_option_value(multiworld, player, "puzzle_randomization")
|
||||
discards = is_option_enabled(multiworld, player, "shuffle_discarded_panels")
|
||||
wincon = get_option_value(multiworld, player, "victory_condition")
|
||||
difficulty = world.options.puzzle_randomization
|
||||
discards = world.options.shuffle_discarded_panels
|
||||
wincon = world.options.victory_condition
|
||||
|
||||
if discards:
|
||||
if difficulty == 1:
|
||||
|
@ -131,12 +135,15 @@ def get_always_hint_items(multiworld: MultiWorld, player: int):
|
|||
always.append("Triangles")
|
||||
|
||||
if wincon == 0:
|
||||
always.append("Mountain Bottom Floor Final Room Entry (Door)")
|
||||
always += ["Mountain Bottom Floor Final Room Entry (Door)", "Mountain Bottom Floor Doors"]
|
||||
|
||||
if wincon == 1:
|
||||
always += ["Challenge Entry (Panel)", "Caves Panels"]
|
||||
|
||||
return always
|
||||
|
||||
|
||||
def get_always_hint_locations(multiworld: MultiWorld, player: int):
|
||||
def get_always_hint_locations(_: "WitnessWorld"):
|
||||
return {
|
||||
"Challenge Vault Box",
|
||||
"Mountain Bottom Floor Discard",
|
||||
|
@ -146,19 +153,34 @@ def get_always_hint_locations(multiworld: MultiWorld, player: int):
|
|||
}
|
||||
|
||||
|
||||
def get_priority_hint_items(multiworld: MultiWorld, player: int):
|
||||
def get_priority_hint_items(world: "WitnessWorld"):
|
||||
priority = {
|
||||
"Caves Mountain Shortcut (Door)",
|
||||
"Caves Swamp Shortcut (Door)",
|
||||
"Negative Shapers",
|
||||
"Sound Dots",
|
||||
"Colored Dots",
|
||||
"Stars + Same Colored Symbol",
|
||||
"Swamp Entry (Panel)",
|
||||
"Swamp Laser Shortcut (Door)",
|
||||
}
|
||||
|
||||
if is_option_enabled(multiworld, player, "shuffle_lasers"):
|
||||
if world.options.shuffle_symbols:
|
||||
symbols = [
|
||||
"Progressive Dots",
|
||||
"Progressive Stars",
|
||||
"Shapers",
|
||||
"Rotated Shapers",
|
||||
"Negative Shapers",
|
||||
"Arrows",
|
||||
"Triangles",
|
||||
"Eraser",
|
||||
"Black/White Squares",
|
||||
"Colored Squares",
|
||||
"Colored Dots",
|
||||
"Sound Dots",
|
||||
"Symmetry"
|
||||
]
|
||||
|
||||
priority.update(world.random.sample(symbols, 5))
|
||||
|
||||
if world.options.shuffle_lasers:
|
||||
lasers = [
|
||||
"Symmetry Laser",
|
||||
"Town Laser",
|
||||
|
@ -172,18 +194,18 @@ def get_priority_hint_items(multiworld: MultiWorld, player: int):
|
|||
"Shadows Laser",
|
||||
]
|
||||
|
||||
if get_option_value(multiworld, player, "shuffle_doors") >= 2:
|
||||
if world.options.shuffle_doors >= 2:
|
||||
priority.add("Desert Laser")
|
||||
priority.update(multiworld.per_slot_randoms[player].sample(lasers, 5))
|
||||
priority.update(world.random.sample(lasers, 5))
|
||||
|
||||
else:
|
||||
lasers.append("Desert Laser")
|
||||
priority.update(multiworld.per_slot_randoms[player].sample(lasers, 6))
|
||||
priority.update(world.random.sample(lasers, 6))
|
||||
|
||||
return priority
|
||||
|
||||
|
||||
def get_priority_hint_locations(multiworld: MultiWorld, player: int):
|
||||
def get_priority_hint_locations(_: "WitnessWorld"):
|
||||
return {
|
||||
"Swamp Purple Underwater",
|
||||
"Shipwreck Vault Box",
|
||||
|
@ -201,89 +223,100 @@ def get_priority_hint_locations(multiworld: MultiWorld, player: int):
|
|||
}
|
||||
|
||||
|
||||
def make_hint_from_item(multiworld: MultiWorld, player: int, item: str):
|
||||
location_obj = multiworld.find_item(item, player).item.location
|
||||
def make_hint_from_item(world: "WitnessWorld", item_name: str, own_itempool: List[Item]):
|
||||
locations = [item.location for item in own_itempool if item.name == item_name and item.location]
|
||||
|
||||
if not locations:
|
||||
return None
|
||||
|
||||
location_obj = world.random.choice(locations)
|
||||
location_name = location_obj.name
|
||||
if location_obj.player != player:
|
||||
location_name += " (" + multiworld.get_player_name(location_obj.player) + ")"
|
||||
|
||||
return location_name, item, location_obj.address if (location_obj.player == player) else -1
|
||||
if location_obj.player != world.player:
|
||||
location_name += " (" + world.multiworld.get_player_name(location_obj.player) + ")"
|
||||
|
||||
return location_name, item_name, location_obj.address if (location_obj.player == world.player) else -1
|
||||
|
||||
|
||||
def make_hint_from_location(multiworld: MultiWorld, player: int, location: str):
|
||||
location_obj = multiworld.get_location(location, player)
|
||||
item_obj = multiworld.get_location(location, player).item
|
||||
def make_hint_from_location(world: "WitnessWorld", location: str):
|
||||
location_obj = world.multiworld.get_location(location, world.player)
|
||||
item_obj = world.multiworld.get_location(location, world.player).item
|
||||
item_name = item_obj.name
|
||||
if item_obj.player != player:
|
||||
item_name += " (" + multiworld.get_player_name(item_obj.player) + ")"
|
||||
if item_obj.player != world.player:
|
||||
item_name += " (" + world.multiworld.get_player_name(item_obj.player) + ")"
|
||||
|
||||
return location, item_name, location_obj.address if (location_obj.player == player) else -1
|
||||
return location, item_name, location_obj.address if (location_obj.player == world.player) else -1
|
||||
|
||||
|
||||
def make_hints(multiworld: MultiWorld, player: int, hint_amount: int):
|
||||
def make_hints(world: "WitnessWorld", hint_amount: int, own_itempool: List[Item]):
|
||||
hints = list()
|
||||
|
||||
prog_items_in_this_world = {
|
||||
item.name for item in multiworld.get_items()
|
||||
if item.player == player and item.code and item.advancement
|
||||
item.name for item in own_itempool if item.advancement and item.code and item.location
|
||||
}
|
||||
loc_in_this_world = {
|
||||
location.name for location in multiworld.get_locations(player)
|
||||
if location.address
|
||||
location.name for location in world.multiworld.get_locations(world.player) if location.address
|
||||
}
|
||||
|
||||
always_locations = [
|
||||
location for location in get_always_hint_locations(multiworld, player)
|
||||
location for location in get_always_hint_locations(world)
|
||||
if location in loc_in_this_world
|
||||
]
|
||||
always_items = [
|
||||
item for item in get_always_hint_items(multiworld, player)
|
||||
item for item in get_always_hint_items(world)
|
||||
if item in prog_items_in_this_world
|
||||
]
|
||||
priority_locations = [
|
||||
location for location in get_priority_hint_locations(multiworld, player)
|
||||
location for location in get_priority_hint_locations(world)
|
||||
if location in loc_in_this_world
|
||||
]
|
||||
priority_items = [
|
||||
item for item in get_priority_hint_items(multiworld, player)
|
||||
item for item in get_priority_hint_items(world)
|
||||
if item in prog_items_in_this_world
|
||||
]
|
||||
|
||||
always_hint_pairs = dict()
|
||||
|
||||
for item in always_items:
|
||||
hint_pair = make_hint_from_item(multiworld, player, item)
|
||||
hint_pair = make_hint_from_item(world, item, own_itempool)
|
||||
|
||||
if hint_pair[2] == 158007: # Tutorial Gate Open
|
||||
if not hint_pair or hint_pair[2] == 158007: # Tutorial Gate Open
|
||||
continue
|
||||
|
||||
always_hint_pairs[hint_pair[0]] = (hint_pair[1], True, hint_pair[2])
|
||||
|
||||
for location in always_locations:
|
||||
hint_pair = make_hint_from_location(multiworld, player, location)
|
||||
hint_pair = make_hint_from_location(world, location)
|
||||
always_hint_pairs[hint_pair[0]] = (hint_pair[1], False, hint_pair[2])
|
||||
|
||||
priority_hint_pairs = dict()
|
||||
|
||||
for item in priority_items:
|
||||
hint_pair = make_hint_from_item(multiworld, player, item)
|
||||
hint_pair = make_hint_from_item(world, item, own_itempool)
|
||||
|
||||
if hint_pair[2] == 158007: # Tutorial Gate Open
|
||||
if not hint_pair or hint_pair[2] == 158007: # Tutorial Gate Open
|
||||
continue
|
||||
|
||||
priority_hint_pairs[hint_pair[0]] = (hint_pair[1], True, hint_pair[2])
|
||||
|
||||
for location in priority_locations:
|
||||
hint_pair = make_hint_from_location(multiworld, player, location)
|
||||
hint_pair = make_hint_from_location(world, location)
|
||||
priority_hint_pairs[hint_pair[0]] = (hint_pair[1], False, hint_pair[2])
|
||||
|
||||
already_hinted_locations = set()
|
||||
|
||||
for loc, item in always_hint_pairs.items():
|
||||
if loc in already_hinted_locations:
|
||||
continue
|
||||
|
||||
if item[1]:
|
||||
hints.append((f"{item[0]} can be found at {loc}.", item[2]))
|
||||
else:
|
||||
hints.append((f"{loc} contains {item[0]}.", item[2]))
|
||||
|
||||
multiworld.per_slot_randoms[player].shuffle(hints) # shuffle always hint order in case of low hint amount
|
||||
already_hinted_locations.add(loc)
|
||||
|
||||
world.random.shuffle(hints) # shuffle always hint order in case of low hint amount
|
||||
|
||||
remaining_hints = hint_amount - len(hints)
|
||||
priority_hint_amount = int(max(0.0, min(len(priority_hint_pairs) / 2, remaining_hints / 2)))
|
||||
|
@ -291,22 +324,27 @@ def make_hints(multiworld: MultiWorld, player: int, hint_amount: int):
|
|||
prog_items_in_this_world = sorted(list(prog_items_in_this_world))
|
||||
locations_in_this_world = sorted(list(loc_in_this_world))
|
||||
|
||||
multiworld.per_slot_randoms[player].shuffle(prog_items_in_this_world)
|
||||
multiworld.per_slot_randoms[player].shuffle(locations_in_this_world)
|
||||
world.random.shuffle(prog_items_in_this_world)
|
||||
world.random.shuffle(locations_in_this_world)
|
||||
|
||||
priority_hint_list = list(priority_hint_pairs.items())
|
||||
multiworld.per_slot_randoms[player].shuffle(priority_hint_list)
|
||||
world.random.shuffle(priority_hint_list)
|
||||
for _ in range(0, priority_hint_amount):
|
||||
next_priority_hint = priority_hint_list.pop()
|
||||
loc = next_priority_hint[0]
|
||||
item = next_priority_hint[1]
|
||||
|
||||
if loc in already_hinted_locations:
|
||||
continue
|
||||
|
||||
if item[1]:
|
||||
hints.append((f"{item[0]} can be found at {loc}.", item[2]))
|
||||
else:
|
||||
hints.append((f"{loc} contains {item[0]}.", item[2]))
|
||||
|
||||
next_random_hint_is_item = multiworld.per_slot_randoms[player].randrange(0, 2) # Moving this to the new system is in the bigger refactoring PR
|
||||
already_hinted_locations.add(loc)
|
||||
|
||||
next_random_hint_is_item = world.random.randrange(0, 2)
|
||||
|
||||
while len(hints) < hint_amount:
|
||||
if next_random_hint_is_item:
|
||||
|
@ -314,16 +352,28 @@ def make_hints(multiworld: MultiWorld, player: int, hint_amount: int):
|
|||
next_random_hint_is_item = not next_random_hint_is_item
|
||||
continue
|
||||
|
||||
hint = make_hint_from_item(multiworld, player, prog_items_in_this_world.pop())
|
||||
hint = make_hint_from_item(world, prog_items_in_this_world.pop(), own_itempool)
|
||||
|
||||
if not hint or hint[0] in already_hinted_locations:
|
||||
continue
|
||||
|
||||
hints.append((f"{hint[1]} can be found at {hint[0]}.", hint[2]))
|
||||
|
||||
already_hinted_locations.add(hint[0])
|
||||
else:
|
||||
hint = make_hint_from_location(multiworld, player, locations_in_this_world.pop())
|
||||
hint = make_hint_from_location(world, locations_in_this_world.pop())
|
||||
|
||||
if hint[0] in already_hinted_locations:
|
||||
continue
|
||||
|
||||
hints.append((f"{hint[0]} contains {hint[1]}.", hint[2]))
|
||||
|
||||
already_hinted_locations.add(hint[0])
|
||||
|
||||
next_random_hint_is_item = not next_random_hint_is_item
|
||||
|
||||
return hints
|
||||
|
||||
|
||||
def generate_joke_hints(multiworld: MultiWorld, player: int, amount: int):
|
||||
return [(x, -1) for x in multiworld.per_slot_randoms[player].sample(joke_hints, amount)]
|
||||
def generate_joke_hints(world: "WitnessWorld", amount: int) -> List[Tuple[str, int]]:
|
||||
return [(x, -1) for x in world.random.sample(joke_hints, amount)]
|
||||
|
|
|
@ -2,18 +2,20 @@
|
|||
Defines progression, junk and event items for The Witness
|
||||
"""
|
||||
import copy
|
||||
|
||||
from dataclasses import dataclass
|
||||
from typing import Optional, Dict, List, Set
|
||||
from typing import Optional, Dict, List, Set, TYPE_CHECKING
|
||||
|
||||
from BaseClasses import Item, MultiWorld, ItemClassification
|
||||
from .Options import get_option_value, is_option_enabled, the_witness_options
|
||||
|
||||
from .locations import ID_START, WitnessPlayerLocations
|
||||
from .player_logic import WitnessPlayerLogic
|
||||
from .static_logic import ItemDefinition, DoorItemDefinition, ProgressiveItemDefinition, ItemCategory, \
|
||||
StaticWitnessLogic, WeightedItemDefinition
|
||||
from .utils import build_weighted_int_list
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
NUM_ENERGY_UPGRADES = 4
|
||||
|
||||
|
||||
|
@ -59,7 +61,7 @@ class StaticWitnessItems:
|
|||
classification = ItemClassification.progression
|
||||
StaticWitnessItems.item_groups.setdefault("Doors", []).append(item_name)
|
||||
elif definition.category is ItemCategory.LASER:
|
||||
classification = ItemClassification.progression
|
||||
classification = ItemClassification.progression_skip_balancing
|
||||
StaticWitnessItems.item_groups.setdefault("Lasers", []).append(item_name)
|
||||
elif definition.category is ItemCategory.USEFUL:
|
||||
classification = ItemClassification.useful
|
||||
|
@ -90,11 +92,12 @@ class WitnessPlayerItems:
|
|||
Class that defines Items for a single world
|
||||
"""
|
||||
|
||||
def __init__(self, multiworld: MultiWorld, player: int, logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
|
||||
def __init__(self, world: "WitnessWorld", logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
|
||||
"""Adds event items after logic changes due to options"""
|
||||
|
||||
self._world: MultiWorld = multiworld
|
||||
self._player_id: int = player
|
||||
self._world: "WitnessWorld" = world
|
||||
self._multiworld: MultiWorld = world.multiworld
|
||||
self._player_id: int = world.player
|
||||
self._logic: WitnessPlayerLogic = logic
|
||||
self._locations: WitnessPlayerLocations = locat
|
||||
|
||||
|
@ -102,19 +105,33 @@ class WitnessPlayerItems:
|
|||
self.item_data: Dict[str, ItemData] = copy.deepcopy(StaticWitnessItems.item_data)
|
||||
|
||||
# Remove all progression items that aren't actually in the game.
|
||||
self.item_data = {name: data for (name, data) in self.item_data.items()
|
||||
if data.classification is not ItemClassification.progression or
|
||||
name in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME}
|
||||
self.item_data = {
|
||||
name: data for (name, data) in self.item_data.items()
|
||||
if data.classification not in
|
||||
{ItemClassification.progression, ItemClassification.progression_skip_balancing}
|
||||
or name in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME
|
||||
}
|
||||
|
||||
# Adjust item classifications based on game settings.
|
||||
eps_shuffled = get_option_value(self._world, self._player_id, "shuffle_EPs") != 0
|
||||
eps_shuffled = self._world.options.shuffle_EPs
|
||||
come_to_you = self._world.options.elevators_come_to_you
|
||||
for item_name, item_data in self.item_data.items():
|
||||
if not eps_shuffled and item_name in ["Monastery Garden Entry (Door)", "Monastery Shortcuts"]:
|
||||
if not eps_shuffled and item_name in {"Monastery Garden Entry (Door)",
|
||||
"Monastery Shortcuts",
|
||||
"Quarry Boathouse Hook Control (Panel)",
|
||||
"Windmill Turn Control (Panel)"}:
|
||||
# Downgrade doors that only gate progress in EP shuffle.
|
||||
item_data.classification = ItemClassification.useful
|
||||
elif item_name in ["River Monastery Shortcut (Door)", "Jungle & River Shortcuts",
|
||||
"Monastery Shortcut (Door)",
|
||||
"Orchard Second Gate (Door)"]:
|
||||
elif not come_to_you and not eps_shuffled and item_name in {"Quarry Elevator Control (Panel)",
|
||||
"Swamp Long Bridge (Panel)"}:
|
||||
# These Bridges/Elevators are not logical access because they may leave you stuck.
|
||||
item_data.classification = ItemClassification.useful
|
||||
elif item_name in {"River Monastery Garden Shortcut (Door)",
|
||||
"Monastery Laser Shortcut (Door)",
|
||||
"Orchard Second Gate (Door)",
|
||||
"Jungle Bamboo Laser Shortcut (Door)",
|
||||
"Keep Pressure Plates 2 Exit (Door)",
|
||||
"Caves Elevator Controls (Panel)"}:
|
||||
# Downgrade doors that don't gate progress.
|
||||
item_data.classification = ItemClassification.useful
|
||||
|
||||
|
@ -122,8 +139,11 @@ class WitnessPlayerItems:
|
|||
self._mandatory_items: Dict[str, int] = {}
|
||||
|
||||
# Add progression items to the mandatory item list.
|
||||
for item_name, item_data in {name: data for (name, data) in self.item_data.items()
|
||||
if data.classification == ItemClassification.progression}.items():
|
||||
progression_dict = {
|
||||
name: data for (name, data) in self.item_data.items()
|
||||
if data.classification in {ItemClassification.progression, ItemClassification.progression_skip_balancing}
|
||||
}
|
||||
for item_name, item_data in progression_dict.items():
|
||||
if isinstance(item_data.definition, ProgressiveItemDefinition):
|
||||
num_progression = len(self._logic.MULTI_LISTS[item_name])
|
||||
self._mandatory_items[item_name] = num_progression
|
||||
|
@ -170,7 +190,7 @@ class WitnessPlayerItems:
|
|||
remaining_quantity -= len(output)
|
||||
|
||||
# Read trap configuration data.
|
||||
trap_weight = get_option_value(self._world, self._player_id, "trap_percentage") / 100
|
||||
trap_weight = self._world.options.trap_percentage / 100
|
||||
filler_weight = 1 - trap_weight
|
||||
|
||||
# Add filler items to the list.
|
||||
|
@ -198,15 +218,14 @@ class WitnessPlayerItems:
|
|||
Returns items that are ideal for placing on extremely early checks, like the tutorial gate.
|
||||
"""
|
||||
output: Set[str] = set()
|
||||
if "shuffle_symbols" not in the_witness_options.keys() \
|
||||
or is_option_enabled(self._world, self._player_id, "shuffle_symbols"):
|
||||
if get_option_value(self._world, self._player_id, "shuffle_doors") > 0:
|
||||
if self._world.options.shuffle_symbols:
|
||||
if self._world.options.shuffle_doors:
|
||||
output = {"Dots", "Black/White Squares", "Symmetry"}
|
||||
else:
|
||||
output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
|
||||
|
||||
if is_option_enabled(self._world, self._player_id, "shuffle_discarded_panels"):
|
||||
if get_option_value(self._world, self._player_id, "puzzle_randomization") == 1:
|
||||
if self._world.options.shuffle_discarded_panels:
|
||||
if self._world.options.puzzle_randomization == 1:
|
||||
output.add("Arrows")
|
||||
else:
|
||||
output.add("Triangles")
|
||||
|
@ -217,7 +236,7 @@ class WitnessPlayerItems:
|
|||
# Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
|
||||
# before create_items so that we'll be able to check placed items instead of just removing all items mentioned
|
||||
# regardless of whether or not they actually wind up being manually placed.
|
||||
for plando_setting in self._world.plando_items[self._player_id]:
|
||||
for plando_setting in self._multiworld.plando_items[self._player_id]:
|
||||
if plando_setting.get("from_pool", True):
|
||||
for item_setting_key in [key for key in ["item", "items"] if key in plando_setting]:
|
||||
if type(plando_setting[item_setting_key]) is str:
|
||||
|
@ -243,6 +262,7 @@ class WitnessPlayerItems:
|
|||
for item_name, item_data in {name: data for name, data in self.item_data.items()
|
||||
if isinstance(data.definition, DoorItemDefinition)}.items():
|
||||
output += [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
|
||||
|
||||
return output
|
||||
|
||||
def get_symbol_ids_not_in_pool(self) -> List[int]:
|
||||
|
|
|
@ -1,11 +1,14 @@
|
|||
"""
|
||||
Defines constants for different types of locations in the game
|
||||
"""
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from .Options import is_option_enabled, get_option_value
|
||||
from .player_logic import WitnessPlayerLogic
|
||||
from .static_logic import StaticWitnessLogic
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
|
||||
ID_START = 158000
|
||||
|
||||
|
@ -19,22 +22,29 @@ class StaticWitnessLocations:
|
|||
"Tutorial Front Left",
|
||||
"Tutorial Back Left",
|
||||
"Tutorial Back Right",
|
||||
"Tutorial Patio Floor",
|
||||
"Tutorial Gate Open",
|
||||
|
||||
"Outside Tutorial Vault Box",
|
||||
"Outside Tutorial Discard",
|
||||
"Outside Tutorial Shed Row 5",
|
||||
"Outside Tutorial Tree Row 9",
|
||||
"Outside Tutorial Outpost Entry Panel",
|
||||
"Outside Tutorial Outpost Exit Panel",
|
||||
|
||||
"Glass Factory Discard",
|
||||
"Glass Factory Back Wall 5",
|
||||
"Glass Factory Front 3",
|
||||
"Glass Factory Melting 3",
|
||||
|
||||
"Symmetry Island Lower Panel",
|
||||
"Symmetry Island Right 5",
|
||||
"Symmetry Island Back 6",
|
||||
"Symmetry Island Left 7",
|
||||
"Symmetry Island Upper Panel",
|
||||
"Symmetry Island Scenery Outlines 5",
|
||||
"Symmetry Island Laser Yellow 3",
|
||||
"Symmetry Island Laser Blue 3",
|
||||
"Symmetry Island Laser Panel",
|
||||
|
||||
"Orchard Apple Tree 5",
|
||||
|
@ -49,9 +59,15 @@ class StaticWitnessLocations:
|
|||
"Desert Final Bent 3",
|
||||
"Desert Laser Panel",
|
||||
|
||||
"Quarry Entry 1 Panel",
|
||||
"Quarry Entry 2 Panel",
|
||||
"Quarry Stoneworks Entry Left Panel",
|
||||
"Quarry Stoneworks Entry Right Panel",
|
||||
"Quarry Stoneworks Lower Row 6",
|
||||
"Quarry Stoneworks Upper Row 8",
|
||||
"Quarry Stoneworks Control Room Left",
|
||||
"Quarry Stoneworks Control Room Right",
|
||||
"Quarry Stoneworks Stairs Panel",
|
||||
"Quarry Boathouse Intro Right",
|
||||
"Quarry Boathouse Intro Left",
|
||||
"Quarry Boathouse Front Row 5",
|
||||
|
@ -84,15 +100,32 @@ class StaticWitnessLocations:
|
|||
"Monastery Inside 4",
|
||||
"Monastery Laser Panel",
|
||||
|
||||
"Town Cargo Box Entry Panel",
|
||||
"Town Cargo Box Discard",
|
||||
"Town Tall Hexagonal",
|
||||
"Town Church Entry Panel",
|
||||
"Town Church Lattice",
|
||||
"Town Maze Panel",
|
||||
"Town Rooftop Discard",
|
||||
"Town Red Rooftop 5",
|
||||
"Town Wooden Roof Lower Row 5",
|
||||
"Town Wooden Rooftop",
|
||||
"Town Windmill Entry Panel",
|
||||
"Town RGB House Entry Panel",
|
||||
"Town Laser Panel",
|
||||
|
||||
"Town RGB Room Left",
|
||||
"Town RGB Room Right",
|
||||
"Town Sound Room Right",
|
||||
|
||||
"Windmill Theater Entry Panel",
|
||||
"Theater Exit Left Panel",
|
||||
"Theater Exit Right Panel",
|
||||
"Theater Tutorial Video",
|
||||
"Theater Desert Video",
|
||||
"Theater Jungle Video",
|
||||
"Theater Shipwreck Video",
|
||||
"Theater Mountain Video",
|
||||
"Theater Discard",
|
||||
|
||||
"Jungle Discard",
|
||||
|
@ -102,24 +135,33 @@ class StaticWitnessLocations:
|
|||
"Jungle Laser Panel",
|
||||
|
||||
"River Vault Box",
|
||||
"River Monastery Garden Shortcut Panel",
|
||||
|
||||
"Bunker Entry Panel",
|
||||
"Bunker Intro Left 5",
|
||||
"Bunker Intro Back 4",
|
||||
"Bunker Glass Room 3",
|
||||
"Bunker UV Room 2",
|
||||
"Bunker Laser Panel",
|
||||
|
||||
"Swamp Entry Panel",
|
||||
"Swamp Intro Front 6",
|
||||
"Swamp Intro Back 8",
|
||||
"Swamp Between Bridges Near Row 4",
|
||||
"Swamp Cyan Underwater 5",
|
||||
"Swamp Platform Row 4",
|
||||
"Swamp Platform Shortcut Right Panel",
|
||||
"Swamp Between Bridges Far Row 4",
|
||||
"Swamp Red Underwater 4",
|
||||
"Swamp Purple Underwater",
|
||||
"Swamp Beyond Rotating Bridge 4",
|
||||
"Swamp Blue Underwater 5",
|
||||
"Swamp Laser Panel",
|
||||
"Swamp Laser Shortcut Right Panel",
|
||||
|
||||
"Treehouse First Door Panel",
|
||||
"Treehouse Second Door Panel",
|
||||
"Treehouse Third Door Panel",
|
||||
"Treehouse Yellow Bridge 9",
|
||||
"Treehouse First Purple Bridge 5",
|
||||
"Treehouse Second Purple Bridge 7",
|
||||
|
@ -129,22 +171,11 @@ class StaticWitnessLocations:
|
|||
"Treehouse Laser Discard",
|
||||
"Treehouse Right Orange Bridge 12",
|
||||
"Treehouse Laser Panel",
|
||||
"Treehouse Drawbridge Panel",
|
||||
|
||||
"Mountainside Discard",
|
||||
"Mountainside Vault Box",
|
||||
|
||||
"Mountaintop River Shape",
|
||||
"Tutorial Patio Floor",
|
||||
"Quarry Stoneworks Control Room Left",
|
||||
"Theater Tutorial Video",
|
||||
"Theater Desert Video",
|
||||
"Theater Jungle Video",
|
||||
"Theater Shipwreck Video",
|
||||
"Theater Mountain Video",
|
||||
"Town RGB Room Left",
|
||||
"Town RGB Room Right",
|
||||
"Town Sound Room Right",
|
||||
"Swamp Purple Underwater",
|
||||
|
||||
"First Hallway EP",
|
||||
"Tutorial Cloud EP",
|
||||
|
@ -316,6 +347,77 @@ class StaticWitnessLocations:
|
|||
"Town Obelisk Side 4",
|
||||
"Town Obelisk Side 5",
|
||||
"Town Obelisk Side 6",
|
||||
|
||||
"Caves Mountain Shortcut Panel",
|
||||
"Caves Swamp Shortcut Panel",
|
||||
|
||||
"Caves Blue Tunnel Right First 4",
|
||||
"Caves Blue Tunnel Left First 1",
|
||||
"Caves Blue Tunnel Left Second 5",
|
||||
"Caves Blue Tunnel Right Second 5",
|
||||
"Caves Blue Tunnel Right Third 1",
|
||||
"Caves Blue Tunnel Left Fourth 1",
|
||||
"Caves Blue Tunnel Left Third 1",
|
||||
|
||||
"Caves First Floor Middle",
|
||||
"Caves First Floor Right",
|
||||
"Caves First Floor Left",
|
||||
"Caves First Floor Grounded",
|
||||
"Caves Lone Pillar",
|
||||
"Caves First Wooden Beam",
|
||||
"Caves Second Wooden Beam",
|
||||
"Caves Third Wooden Beam",
|
||||
"Caves Fourth Wooden Beam",
|
||||
"Caves Right Upstairs Left Row 8",
|
||||
"Caves Right Upstairs Right Row 3",
|
||||
"Caves Left Upstairs Single",
|
||||
"Caves Left Upstairs Left Row 5",
|
||||
|
||||
"Caves Challenge Entry Panel",
|
||||
"Challenge Tunnels Entry Panel",
|
||||
|
||||
"Tunnels Vault Box",
|
||||
"Theater Challenge Video",
|
||||
|
||||
"Tunnels Town Shortcut Panel",
|
||||
|
||||
"Caves Skylight EP",
|
||||
"Challenge Water EP",
|
||||
"Tunnels Theater Flowers EP",
|
||||
"Tutorial Gate EP",
|
||||
|
||||
"Mountaintop Mountain Entry Panel",
|
||||
|
||||
"Mountain Floor 1 Light Bridge Controller",
|
||||
|
||||
"Mountain Floor 1 Right Row 5",
|
||||
"Mountain Floor 1 Left Row 7",
|
||||
"Mountain Floor 1 Back Row 3",
|
||||
"Mountain Floor 1 Trash Pillar 2",
|
||||
"Mountain Floor 2 Near Row 5",
|
||||
"Mountain Floor 2 Far Row 6",
|
||||
|
||||
"Mountain Floor 2 Light Bridge Controller Near",
|
||||
"Mountain Floor 2 Light Bridge Controller Far",
|
||||
|
||||
"Mountain Bottom Floor Yellow Bridge EP",
|
||||
"Mountain Bottom Floor Blue Bridge EP",
|
||||
"Mountain Floor 2 Pink Bridge EP",
|
||||
|
||||
"Mountain Floor 2 Elevator Discard",
|
||||
"Mountain Bottom Floor Giant Puzzle",
|
||||
|
||||
"Mountain Bottom Floor Final Room Entry Left",
|
||||
"Mountain Bottom Floor Final Room Entry Right",
|
||||
|
||||
"Mountain Bottom Floor Caves Entry Panel",
|
||||
|
||||
"Mountain Final Room Left Pillar 4",
|
||||
"Mountain Final Room Right Pillar 4",
|
||||
|
||||
"Challenge Vault Box",
|
||||
"Theater Challenge Video",
|
||||
"Mountain Bottom Floor Discard",
|
||||
}
|
||||
|
||||
OBELISK_SIDES = {
|
||||
|
@ -355,94 +457,30 @@ class StaticWitnessLocations:
|
|||
"Town Obelisk Side 6",
|
||||
}
|
||||
|
||||
CAVES_LOCATIONS = {
|
||||
"Caves Blue Tunnel Right First 4",
|
||||
"Caves Blue Tunnel Left First 1",
|
||||
"Caves Blue Tunnel Left Second 5",
|
||||
"Caves Blue Tunnel Right Second 5",
|
||||
"Caves Blue Tunnel Right Third 1",
|
||||
"Caves Blue Tunnel Left Fourth 1",
|
||||
"Caves Blue Tunnel Left Third 1",
|
||||
|
||||
"Caves First Floor Middle",
|
||||
"Caves First Floor Right",
|
||||
"Caves First Floor Left",
|
||||
"Caves First Floor Grounded",
|
||||
"Caves Lone Pillar",
|
||||
"Caves First Wooden Beam",
|
||||
"Caves Second Wooden Beam",
|
||||
"Caves Third Wooden Beam",
|
||||
"Caves Fourth Wooden Beam",
|
||||
"Caves Right Upstairs Left Row 8",
|
||||
"Caves Right Upstairs Right Row 3",
|
||||
"Caves Left Upstairs Single",
|
||||
"Caves Left Upstairs Left Row 5",
|
||||
|
||||
"Tunnels Vault Box",
|
||||
"Theater Challenge Video",
|
||||
|
||||
"Caves Skylight EP",
|
||||
"Challenge Water EP",
|
||||
"Tunnels Theater Flowers EP",
|
||||
"Tutorial Gate EP",
|
||||
}
|
||||
|
||||
MOUNTAIN_UNREACHABLE_FROM_BEHIND = {
|
||||
"Mountaintop Trap Door Triple Exit",
|
||||
|
||||
"Mountain Floor 1 Right Row 5",
|
||||
"Mountain Floor 1 Left Row 7",
|
||||
"Mountain Floor 1 Back Row 3",
|
||||
"Mountain Floor 1 Trash Pillar 2",
|
||||
"Mountain Floor 2 Near Row 5",
|
||||
"Mountain Floor 2 Far Row 6",
|
||||
|
||||
"Mountain Floor 2 Light Bridge Controller Near",
|
||||
"Mountain Floor 2 Light Bridge Controller Far",
|
||||
|
||||
"Mountain Bottom Floor Yellow Bridge EP",
|
||||
"Mountain Bottom Floor Blue Bridge EP",
|
||||
"Mountain Floor 2 Pink Bridge EP",
|
||||
}
|
||||
|
||||
MOUNTAIN_REACHABLE_FROM_BEHIND = {
|
||||
"Mountain Floor 2 Elevator Discard",
|
||||
"Mountain Bottom Floor Giant Puzzle",
|
||||
|
||||
"Mountain Final Room Left Pillar 4",
|
||||
"Mountain Final Room Right Pillar 4",
|
||||
}
|
||||
|
||||
MOUNTAIN_EXTRAS = {
|
||||
"Challenge Vault Box",
|
||||
"Theater Challenge Video",
|
||||
"Mountain Bottom Floor Discard"
|
||||
}
|
||||
|
||||
ALL_LOCATIONS_TO_ID = dict()
|
||||
|
||||
@staticmethod
|
||||
def get_id(chex):
|
||||
def get_id(chex: str):
|
||||
"""
|
||||
Calculates the location ID for any given location
|
||||
"""
|
||||
|
||||
return StaticWitnessLogic.CHECKS_BY_HEX[chex]["id"]
|
||||
return StaticWitnessLogic.ENTITIES_BY_HEX[chex]["id"]
|
||||
|
||||
@staticmethod
|
||||
def get_event_name(panel_hex):
|
||||
def get_event_name(panel_hex: str):
|
||||
"""
|
||||
Returns the event name of any given panel.
|
||||
"""
|
||||
|
||||
action = " Opened" if StaticWitnessLogic.CHECKS_BY_HEX[panel_hex]["panelType"] == "Door" else " Solved"
|
||||
action = " Opened" if StaticWitnessLogic.ENTITIES_BY_HEX[panel_hex]["entityType"] == "Door" else " Solved"
|
||||
|
||||
return StaticWitnessLogic.CHECKS_BY_HEX[panel_hex]["checkName"] + action
|
||||
return StaticWitnessLogic.ENTITIES_BY_HEX[panel_hex]["checkName"] + action
|
||||
|
||||
def __init__(self):
|
||||
all_loc_to_id = {
|
||||
panel_obj["checkName"]: self.get_id(chex)
|
||||
for chex, panel_obj in StaticWitnessLogic.CHECKS_BY_HEX.items()
|
||||
for chex, panel_obj in StaticWitnessLogic.ENTITIES_BY_HEX.items()
|
||||
if panel_obj["id"]
|
||||
}
|
||||
|
||||
|
@ -459,84 +497,44 @@ class WitnessPlayerLocations:
|
|||
Class that defines locations for a single player
|
||||
"""
|
||||
|
||||
def __init__(self, world, player, player_logic: WitnessPlayerLogic):
|
||||
def __init__(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic):
|
||||
"""Defines locations AFTER logic changes due to options"""
|
||||
|
||||
self.PANEL_TYPES_TO_SHUFFLE = {"General", "Laser"}
|
||||
self.CHECK_LOCATIONS = StaticWitnessLocations.GENERAL_LOCATIONS.copy()
|
||||
|
||||
doors = get_option_value(world, player, "shuffle_doors") >= 2
|
||||
earlyutm = is_option_enabled(world, player, "early_secret_area")
|
||||
victory = get_option_value(world, player, "victory_condition")
|
||||
mount_lasers = get_option_value(world, player, "mountain_lasers")
|
||||
chal_lasers = get_option_value(world, player, "challenge_lasers")
|
||||
# laser_shuffle = get_option_value(world, player, "shuffle_lasers")
|
||||
|
||||
postgame = set()
|
||||
postgame = postgame | StaticWitnessLocations.CAVES_LOCATIONS
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
|
||||
postgame = postgame | StaticWitnessLocations.MOUNTAIN_EXTRAS
|
||||
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | postgame
|
||||
|
||||
mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mount_lasers)
|
||||
|
||||
if earlyutm or doors: # in non-doors, there is no way to get symbol-locked by the final pillars (currently)
|
||||
postgame -= StaticWitnessLocations.CAVES_LOCATIONS
|
||||
|
||||
if (doors or earlyutm) and (victory == 0 or (victory == 2 and mount_lasers > chal_lasers)):
|
||||
postgame -= {"Challenge Vault Box", "Theater Challenge Video"}
|
||||
|
||||
if doors or mountain_enterable_from_top:
|
||||
postgame -= StaticWitnessLocations.MOUNTAIN_REACHABLE_FROM_BEHIND
|
||||
|
||||
if mountain_enterable_from_top:
|
||||
postgame -= StaticWitnessLocations.MOUNTAIN_UNREACHABLE_FROM_BEHIND
|
||||
|
||||
if (victory == 0 and doors) or victory == 1 or (victory == 2 and mount_lasers > chal_lasers and doors):
|
||||
postgame -= {"Mountain Bottom Floor Discard"}
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_discarded_panels"):
|
||||
if world.options.shuffle_discarded_panels:
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("Discard")
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_vault_boxes"):
|
||||
if world.options.shuffle_vault_boxes:
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("Vault")
|
||||
|
||||
if get_option_value(world, player, "shuffle_EPs") == 1:
|
||||
if world.options.shuffle_EPs == 1:
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("EP")
|
||||
elif get_option_value(world, player, "shuffle_EPs") == 2:
|
||||
elif world.options.shuffle_EPs == 2:
|
||||
self.PANEL_TYPES_TO_SHUFFLE.add("Obelisk Side")
|
||||
|
||||
for obelisk_loc in StaticWitnessLocations.OBELISK_SIDES:
|
||||
obelisk_loc_hex = StaticWitnessLogic.CHECKS_BY_NAME[obelisk_loc]["checkHex"]
|
||||
obelisk_loc_hex = StaticWitnessLogic.ENTITIES_BY_NAME[obelisk_loc]["entity_hex"]
|
||||
if player_logic.REQUIREMENTS_BY_HEX[obelisk_loc_hex] == frozenset({frozenset()}):
|
||||
self.CHECK_LOCATIONS.discard(obelisk_loc)
|
||||
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS | player_logic.ADDED_CHECKS
|
||||
|
||||
if not is_option_enabled(world, player, "shuffle_postgame"):
|
||||
self.CHECK_LOCATIONS -= postgame
|
||||
|
||||
self.CHECK_LOCATIONS -= {
|
||||
StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"]
|
||||
for panel in player_logic.PRECOMPLETED_LOCATIONS
|
||||
}
|
||||
|
||||
self.CHECK_LOCATIONS.discard(StaticWitnessLogic.CHECKS_BY_HEX[player_logic.VICTORY_LOCATION]["checkName"])
|
||||
self.CHECK_LOCATIONS.discard(StaticWitnessLogic.ENTITIES_BY_HEX[player_logic.VICTORY_LOCATION]["checkName"])
|
||||
|
||||
self.CHECK_LOCATIONS = self.CHECK_LOCATIONS - {
|
||||
StaticWitnessLogic.CHECKS_BY_HEX[check_hex]["checkName"]
|
||||
for check_hex in player_logic.COMPLETELY_DISABLED_CHECKS
|
||||
StaticWitnessLogic.ENTITIES_BY_HEX[entity_hex]["checkName"]
|
||||
for entity_hex in player_logic.COMPLETELY_DISABLED_ENTITIES | player_logic.PRECOMPLETED_LOCATIONS
|
||||
}
|
||||
|
||||
self.CHECK_PANELHEX_TO_ID = {
|
||||
StaticWitnessLogic.CHECKS_BY_NAME[ch]["checkHex"]: StaticWitnessLocations.ALL_LOCATIONS_TO_ID[ch]
|
||||
StaticWitnessLogic.ENTITIES_BY_NAME[ch]["entity_hex"]: StaticWitnessLocations.ALL_LOCATIONS_TO_ID[ch]
|
||||
for ch in self.CHECK_LOCATIONS
|
||||
if StaticWitnessLogic.CHECKS_BY_NAME[ch]["panelType"] in self.PANEL_TYPES_TO_SHUFFLE
|
||||
if StaticWitnessLogic.ENTITIES_BY_NAME[ch]["entityType"] in self.PANEL_TYPES_TO_SHUFFLE
|
||||
}
|
||||
|
||||
dog_hex = StaticWitnessLogic.CHECKS_BY_NAME["Town Pet the Dog"]["checkHex"]
|
||||
dog_hex = StaticWitnessLogic.ENTITIES_BY_NAME["Town Pet the Dog"]["entity_hex"]
|
||||
dog_id = StaticWitnessLocations.ALL_LOCATIONS_TO_ID["Town Pet the Dog"]
|
||||
self.CHECK_PANELHEX_TO_ID[dog_hex] = dog_id
|
||||
|
||||
|
@ -554,9 +552,14 @@ class WitnessPlayerLocations:
|
|||
}
|
||||
|
||||
check_dict = {
|
||||
StaticWitnessLogic.CHECKS_BY_HEX[location]["checkName"]:
|
||||
StaticWitnessLocations.get_id(StaticWitnessLogic.CHECKS_BY_HEX[location]["checkHex"])
|
||||
StaticWitnessLogic.ENTITIES_BY_HEX[location]["checkName"]:
|
||||
StaticWitnessLocations.get_id(StaticWitnessLogic.ENTITIES_BY_HEX[location]["entity_hex"])
|
||||
for location in self.CHECK_PANELHEX_TO_ID
|
||||
}
|
||||
|
||||
self.CHECK_LOCATION_TABLE = {**self.EVENT_LOCATION_TABLE, **check_dict}
|
||||
|
||||
def add_location_late(self, entity_name: str):
|
||||
entity_hex = StaticWitnessLogic.ENTITIES_BY_NAME[entity_name]["entity_hex"]
|
||||
self.CHECK_LOCATION_TABLE[entity_hex] = entity_name
|
||||
self.CHECK_PANELHEX_TO_ID[entity_hex] = StaticWitnessLocations.get_id(entity_hex)
|
||||
|
|
|
@ -16,22 +16,22 @@ When the world has parsed its options, a second function is called to finalize t
|
|||
"""
|
||||
|
||||
import copy
|
||||
from typing import Set, Dict, cast, List
|
||||
from collections import defaultdict
|
||||
from typing import cast, TYPE_CHECKING
|
||||
from logging import warning
|
||||
|
||||
from BaseClasses import MultiWorld
|
||||
from .static_logic import StaticWitnessLogic, DoorItemDefinition, ItemCategory, ProgressiveItemDefinition
|
||||
from .utils import define_new_region, get_disable_unrandomized_list, parse_lambda, get_early_utm_list, \
|
||||
get_symbol_shuffle_list, get_door_panel_shuffle_list, get_doors_complex_list, get_doors_max_list, \
|
||||
get_doors_simple_list, get_laser_shuffle, get_ep_all_individual, get_ep_obelisks, get_ep_easy, get_ep_no_eclipse, \
|
||||
get_ep_no_caves, get_ep_no_mountain, get_ep_no_videos
|
||||
from .Options import is_option_enabled, get_option_value, the_witness_options
|
||||
from .utils import *
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
|
||||
class WitnessPlayerLogic:
|
||||
"""WITNESS LOGIC CLASS"""
|
||||
|
||||
def reduce_req_within_region(self, panel_hex):
|
||||
@lru_cache(maxsize=None)
|
||||
def reduce_req_within_region(self, panel_hex: str) -> FrozenSet[FrozenSet[str]]:
|
||||
"""
|
||||
Panels in this game often only turn on when other panels are solved.
|
||||
Those other panels may have different item requirements.
|
||||
|
@ -40,14 +40,14 @@ class WitnessPlayerLogic:
|
|||
Panels outside of the same region will still be checked manually.
|
||||
"""
|
||||
|
||||
if panel_hex in self.COMPLETELY_DISABLED_CHECKS or panel_hex in self.PRECOMPLETED_LOCATIONS:
|
||||
if panel_hex in self.COMPLETELY_DISABLED_ENTITIES or panel_hex in self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES:
|
||||
return frozenset()
|
||||
|
||||
check_obj = self.REFERENCE_LOGIC.CHECKS_BY_HEX[panel_hex]
|
||||
entity_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel_hex]
|
||||
|
||||
these_items = frozenset({frozenset()})
|
||||
|
||||
if check_obj["id"]:
|
||||
if entity_obj["id"]:
|
||||
these_items = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["items"]
|
||||
|
||||
these_items = frozenset({
|
||||
|
@ -58,6 +58,8 @@ class WitnessPlayerLogic:
|
|||
for subset in these_items:
|
||||
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(subset)
|
||||
|
||||
these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
|
||||
|
||||
if panel_hex in self.DOOR_ITEMS_BY_ID:
|
||||
door_items = frozenset({frozenset([item]) for item in self.DOOR_ITEMS_BY_ID[panel_hex]})
|
||||
|
||||
|
@ -68,14 +70,21 @@ class WitnessPlayerLogic:
|
|||
for items_option in these_items:
|
||||
all_options.add(items_option.union(dependentItem))
|
||||
|
||||
# 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved...
|
||||
if panel_hex != "0x28A0D":
|
||||
return frozenset(all_options)
|
||||
else: # 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved
|
||||
these_items = all_options
|
||||
# ...except in Expert, where that dependency doesn't exist, but now there *is* a power dependency.
|
||||
# In the future, it would be wise to make a distinction between "power dependencies" and other dependencies.
|
||||
if any("0x28998" in option for option in these_panels):
|
||||
return frozenset(all_options)
|
||||
|
||||
these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[panel_hex]["panels"]
|
||||
these_items = all_options
|
||||
|
||||
these_panels = frozenset({panels - self.PRECOMPLETED_LOCATIONS for panels in these_panels})
|
||||
disabled_eps = {eHex for eHex in self.COMPLETELY_DISABLED_ENTITIES
|
||||
if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[eHex]["entityType"] == "EP"}
|
||||
|
||||
these_panels = frozenset({panels - disabled_eps
|
||||
for panels in these_panels})
|
||||
|
||||
if these_panels == frozenset({frozenset()}):
|
||||
return these_items
|
||||
|
@ -85,40 +94,30 @@ class WitnessPlayerLogic:
|
|||
for option in these_panels:
|
||||
dependent_items_for_option = frozenset({frozenset()})
|
||||
|
||||
for option_panel in option:
|
||||
dep_obj = self.REFERENCE_LOGIC.CHECKS_BY_HEX.get(option_panel)
|
||||
for option_entity in option:
|
||||
dep_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX.get(option_entity)
|
||||
|
||||
if option_panel in self.COMPLETELY_DISABLED_CHECKS:
|
||||
new_items = frozenset()
|
||||
elif option_panel in {"7 Lasers", "11 Lasers", "PP2 Weirdness", "Theater to Tunnels"}:
|
||||
new_items = frozenset({frozenset([option_panel])})
|
||||
# If a panel turns on when a panel in a different region turns on,
|
||||
# the latter panel will be an "event panel", unless it ends up being
|
||||
# a location itself. This prevents generation failures.
|
||||
elif dep_obj["region"]["name"] != check_obj["region"]["name"]:
|
||||
new_items = frozenset({frozenset([option_panel])})
|
||||
self.EVENT_PANELS_FROM_PANELS.add(option_panel)
|
||||
elif option_panel in self.ALWAYS_EVENT_NAMES_BY_HEX.keys():
|
||||
new_items = frozenset({frozenset([option_panel])})
|
||||
self.EVENT_PANELS_FROM_PANELS.add(option_panel)
|
||||
if option_entity in self.EVENT_NAMES_BY_HEX:
|
||||
new_items = frozenset({frozenset([option_entity])})
|
||||
elif option_entity in {"7 Lasers", "11 Lasers", "PP2 Weirdness", "Theater to Tunnels"}:
|
||||
new_items = frozenset({frozenset([option_entity])})
|
||||
else:
|
||||
new_items = self.reduce_req_within_region(option_panel)
|
||||
new_items = self.reduce_req_within_region(option_entity)
|
||||
if dep_obj["region"] and entity_obj["region"] != dep_obj["region"]:
|
||||
new_items = frozenset(
|
||||
frozenset(possibility | {dep_obj["region"]["name"]})
|
||||
for possibility in new_items
|
||||
)
|
||||
|
||||
updated_items = set()
|
||||
|
||||
for items_option in dependent_items_for_option:
|
||||
for items_option2 in new_items:
|
||||
updated_items.add(items_option.union(items_option2))
|
||||
|
||||
dependent_items_for_option = updated_items
|
||||
dependent_items_for_option = dnf_and([dependent_items_for_option, new_items])
|
||||
|
||||
for items_option in these_items:
|
||||
for dependentItem in dependent_items_for_option:
|
||||
all_options.add(items_option.union(dependentItem))
|
||||
|
||||
return frozenset(all_options)
|
||||
return dnf_remove_redundancies(frozenset(all_options))
|
||||
|
||||
def make_single_adjustment(self, adj_type, line):
|
||||
def make_single_adjustment(self, adj_type: str, line: str):
|
||||
from . import StaticWitnessItems
|
||||
"""Makes a single logic adjustment based on additional logic file"""
|
||||
|
||||
|
@ -148,9 +147,9 @@ class WitnessPlayerLogic:
|
|||
|
||||
self.THEORETICAL_ITEMS.discard(item_name)
|
||||
if isinstance(StaticWitnessLogic.all_items[item_name], ProgressiveItemDefinition):
|
||||
self.THEORETICAL_ITEMS_NO_MULTI\
|
||||
.difference_update(cast(ProgressiveItemDefinition,
|
||||
StaticWitnessLogic.all_items[item_name]).child_item_names)
|
||||
self.THEORETICAL_ITEMS_NO_MULTI.difference_update(
|
||||
cast(ProgressiveItemDefinition, StaticWitnessLogic.all_items[item_name]).child_item_names
|
||||
)
|
||||
else:
|
||||
self.THEORETICAL_ITEMS_NO_MULTI.discard(item_name)
|
||||
|
||||
|
@ -165,25 +164,15 @@ class WitnessPlayerLogic:
|
|||
|
||||
if adj_type == "Event Items":
|
||||
line_split = line.split(" - ")
|
||||
new_event_name = line_split[0]
|
||||
hex_set = line_split[1].split(",")
|
||||
|
||||
for entity, event_name in self.EVENT_NAMES_BY_HEX.items():
|
||||
if event_name == new_event_name:
|
||||
self.DONT_MAKE_EVENTS.add(entity)
|
||||
|
||||
for hex_code in hex_set:
|
||||
self.ALWAYS_EVENT_NAMES_BY_HEX[hex_code] = line_split[0]
|
||||
|
||||
"""
|
||||
Should probably do this differently...
|
||||
Events right now depend on a panel.
|
||||
That seems bad.
|
||||
"""
|
||||
|
||||
to_remove = set()
|
||||
|
||||
for hex_code, event_name in self.ALWAYS_EVENT_NAMES_BY_HEX.items():
|
||||
if hex_code not in hex_set and event_name == line_split[0]:
|
||||
to_remove.add(hex_code)
|
||||
|
||||
for remove in to_remove:
|
||||
del self.ALWAYS_EVENT_NAMES_BY_HEX[remove]
|
||||
self.EVENT_NAMES_BY_HEX[hex_code] = new_event_name
|
||||
|
||||
return
|
||||
|
||||
|
@ -196,9 +185,10 @@ class WitnessPlayerLogic:
|
|||
|
||||
if len(line_split) > 2:
|
||||
required_items = parse_lambda(line_split[2])
|
||||
items_actually_in_the_game = [item_name for item_name, item_definition
|
||||
in StaticWitnessLogic.all_items.items()
|
||||
if item_definition.category is ItemCategory.SYMBOL]
|
||||
items_actually_in_the_game = [
|
||||
item_name for item_name, item_definition in StaticWitnessLogic.all_items.items()
|
||||
if item_definition.category is ItemCategory.SYMBOL
|
||||
]
|
||||
required_items = frozenset(
|
||||
subset.intersection(items_actually_in_the_game)
|
||||
for subset in required_items
|
||||
|
@ -213,116 +203,204 @@ class WitnessPlayerLogic:
|
|||
if adj_type == "Disabled Locations":
|
||||
panel_hex = line[:7]
|
||||
|
||||
self.COMPLETELY_DISABLED_CHECKS.add(panel_hex)
|
||||
self.COMPLETELY_DISABLED_ENTITIES.add(panel_hex)
|
||||
|
||||
return
|
||||
|
||||
if adj_type == "Irrelevant Locations":
|
||||
panel_hex = line[:7]
|
||||
|
||||
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES.add(panel_hex)
|
||||
|
||||
return
|
||||
|
||||
if adj_type == "Region Changes":
|
||||
new_region_and_options = define_new_region(line + ":")
|
||||
|
||||
|
||||
self.CONNECTIONS_BY_REGION_NAME[new_region_and_options[0]["name"]] = new_region_and_options[1]
|
||||
|
||||
return
|
||||
|
||||
if adj_type == "New Connections":
|
||||
line_split = line.split(" - ")
|
||||
source_region = line_split[0]
|
||||
target_region = line_split[1]
|
||||
panel_set_string = line_split[2]
|
||||
|
||||
for connection in self.CONNECTIONS_BY_REGION_NAME[source_region]:
|
||||
if connection[0] == target_region:
|
||||
self.CONNECTIONS_BY_REGION_NAME[source_region].remove(connection)
|
||||
|
||||
if panel_set_string == "TrueOneWay":
|
||||
self.CONNECTIONS_BY_REGION_NAME[source_region].add(
|
||||
(target_region, frozenset({frozenset(["TrueOneWay"])}))
|
||||
)
|
||||
else:
|
||||
new_lambda = connection[1] | parse_lambda(panel_set_string)
|
||||
self.CONNECTIONS_BY_REGION_NAME[source_region].add((target_region, new_lambda))
|
||||
break
|
||||
else: # Execute if loop did not break. TIL this is a thing you can do!
|
||||
new_conn = (target_region, parse_lambda(panel_set_string))
|
||||
self.CONNECTIONS_BY_REGION_NAME[source_region].add(new_conn)
|
||||
|
||||
if adj_type == "Added Locations":
|
||||
if "0x" in line:
|
||||
line = StaticWitnessLogic.CHECKS_BY_HEX[line]["checkName"]
|
||||
line = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[line]["checkName"]
|
||||
self.ADDED_CHECKS.add(line)
|
||||
|
||||
if adj_type == "Precompleted Locations":
|
||||
self.PRECOMPLETED_LOCATIONS.add(line)
|
||||
|
||||
def make_options_adjustments(self, world, player):
|
||||
def make_options_adjustments(self, world: "WitnessWorld"):
|
||||
"""Makes logic adjustments based on options"""
|
||||
adjustment_linesets_in_order = []
|
||||
|
||||
if get_option_value(world, player, "victory_condition") == 0:
|
||||
# Postgame
|
||||
|
||||
doors = world.options.shuffle_doors >= 2
|
||||
lasers = world.options.shuffle_lasers
|
||||
early_caves = world.options.early_caves > 0
|
||||
victory = world.options.victory_condition
|
||||
mnt_lasers = world.options.mountain_lasers
|
||||
chal_lasers = world.options.challenge_lasers
|
||||
|
||||
mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mnt_lasers)
|
||||
|
||||
if not world.options.shuffle_postgame:
|
||||
if not (early_caves or doors):
|
||||
adjustment_linesets_in_order.append(get_caves_exclusion_list())
|
||||
if not victory == 1:
|
||||
adjustment_linesets_in_order.append(get_path_to_challenge_exclusion_list())
|
||||
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
|
||||
adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
|
||||
|
||||
if not ((doors or early_caves) and (victory == 0 or (victory == 2 and mnt_lasers > chal_lasers))):
|
||||
adjustment_linesets_in_order.append(get_beyond_challenge_exclusion_list())
|
||||
if not victory == 1:
|
||||
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
|
||||
|
||||
if not (doors or mountain_enterable_from_top):
|
||||
adjustment_linesets_in_order.append(get_mountain_lower_exclusion_list())
|
||||
|
||||
if not mountain_enterable_from_top:
|
||||
adjustment_linesets_in_order.append(get_mountain_upper_exclusion_list())
|
||||
|
||||
if not ((victory == 0 and doors) or victory == 1 or (victory == 2 and mnt_lasers > chal_lasers and doors)):
|
||||
if doors:
|
||||
adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
|
||||
else:
|
||||
adjustment_linesets_in_order.append(get_bottom_floor_discard_nondoors_exclusion_list())
|
||||
|
||||
if victory == 2 and chal_lasers >= mnt_lasers:
|
||||
adjustment_linesets_in_order.append(["Disabled Locations:", "0xFFF00 (Mountain Box Long)"])
|
||||
|
||||
# Exclude Discards / Vaults
|
||||
|
||||
if not world.options.shuffle_discarded_panels:
|
||||
# In disable_non_randomized, the discards are needed for alternate activation triggers, UNLESS both
|
||||
# (remote) doors and lasers are shuffled.
|
||||
if not world.options.disable_non_randomized_puzzles or (doors and lasers):
|
||||
adjustment_linesets_in_order.append(get_discard_exclusion_list())
|
||||
|
||||
if doors:
|
||||
adjustment_linesets_in_order.append(get_bottom_floor_discard_exclusion_list())
|
||||
|
||||
if not world.options.shuffle_vault_boxes:
|
||||
adjustment_linesets_in_order.append(get_vault_exclusion_list())
|
||||
if not victory == 1:
|
||||
adjustment_linesets_in_order.append(get_challenge_vault_box_exclusion_list())
|
||||
|
||||
# Victory Condition
|
||||
|
||||
if victory == 0:
|
||||
self.VICTORY_LOCATION = "0x3D9A9"
|
||||
elif get_option_value(world, player, "victory_condition") == 1:
|
||||
elif victory == 1:
|
||||
self.VICTORY_LOCATION = "0x0356B"
|
||||
elif get_option_value(world, player, "victory_condition") == 2:
|
||||
elif victory == 2:
|
||||
self.VICTORY_LOCATION = "0x09F7F"
|
||||
elif get_option_value(world, player, "victory_condition") == 3:
|
||||
elif victory == 3:
|
||||
self.VICTORY_LOCATION = "0xFFF00"
|
||||
|
||||
if get_option_value(world, player, "challenge_lasers") <= 7:
|
||||
if chal_lasers <= 7:
|
||||
adjustment_linesets_in_order.append([
|
||||
"Requirement Changes:",
|
||||
"0xFFF00 - 11 Lasers - True",
|
||||
])
|
||||
|
||||
if is_option_enabled(world, player, "disable_non_randomized_puzzles"):
|
||||
if world.options.disable_non_randomized_puzzles:
|
||||
adjustment_linesets_in_order.append(get_disable_unrandomized_list())
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_symbols") or "shuffle_symbols" not in the_witness_options.keys():
|
||||
if world.options.shuffle_symbols:
|
||||
adjustment_linesets_in_order.append(get_symbol_shuffle_list())
|
||||
|
||||
if get_option_value(world, player, "EP_difficulty") == 0:
|
||||
if world.options.EP_difficulty == 0:
|
||||
adjustment_linesets_in_order.append(get_ep_easy())
|
||||
elif get_option_value(world, player, "EP_difficulty") == 1:
|
||||
elif world.options.EP_difficulty == 1:
|
||||
adjustment_linesets_in_order.append(get_ep_no_eclipse())
|
||||
|
||||
if not is_option_enabled(world, player, "shuffle_vault_boxes"):
|
||||
adjustment_linesets_in_order.append(get_ep_no_videos())
|
||||
if world.options.door_groupings == 1:
|
||||
if world.options.shuffle_doors == 1:
|
||||
adjustment_linesets_in_order.append(get_simple_panels())
|
||||
elif world.options.shuffle_doors == 2:
|
||||
adjustment_linesets_in_order.append(get_simple_doors())
|
||||
elif world.options.shuffle_doors == 3:
|
||||
adjustment_linesets_in_order.append(get_simple_doors())
|
||||
adjustment_linesets_in_order.append(get_simple_additional_panels())
|
||||
else:
|
||||
if world.options.shuffle_doors == 1:
|
||||
adjustment_linesets_in_order.append(get_complex_door_panels())
|
||||
adjustment_linesets_in_order.append(get_complex_additional_panels())
|
||||
elif world.options.shuffle_doors == 2:
|
||||
adjustment_linesets_in_order.append(get_complex_doors())
|
||||
elif world.options.shuffle_doors == 3:
|
||||
adjustment_linesets_in_order.append(get_complex_doors())
|
||||
adjustment_linesets_in_order.append(get_complex_additional_panels())
|
||||
|
||||
doors = get_option_value(world, player, "shuffle_doors") >= 2
|
||||
earlyutm = is_option_enabled(world, player, "early_secret_area")
|
||||
victory = get_option_value(world, player, "victory_condition")
|
||||
mount_lasers = get_option_value(world, player, "mountain_lasers")
|
||||
chal_lasers = get_option_value(world, player, "challenge_lasers")
|
||||
if world.options.shuffle_boat:
|
||||
adjustment_linesets_in_order.append(get_boat())
|
||||
|
||||
excluse_postgame = not is_option_enabled(world, player, "shuffle_postgame")
|
||||
if world.options.early_caves == 2:
|
||||
adjustment_linesets_in_order.append(get_early_caves_start_list())
|
||||
|
||||
if excluse_postgame and not (earlyutm or doors):
|
||||
adjustment_linesets_in_order.append(get_ep_no_caves())
|
||||
if world.options.early_caves == 1 and not doors:
|
||||
adjustment_linesets_in_order.append(get_early_caves_list())
|
||||
|
||||
mountain_enterable_from_top = victory == 0 or victory == 1 or (victory == 3 and chal_lasers > mount_lasers)
|
||||
if excluse_postgame and not mountain_enterable_from_top:
|
||||
adjustment_linesets_in_order.append(get_ep_no_mountain())
|
||||
|
||||
if get_option_value(world, player, "shuffle_doors") == 1:
|
||||
adjustment_linesets_in_order.append(get_door_panel_shuffle_list())
|
||||
|
||||
if get_option_value(world, player, "shuffle_doors") == 2:
|
||||
adjustment_linesets_in_order.append(get_doors_simple_list())
|
||||
|
||||
if get_option_value(world, player, "shuffle_doors") == 3:
|
||||
adjustment_linesets_in_order.append(get_doors_complex_list())
|
||||
|
||||
if get_option_value(world, player, "shuffle_doors") == 4:
|
||||
adjustment_linesets_in_order.append(get_doors_max_list())
|
||||
|
||||
if is_option_enabled(world, player, "early_secret_area"):
|
||||
adjustment_linesets_in_order.append(get_early_utm_list())
|
||||
if world.options.elevators_come_to_you:
|
||||
adjustment_linesets_in_order.append(get_elevators_come_to_you())
|
||||
|
||||
for item in self.YAML_ADDED_ITEMS:
|
||||
adjustment_linesets_in_order.append(["Items:", item])
|
||||
|
||||
if is_option_enabled(world, player, "shuffle_lasers"):
|
||||
if lasers:
|
||||
adjustment_linesets_in_order.append(get_laser_shuffle())
|
||||
|
||||
if get_option_value(world, player, "shuffle_EPs") == 0: # No EP Shuffle
|
||||
adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_all_individual()[1:])
|
||||
if world.options.shuffle_EPs:
|
||||
ep_gen = ((ep_hex, ep_obj) for (ep_hex, ep_obj) in self.REFERENCE_LOGIC.ENTITIES_BY_HEX.items()
|
||||
if ep_obj["entityType"] == "EP")
|
||||
|
||||
for ep_hex, ep_obj in ep_gen:
|
||||
obelisk = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[self.REFERENCE_LOGIC.EP_TO_OBELISK_SIDE[ep_hex]]
|
||||
obelisk_name = obelisk["checkName"]
|
||||
ep_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[ep_hex]["checkName"]
|
||||
self.EVENT_NAMES_BY_HEX[ep_hex] = f"{obelisk_name} - {ep_name}"
|
||||
else:
|
||||
adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_obelisks()[1:])
|
||||
|
||||
elif get_option_value(world, player, "shuffle_EPs") == 1: # Individual EPs
|
||||
adjustment_linesets_in_order.append(["Disabled Locations:"] + get_ep_obelisks()[1:])
|
||||
if world.options.shuffle_EPs == 0:
|
||||
adjustment_linesets_in_order.append(["Irrelevant Locations:"] + get_ep_all_individual()[1:])
|
||||
|
||||
yaml_disabled_eps = []
|
||||
|
||||
for yaml_disabled_location in self.YAML_DISABLED_LOCATIONS:
|
||||
if yaml_disabled_location not in StaticWitnessLogic.CHECKS_BY_NAME:
|
||||
if yaml_disabled_location not in self.REFERENCE_LOGIC.ENTITIES_BY_NAME:
|
||||
continue
|
||||
|
||||
loc_obj = StaticWitnessLogic.CHECKS_BY_NAME[yaml_disabled_location]
|
||||
loc_obj = self.REFERENCE_LOGIC.ENTITIES_BY_NAME[yaml_disabled_location]
|
||||
|
||||
if loc_obj["panelType"] == "EP" and get_option_value(world, player, "shuffle_EPs") == 2:
|
||||
yaml_disabled_eps.append(loc_obj["checkHex"])
|
||||
if loc_obj["entityType"] == "EP" and world.options.shuffle_EPs != 0:
|
||||
yaml_disabled_eps.append(loc_obj["entity_hex"])
|
||||
|
||||
if loc_obj["panelType"] in {"EP", "General"}:
|
||||
self.EXCLUDED_LOCATIONS.add(loc_obj["checkHex"])
|
||||
if loc_obj["entityType"] in {"EP", "General", "Vault", "Discard"}:
|
||||
self.EXCLUDED_LOCATIONS.add(loc_obj["entity_hex"])
|
||||
|
||||
adjustment_linesets_in_order.append(["Precompleted Locations:"] + yaml_disabled_eps)
|
||||
adjustment_linesets_in_order.append(["Disabled Locations:"] + yaml_disabled_eps)
|
||||
|
||||
for adjustment_lineset in adjustment_linesets_in_order:
|
||||
current_adjustment_type = None
|
||||
|
@ -337,15 +415,19 @@ class WitnessPlayerLogic:
|
|||
|
||||
self.make_single_adjustment(current_adjustment_type, line)
|
||||
|
||||
for entity_id in self.COMPLETELY_DISABLED_ENTITIES:
|
||||
if entity_id in self.DOOR_ITEMS_BY_ID:
|
||||
del self.DOOR_ITEMS_BY_ID[entity_id]
|
||||
|
||||
def make_dependency_reduced_checklist(self):
|
||||
"""
|
||||
Turns dependent check set into semi-independent check set
|
||||
"""
|
||||
|
||||
for check_hex in self.DEPENDENT_REQUIREMENTS_BY_HEX.keys():
|
||||
indep_requirement = self.reduce_req_within_region(check_hex)
|
||||
for entity_hex in self.DEPENDENT_REQUIREMENTS_BY_HEX.keys():
|
||||
indep_requirement = self.reduce_req_within_region(entity_hex)
|
||||
|
||||
self.REQUIREMENTS_BY_HEX[check_hex] = indep_requirement
|
||||
self.REQUIREMENTS_BY_HEX[entity_hex] = indep_requirement
|
||||
|
||||
for item in self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI:
|
||||
if item not in self.THEORETICAL_ITEMS:
|
||||
|
@ -360,71 +442,76 @@ class WitnessPlayerLogic:
|
|||
else:
|
||||
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME.add(item)
|
||||
|
||||
def make_event_item_pair(self, panel):
|
||||
for region, connections in self.CONNECTIONS_BY_REGION_NAME.items():
|
||||
new_connections = []
|
||||
|
||||
for connection in connections:
|
||||
overall_requirement = frozenset()
|
||||
|
||||
for option in connection[1]:
|
||||
individual_entity_requirements = []
|
||||
for entity in option:
|
||||
if entity in self.EVENT_NAMES_BY_HEX or entity not in self.REFERENCE_LOGIC.ENTITIES_BY_HEX:
|
||||
individual_entity_requirements.append(frozenset({frozenset({entity})}))
|
||||
else:
|
||||
entity_req = self.reduce_req_within_region(entity)
|
||||
|
||||
if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]:
|
||||
region_name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[entity]["region"]["name"]
|
||||
entity_req = dnf_and([entity_req, frozenset({frozenset({region_name})})])
|
||||
|
||||
individual_entity_requirements.append(entity_req)
|
||||
|
||||
overall_requirement |= dnf_and(individual_entity_requirements)
|
||||
|
||||
new_connections.append((connection[0], overall_requirement))
|
||||
|
||||
self.CONNECTIONS_BY_REGION_NAME[region] = new_connections
|
||||
|
||||
def make_event_item_pair(self, panel: str):
|
||||
"""
|
||||
Makes a pair of an event panel and its event item
|
||||
"""
|
||||
action = " Opened" if StaticWitnessLogic.CHECKS_BY_HEX[panel]["panelType"] == "Door" else " Solved"
|
||||
action = " Opened" if self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["entityType"] == "Door" else " Solved"
|
||||
|
||||
name = StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"] + action
|
||||
if panel not in self.EVENT_ITEM_NAMES:
|
||||
if StaticWitnessLogic.CHECKS_BY_HEX[panel]["panelType"] == "EP":
|
||||
obelisk = StaticWitnessLogic.CHECKS_BY_HEX[StaticWitnessLogic.EP_TO_OBELISK_SIDE[panel]]["checkName"]
|
||||
|
||||
self.EVENT_ITEM_NAMES[panel] = obelisk + " - " + StaticWitnessLogic.CHECKS_BY_HEX[panel]["checkName"]
|
||||
|
||||
else:
|
||||
warning("Panel \"" + name + "\" does not have an associated event name.")
|
||||
self.EVENT_ITEM_NAMES[panel] = name + " Event"
|
||||
pair = (name, self.EVENT_ITEM_NAMES[panel])
|
||||
name = self.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]["checkName"] + action
|
||||
if panel not in self.EVENT_NAMES_BY_HEX:
|
||||
warning("Panel \"" + name + "\" does not have an associated event name.")
|
||||
self.EVENT_NAMES_BY_HEX[panel] = name + " Event"
|
||||
pair = (name, self.EVENT_NAMES_BY_HEX[panel])
|
||||
return pair
|
||||
|
||||
def make_event_panel_lists(self):
|
||||
"""
|
||||
Special event panel data structures
|
||||
"""
|
||||
self.EVENT_NAMES_BY_HEX[self.VICTORY_LOCATION] = "Victory"
|
||||
|
||||
self.ALWAYS_EVENT_NAMES_BY_HEX[self.VICTORY_LOCATION] = "Victory"
|
||||
|
||||
for region_name, connections in self.CONNECTIONS_BY_REGION_NAME.items():
|
||||
for connection in connections:
|
||||
for panel_req in connection[1]:
|
||||
for panel in panel_req:
|
||||
if panel == "TrueOneWay":
|
||||
continue
|
||||
|
||||
if self.REFERENCE_LOGIC.CHECKS_BY_HEX[panel]["region"]["name"] != region_name:
|
||||
self.EVENT_PANELS_FROM_REGIONS.add(panel)
|
||||
|
||||
self.EVENT_PANELS.update(self.EVENT_PANELS_FROM_PANELS)
|
||||
self.EVENT_PANELS.update(self.EVENT_PANELS_FROM_REGIONS)
|
||||
|
||||
for always_hex, always_item in self.ALWAYS_EVENT_NAMES_BY_HEX.items():
|
||||
self.ALWAYS_EVENT_HEX_CODES.add(always_hex)
|
||||
self.EVENT_PANELS.add(always_hex)
|
||||
self.EVENT_ITEM_NAMES[always_hex] = always_item
|
||||
for event_hex, event_name in self.EVENT_NAMES_BY_HEX.items():
|
||||
if event_hex in self.COMPLETELY_DISABLED_ENTITIES:
|
||||
continue
|
||||
self.EVENT_PANELS.add(event_hex)
|
||||
|
||||
for panel in self.EVENT_PANELS:
|
||||
pair = self.make_event_item_pair(panel)
|
||||
self.EVENT_ITEM_PAIRS[pair[0]] = pair[1]
|
||||
|
||||
def __init__(self, world: MultiWorld, player: int, disabled_locations: Set[str], start_inv: Dict[str, int]):
|
||||
def __init__(self, world: "WitnessWorld", disabled_locations: Set[str], start_inv: Dict[str, int]):
|
||||
self.YAML_DISABLED_LOCATIONS = disabled_locations
|
||||
self.YAML_ADDED_ITEMS = start_inv
|
||||
|
||||
self.EVENT_PANELS_FROM_PANELS = set()
|
||||
self.EVENT_PANELS_FROM_REGIONS = set()
|
||||
|
||||
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES = set()
|
||||
|
||||
self.THEORETICAL_ITEMS = set()
|
||||
self.THEORETICAL_ITEMS_NO_MULTI = set()
|
||||
self.MULTI_AMOUNTS = dict()
|
||||
self.MULTI_AMOUNTS = defaultdict(lambda: 1)
|
||||
self.MULTI_LISTS = dict()
|
||||
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI = set()
|
||||
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME = set()
|
||||
self.DOOR_ITEMS_BY_ID: Dict[str, List[int]] = {}
|
||||
self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
|
||||
self.STARTING_INVENTORY = set()
|
||||
|
||||
self.DIFFICULTY = get_option_value(world, player, "puzzle_randomization")
|
||||
self.DIFFICULTY = world.options.puzzle_randomization.value
|
||||
|
||||
if self.DIFFICULTY == 0:
|
||||
self.REFERENCE_LOGIC = StaticWitnessLogic.sigma_normal
|
||||
|
@ -441,106 +528,30 @@ class WitnessPlayerLogic:
|
|||
# At the end, we will have EVENT_ITEM_PAIRS for all the necessary ones.
|
||||
self.EVENT_PANELS = set()
|
||||
self.EVENT_ITEM_PAIRS = dict()
|
||||
self.ALWAYS_EVENT_HEX_CODES = set()
|
||||
self.COMPLETELY_DISABLED_CHECKS = set()
|
||||
self.DONT_MAKE_EVENTS = set()
|
||||
self.COMPLETELY_DISABLED_ENTITIES = set()
|
||||
self.PRECOMPLETED_LOCATIONS = set()
|
||||
self.EXCLUDED_LOCATIONS = set()
|
||||
self.ADDED_CHECKS = set()
|
||||
self.VICTORY_LOCATION = "0x0356B"
|
||||
self.EVENT_ITEM_NAMES = {
|
||||
"0x09D9B": "Monastery Shutters Open",
|
||||
"0x193A6": "Monastery Laser Panel Activates",
|
||||
"0x00037": "Monastery Branch Panels Activate",
|
||||
"0x0A079": "Access to Bunker Laser",
|
||||
"0x0A3B5": "Door to Tutorial Discard Opens",
|
||||
"0x00139": "Keep Hedges 1 Knowledge",
|
||||
"0x019DC": "Keep Hedges 2 Knowledge",
|
||||
"0x019E7": "Keep Hedges 3 Knowledge",
|
||||
"0x01A0F": "Keep Hedges 4 Knowledge",
|
||||
"0x033EA": "Pressure Plates 1 Knowledge",
|
||||
"0x01BE9": "Pressure Plates 2 Knowledge",
|
||||
"0x01CD3": "Pressure Plates 3 Knowledge",
|
||||
"0x01D3F": "Pressure Plates 4 Knowledge",
|
||||
"0x09F7F": "Mountain Access",
|
||||
"0x0367C": "Quarry Laser Stoneworks Requirement Met",
|
||||
"0x009A1": "Swamp Between Bridges Far 1 Activates",
|
||||
"0x00006": "Swamp Cyan Water Drains",
|
||||
"0x00990": "Swamp Between Bridges Near Row 1 Activates",
|
||||
"0x0A8DC": "Intro 6 Activates",
|
||||
"0x0000A": "Swamp Beyond Rotating Bridge 1 Access",
|
||||
"0x09E86": "Mountain Floor 2 Blue Bridge Access",
|
||||
"0x09ED8": "Mountain Floor 2 Yellow Bridge Access",
|
||||
"0x0A3D0": "Quarry Laser Boathouse Requirement Met",
|
||||
"0x00596": "Swamp Red Water Drains",
|
||||
"0x00E3A": "Swamp Purple Water Drains",
|
||||
"0x0343A": "Door to Symmetry Island Powers On",
|
||||
"0xFFF00": "Mountain Bottom Floor Discard Turns On",
|
||||
"0x17CA6": "All Boat Panels Turn On",
|
||||
"0x17CDF": "All Boat Panels Turn On",
|
||||
"0x09DB8": "All Boat Panels Turn On",
|
||||
"0x17C95": "All Boat Panels Turn On",
|
||||
"0x0A054": "Couch EP solvable",
|
||||
"0x03BB0": "Town Church Lattice Vision From Outside",
|
||||
"0x28AC1": "Town Wooden Rooftop Turns On",
|
||||
"0x28A69": "Town Tower 1st Door Opens",
|
||||
"0x28ACC": "Town Tower 2nd Door Opens",
|
||||
"0x28AD9": "Town Tower 3rd Door Opens",
|
||||
"0x28B39": "Town Tower 4th Door Opens",
|
||||
"0x03675": "Quarry Stoneworks Ramp Activation From Above",
|
||||
"0x03679": "Quarry Stoneworks Lift Lowering While Standing On It",
|
||||
"0x2FAF6": "Tutorial Gate Secret Solution Knowledge",
|
||||
"0x079DF": "Town Tall Hexagonal Turns On",
|
||||
"0x17DA2": "Right Orange Bridge Fully Extended",
|
||||
"0x19B24": "Shadows Intro Patterns Visible",
|
||||
"0x2700B": "Open Door to Treehouse Laser House",
|
||||
"0x00055": "Orchard Apple Trees 4 Turns On",
|
||||
"0x17DDB": "Left Orange Bridge Fully Extended",
|
||||
"0x03535": "Shipwreck Video Pattern Knowledge",
|
||||
"0x03542": "Mountain Video Pattern Knowledge",
|
||||
"0x0339E": "Desert Video Pattern Knowledge",
|
||||
"0x03481": "Tutorial Video Pattern Knowledge",
|
||||
"0x03702": "Jungle Video Pattern Knowledge",
|
||||
"0x0356B": "Challenge Video Pattern Knowledge",
|
||||
"0x0A15F": "Desert Laser Panel Shutters Open (1)",
|
||||
"0x012D7": "Desert Laser Panel Shutters Open (2)",
|
||||
"0x03613": "Treehouse Orange Bridge 13 Turns On",
|
||||
"0x17DEC": "Treehouse Laser House Access Requirement",
|
||||
"0x03C08": "Town Church Entry Opens",
|
||||
"0x17D02": "Windmill Blades Spinning",
|
||||
"0x0A0C9": "Cargo Box EP completable",
|
||||
"0x09E39": "Pink Light Bridge Extended",
|
||||
"0x17CC4": "Rails EP available",
|
||||
"0x2896A": "Bridge Underside EP available",
|
||||
"0x00064": "First Tunnel EP visible",
|
||||
"0x03553": "Tutorial Video EPs availble",
|
||||
"0x17C79": "Bunker Door EP available",
|
||||
"0x275FF": "Stoneworks Light EPs available",
|
||||
"0x17E2B": "Remaining Purple Sand EPs available",
|
||||
"0x03852": "Ramp EPs requirement",
|
||||
"0x334D8": "RGB panels & EPs solvable",
|
||||
"0x03750": "Left Garden EP available",
|
||||
"0x03C0C": "RGB Flowers EP requirement",
|
||||
"0x01CD5": "Pressure Plates 3 EP requirement",
|
||||
"0x3865F": "Ramp EPs access requirement",
|
||||
}
|
||||
|
||||
self.ALWAYS_EVENT_NAMES_BY_HEX = {
|
||||
"0x00509": "Symmetry Laser Activation",
|
||||
"0x012FB": "Desert Laser Activation",
|
||||
self.EVENT_NAMES_BY_HEX = {
|
||||
"0x00509": "+1 Laser (Symmetry Laser)",
|
||||
"0x012FB": "+1 Laser (Desert Laser)",
|
||||
"0x09F98": "Desert Laser Redirection",
|
||||
"0x01539": "Quarry Laser Activation",
|
||||
"0x181B3": "Shadows Laser Activation",
|
||||
"0x014BB": "Keep Laser Activation",
|
||||
"0x17C65": "Monastery Laser Activation",
|
||||
"0x032F9": "Town Laser Activation",
|
||||
"0x00274": "Jungle Laser Activation",
|
||||
"0x0C2B2": "Bunker Laser Activation",
|
||||
"0x00BF6": "Swamp Laser Activation",
|
||||
"0x028A4": "Treehouse Laser Activation",
|
||||
"0x09F7F": "Mountaintop Trap Door Turns On",
|
||||
"0x17C34": "Mountain Access",
|
||||
"0x01539": "+1 Laser (Quarry Laser)",
|
||||
"0x181B3": "+1 Laser (Shadows Laser)",
|
||||
"0x014BB": "+1 Laser (Keep Laser)",
|
||||
"0x17C65": "+1 Laser (Monastery Laser)",
|
||||
"0x032F9": "+1 Laser (Town Laser)",
|
||||
"0x00274": "+1 Laser (Jungle Laser)",
|
||||
"0x0C2B2": "+1 Laser (Bunker Laser)",
|
||||
"0x00BF6": "+1 Laser (Swamp Laser)",
|
||||
"0x028A4": "+1 Laser (Treehouse Laser)",
|
||||
"0x09F7F": "Mountain Entry",
|
||||
"0xFFF00": "Bottom Floor Discard Turns On",
|
||||
}
|
||||
|
||||
self.make_options_adjustments(world, player)
|
||||
self.make_options_adjustments(world)
|
||||
self.make_dependency_reduced_checklist()
|
||||
self.make_event_panel_lists()
|
||||
|
|
|
@ -2,13 +2,17 @@
|
|||
Defines Region for The Witness, assigns locations to them,
|
||||
and connects them with the proper requirements
|
||||
"""
|
||||
from typing import FrozenSet, TYPE_CHECKING, Dict, Tuple, List
|
||||
|
||||
from BaseClasses import MultiWorld, Entrance
|
||||
from BaseClasses import Entrance, Region
|
||||
from Utils import KeyedDefaultDict
|
||||
from .static_logic import StaticWitnessLogic
|
||||
from .Options import get_option_value
|
||||
from .locations import WitnessPlayerLocations, StaticWitnessLocations
|
||||
from .player_logic import WitnessPlayerLogic
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
|
||||
class WitnessRegions:
|
||||
"""Class that defines Witness Regions"""
|
||||
|
@ -16,62 +20,81 @@ class WitnessRegions:
|
|||
locat = None
|
||||
logic = None
|
||||
|
||||
def make_lambda(self, panel_hex_to_solve_set, world, player, player_logic):
|
||||
@staticmethod
|
||||
def make_lambda(item_requirement: FrozenSet[FrozenSet[str]], world: "WitnessWorld"):
|
||||
from .rules import _meets_item_requirements
|
||||
|
||||
"""
|
||||
Lambdas are made in a for loop, so the values have to be captured
|
||||
This function is for that purpose
|
||||
"""
|
||||
|
||||
return lambda state: state._witness_can_solve_panels(
|
||||
panel_hex_to_solve_set, world, player, player_logic, self.locat
|
||||
)
|
||||
return _meets_item_requirements(item_requirement, world)
|
||||
|
||||
def connect(self, world: MultiWorld, player: int, source: str, target: str, player_logic: WitnessPlayerLogic,
|
||||
panel_hex_to_solve_set=frozenset({frozenset()}), backwards: bool = False):
|
||||
def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: FrozenSet[FrozenSet[str]],
|
||||
regions_by_name: Dict[str, Region], backwards: bool = False):
|
||||
"""
|
||||
connect two regions and set the corresponding requirement
|
||||
"""
|
||||
source_region = world.get_region(source, player)
|
||||
target_region = world.get_region(target, player)
|
||||
|
||||
# Remove any possibilities where being in the target region would be required anyway.
|
||||
real_requirement = frozenset({option for option in req if target not in option})
|
||||
|
||||
# There are some connections that should only be done one way. If this is a backwards connection, check for that
|
||||
if backwards:
|
||||
real_requirement = frozenset({option for option in real_requirement if "TrueOneWay" not in option})
|
||||
|
||||
# Dissolve any "True" or "TrueOneWay"
|
||||
real_requirement = frozenset({option - {"True", "TrueOneWay"} for option in real_requirement})
|
||||
|
||||
# If there is no way to actually use this connection, don't even bother making it.
|
||||
if not real_requirement:
|
||||
return
|
||||
|
||||
# We don't need to check for the accessibility of the source region.
|
||||
final_requirement = frozenset({option - frozenset({source}) for option in real_requirement})
|
||||
|
||||
source_region = regions_by_name[source]
|
||||
target_region = regions_by_name[target]
|
||||
|
||||
backwards = " Backwards" if backwards else ""
|
||||
connection_name = source + " to " + target + backwards
|
||||
|
||||
connection = Entrance(
|
||||
player,
|
||||
source + " to " + target + backwards,
|
||||
world.player,
|
||||
connection_name,
|
||||
source_region
|
||||
)
|
||||
|
||||
connection.access_rule = self.make_lambda(panel_hex_to_solve_set, world, player, player_logic)
|
||||
connection.access_rule = self.make_lambda(final_requirement, world)
|
||||
|
||||
source_region.exits.append(connection)
|
||||
connection.connect(target_region)
|
||||
|
||||
def create_regions(self, world, player: int, player_logic: WitnessPlayerLogic):
|
||||
self.created_entrances[(source, target)].append(connection)
|
||||
|
||||
# Register any necessary indirect connections
|
||||
mentioned_regions = {
|
||||
single_unlock for option in final_requirement for single_unlock in option
|
||||
if single_unlock in self.reference_logic.ALL_REGIONS_BY_NAME
|
||||
}
|
||||
|
||||
for dependent_region in mentioned_regions:
|
||||
world.multiworld.register_indirect_condition(regions_by_name[dependent_region], connection)
|
||||
|
||||
def create_regions(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic):
|
||||
"""
|
||||
Creates all the regions for The Witness
|
||||
"""
|
||||
from . import create_region
|
||||
|
||||
world.regions += [
|
||||
create_region(world, player, 'Menu', self.locat, None, ["The Splashscreen?"]),
|
||||
]
|
||||
|
||||
difficulty = get_option_value(world, player, "puzzle_randomization")
|
||||
|
||||
if difficulty == 1:
|
||||
reference_logic = StaticWitnessLogic.sigma_expert
|
||||
elif difficulty == 0:
|
||||
reference_logic = StaticWitnessLogic.sigma_normal
|
||||
else:
|
||||
reference_logic = StaticWitnessLogic.vanilla
|
||||
|
||||
all_locations = set()
|
||||
regions_by_name = dict()
|
||||
|
||||
for region_name, region in reference_logic.ALL_REGIONS_BY_NAME.items():
|
||||
for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items():
|
||||
locations_for_this_region = [
|
||||
reference_logic.CHECKS_BY_HEX[panel]["checkName"] for panel in region["panels"]
|
||||
if reference_logic.CHECKS_BY_HEX[panel]["checkName"] in self.locat.CHECK_LOCATION_TABLE
|
||||
self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["panels"]
|
||||
if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] in self.locat.CHECK_LOCATION_TABLE
|
||||
]
|
||||
locations_for_this_region += [
|
||||
StaticWitnessLocations.get_event_name(panel) for panel in region["panels"]
|
||||
|
@ -80,34 +103,45 @@ class WitnessRegions:
|
|||
|
||||
all_locations = all_locations | set(locations_for_this_region)
|
||||
|
||||
world.regions += [
|
||||
create_region(world, player, region_name, self.locat, locations_for_this_region)
|
||||
]
|
||||
new_region = create_region(world, region_name, self.locat, locations_for_this_region)
|
||||
|
||||
for region_name, region in reference_logic.ALL_REGIONS_BY_NAME.items():
|
||||
regions_by_name[region_name] = new_region
|
||||
|
||||
for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items():
|
||||
for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
|
||||
if connection[1] == frozenset({frozenset(["TrueOneWay"])}):
|
||||
self.connect(world, player, region_name, connection[0], player_logic, frozenset({frozenset()}))
|
||||
self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name)
|
||||
self.connect_if_possible(world, connection[0], region_name, connection[1], regions_by_name, True)
|
||||
|
||||
# find regions that are completely disconnected from the start node and remove them
|
||||
regions_to_check = {"Menu"}
|
||||
reachable_regions = {"Menu"}
|
||||
|
||||
while regions_to_check:
|
||||
next_region = regions_to_check.pop()
|
||||
region_obj = regions_by_name[next_region]
|
||||
|
||||
for exit in region_obj.exits:
|
||||
target = exit.connected_region
|
||||
|
||||
if target.name in reachable_regions:
|
||||
continue
|
||||
|
||||
backwards_connections = set()
|
||||
regions_to_check.add(target.name)
|
||||
reachable_regions.add(target.name)
|
||||
|
||||
for subset in connection[1]:
|
||||
if all({panel in player_logic.DOOR_ITEMS_BY_ID for panel in subset}):
|
||||
if all({reference_logic.CHECKS_BY_HEX[panel]["id"] is None for panel in subset}):
|
||||
backwards_connections.add(subset)
|
||||
final_regions_list = [v for k, v in regions_by_name.items() if k in reachable_regions]
|
||||
|
||||
if backwards_connections:
|
||||
self.connect(
|
||||
world, player, connection[0], region_name, player_logic,
|
||||
frozenset(backwards_connections), True
|
||||
)
|
||||
world.multiworld.regions += final_regions_list
|
||||
|
||||
self.connect(world, player, region_name, connection[0], player_logic, connection[1])
|
||||
def __init__(self, locat: WitnessPlayerLocations, world: "WitnessWorld"):
|
||||
difficulty = world.options.puzzle_randomization.value
|
||||
|
||||
world.get_entrance("The Splashscreen?", player).connect(
|
||||
world.get_region('First Hallway', player)
|
||||
)
|
||||
if difficulty == 0:
|
||||
self.reference_logic = StaticWitnessLogic.sigma_normal
|
||||
elif difficulty == 1:
|
||||
self.reference_logic = StaticWitnessLogic.sigma_expert
|
||||
elif difficulty == 2:
|
||||
self.reference_logic = StaticWitnessLogic.vanilla
|
||||
|
||||
def __init__(self, locat: WitnessPlayerLocations):
|
||||
self.locat = locat
|
||||
self.created_entrances: Dict[Tuple[str, str], List[Entrance]] = KeyedDefaultDict(lambda _: [])
|
||||
|
|
|
@ -3,223 +3,218 @@ Defines the rules by which locations can be accessed,
|
|||
depending on the items received
|
||||
"""
|
||||
|
||||
# pylint: disable=E1101
|
||||
from typing import TYPE_CHECKING, Callable, FrozenSet
|
||||
|
||||
from BaseClasses import MultiWorld
|
||||
from BaseClasses import CollectionState
|
||||
from .player_logic import WitnessPlayerLogic
|
||||
from .Options import is_option_enabled, get_option_value
|
||||
from .locations import WitnessPlayerLocations
|
||||
from . import StaticWitnessLogic
|
||||
from worlds.AutoWorld import LogicMixin
|
||||
from . import StaticWitnessLogic, WitnessRegions
|
||||
from worlds.generic.Rules import set_rule
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import WitnessWorld
|
||||
|
||||
class WitnessLogic(LogicMixin):
|
||||
laser_hexes = [
|
||||
"0x028A4",
|
||||
"0x00274",
|
||||
"0x032F9",
|
||||
"0x01539",
|
||||
"0x181B3",
|
||||
"0x0C2B2",
|
||||
"0x00509",
|
||||
"0x00BF6",
|
||||
"0x014BB",
|
||||
"0x012FB",
|
||||
"0x17C65",
|
||||
]
|
||||
|
||||
|
||||
def _has_laser(laser_hex: str, world: "WitnessWorld", player: int) -> Callable[[CollectionState], bool]:
|
||||
if laser_hex == "0x012FB":
|
||||
return lambda state: (
|
||||
_can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)(state)
|
||||
and state.has("Desert Laser Redirection", player)
|
||||
)
|
||||
else:
|
||||
return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)
|
||||
|
||||
|
||||
def _has_lasers(amount: int, world: "WitnessWorld") -> Callable[[CollectionState], bool]:
|
||||
laser_lambdas = []
|
||||
|
||||
for laser_hex in laser_hexes:
|
||||
has_laser_lambda = _has_laser(laser_hex, world, world.player)
|
||||
|
||||
laser_lambdas.append(has_laser_lambda)
|
||||
|
||||
return lambda state: sum(laser_lambda(state) for laser_lambda in laser_lambdas) >= amount
|
||||
|
||||
|
||||
def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic,
|
||||
locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
|
||||
"""
|
||||
Logic macros that get reused
|
||||
Determines whether a panel can be solved
|
||||
"""
|
||||
|
||||
def _witness_has_lasers(self, world, player: int, amount: int) -> bool:
|
||||
regular_lasers = not is_option_enabled(world, player, "shuffle_lasers")
|
||||
panel_obj = player_logic.REFERENCE_LOGIC.ENTITIES_BY_HEX[panel]
|
||||
entity_name = panel_obj["checkName"]
|
||||
|
||||
lasers = 0
|
||||
|
||||
place_names = [
|
||||
"Symmetry", "Desert", "Town", "Monastery", "Keep",
|
||||
"Quarry", "Treehouse", "Jungle", "Bunker", "Swamp", "Shadows"
|
||||
]
|
||||
|
||||
for place in place_names:
|
||||
has_laser = self.has(place + " Laser", player)
|
||||
|
||||
has_laser = has_laser or (regular_lasers and self.has(place + " Laser Activation", player))
|
||||
|
||||
if place == "Desert":
|
||||
has_laser = has_laser and self.has("Desert Laser Redirection", player)
|
||||
|
||||
lasers += int(has_laser)
|
||||
|
||||
return lasers >= amount
|
||||
|
||||
def _witness_can_solve_panel(self, panel, world, player, player_logic: WitnessPlayerLogic, locat):
|
||||
"""
|
||||
Determines whether a panel can be solved
|
||||
"""
|
||||
|
||||
panel_obj = StaticWitnessLogic.CHECKS_BY_HEX[panel]
|
||||
check_name = panel_obj["checkName"]
|
||||
|
||||
if (check_name + " Solved" in locat.EVENT_LOCATION_TABLE
|
||||
and not self.has(player_logic.EVENT_ITEM_PAIRS[check_name + " Solved"], player)):
|
||||
return False
|
||||
if (check_name + " Solved" not in locat.EVENT_LOCATION_TABLE
|
||||
and not self._witness_meets_item_requirements(panel, world, player, player_logic, locat)):
|
||||
return False
|
||||
return True
|
||||
|
||||
def _witness_meets_item_requirements(self, panel, world, player, player_logic: WitnessPlayerLogic, locat):
|
||||
"""
|
||||
Checks whether item and panel requirements are met for
|
||||
a panel
|
||||
"""
|
||||
|
||||
panel_req = player_logic.REQUIREMENTS_BY_HEX[panel]
|
||||
|
||||
for option in panel_req:
|
||||
if len(option) == 0:
|
||||
return True
|
||||
|
||||
valid_option = True
|
||||
|
||||
for item in option:
|
||||
if item == "7 Lasers":
|
||||
laser_req = get_option_value(world, player, "mountain_lasers")
|
||||
|
||||
if not self._witness_has_lasers(world, player, laser_req):
|
||||
valid_option = False
|
||||
break
|
||||
elif item == "11 Lasers":
|
||||
laser_req = get_option_value(world, player, "challenge_lasers")
|
||||
|
||||
if not self._witness_has_lasers(world, player, laser_req):
|
||||
valid_option = False
|
||||
break
|
||||
elif item == "PP2 Weirdness":
|
||||
hedge_2_access = (
|
||||
self.can_reach("Keep 2nd Maze to Keep", "Entrance", player)
|
||||
or self.can_reach("Keep to Keep 2nd Maze", "Entrance", player)
|
||||
)
|
||||
|
||||
hedge_3_access = (
|
||||
self.can_reach("Keep 3rd Maze to Keep", "Entrance", player)
|
||||
or self.can_reach("Keep 2nd Maze to Keep 3rd Maze", "Entrance", player)
|
||||
and hedge_2_access
|
||||
)
|
||||
|
||||
hedge_4_access = (
|
||||
self.can_reach("Keep 4th Maze to Keep", "Entrance", player)
|
||||
or self.can_reach("Keep 3rd Maze to Keep 4th Maze", "Entrance", player)
|
||||
and hedge_3_access
|
||||
)
|
||||
|
||||
hedge_access = (
|
||||
self.can_reach("Keep 4th Maze to Keep Tower", "Entrance", player)
|
||||
and self.can_reach("Keep", "Region", player)
|
||||
and hedge_4_access
|
||||
)
|
||||
|
||||
backwards_to_fourth = (
|
||||
self.can_reach("Keep", "Region", player)
|
||||
and self.can_reach("Keep 4th Pressure Plate to Keep Tower", "Entrance", player)
|
||||
and (
|
||||
self.can_reach("Keep Tower to Keep", "Entrance", player)
|
||||
or hedge_access
|
||||
)
|
||||
)
|
||||
|
||||
shadows_shortcut = (
|
||||
self.can_reach("Main Island", "Region", player)
|
||||
and self.can_reach("Keep 4th Pressure Plate to Shadows", "Entrance", player)
|
||||
)
|
||||
|
||||
backwards_access = (
|
||||
self.can_reach("Keep 3rd Pressure Plate to Keep 4th Pressure Plate", "Entrance", player)
|
||||
and (backwards_to_fourth or shadows_shortcut)
|
||||
)
|
||||
|
||||
front_access = (
|
||||
self.can_reach("Keep to Keep 2nd Pressure Plate", 'Entrance', player)
|
||||
and self.can_reach("Keep", "Region", player)
|
||||
)
|
||||
|
||||
if not (front_access and backwards_access):
|
||||
valid_option = False
|
||||
break
|
||||
elif item == "Theater to Tunnels":
|
||||
direct_access = (
|
||||
self.can_reach("Tunnels to Windmill Interior", "Entrance", player)
|
||||
and self.can_reach("Windmill Interior to Theater", "Entrance", player)
|
||||
)
|
||||
|
||||
theater_from_town = (
|
||||
self.can_reach("Town to Windmill Interior", "Entrance", player)
|
||||
and self.can_reach("Windmill Interior to Theater", "Entrance", player)
|
||||
or self.can_reach("Theater to Town", "Entrance", player)
|
||||
)
|
||||
|
||||
tunnels_from_town = (
|
||||
self.can_reach("Tunnels to Windmill Interior", "Entrance", player)
|
||||
and self.can_reach("Town to Windmill Interior", "Entrance", player)
|
||||
or self.can_reach("Tunnels to Town", "Entrance", player)
|
||||
)
|
||||
|
||||
if not (direct_access or theater_from_town and tunnels_from_town):
|
||||
valid_option = False
|
||||
break
|
||||
elif item in player_logic.EVENT_PANELS:
|
||||
if not self._witness_can_solve_panel(item, world, player, player_logic, locat):
|
||||
valid_option = False
|
||||
break
|
||||
elif not self.has(item, player):
|
||||
# The player doesn't have the item. Check to see if it's part of a progressive item and, if so, the
|
||||
# player has enough of that.
|
||||
prog_item = StaticWitnessLogic.get_parent_progressive_item(item)
|
||||
if prog_item is item or not self.has(prog_item, player, player_logic.MULTI_AMOUNTS[item]):
|
||||
valid_option = False
|
||||
break
|
||||
|
||||
if valid_option:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def _witness_can_solve_panels(self, panel_hex_to_solve_set, world, player, player_logic: WitnessPlayerLogic, locat):
|
||||
"""
|
||||
Checks whether a set of panels can be solved.
|
||||
"""
|
||||
|
||||
for option in panel_hex_to_solve_set:
|
||||
if len(option) == 0:
|
||||
return True
|
||||
|
||||
valid_option = True
|
||||
|
||||
for panel in option:
|
||||
if not self._witness_can_solve_panel(panel, world, player, player_logic, locat):
|
||||
valid_option = False
|
||||
break
|
||||
|
||||
if valid_option:
|
||||
return True
|
||||
return False
|
||||
if entity_name + " Solved" in locat.EVENT_LOCATION_TABLE:
|
||||
return lambda state: state.has(player_logic.EVENT_ITEM_PAIRS[entity_name + " Solved"], player)
|
||||
else:
|
||||
return make_lambda(panel, world)
|
||||
|
||||
|
||||
def make_lambda(check_hex, world, player, player_logic, locat):
|
||||
"""
|
||||
Lambdas are created in a for loop so values need to be captured
|
||||
"""
|
||||
return lambda state: state._witness_meets_item_requirements(
|
||||
check_hex, world, player, player_logic, locat
|
||||
def _can_move_either_direction(state: CollectionState, source: str, target: str, regio: WitnessRegions) -> bool:
|
||||
entrance_forward = regio.created_entrances[(source, target)]
|
||||
entrance_backward = regio.created_entrances[(source, target)]
|
||||
|
||||
return (
|
||||
any(entrance.can_reach(state) for entrance in entrance_forward)
|
||||
or
|
||||
any(entrance.can_reach(state) for entrance in entrance_backward)
|
||||
)
|
||||
|
||||
|
||||
def set_rules(world: MultiWorld, player: int, player_logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
|
||||
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
|
||||
player = world.player
|
||||
|
||||
hedge_2_access = (
|
||||
_can_move_either_direction(state, "Keep 2nd Maze", "Keep", world.regio)
|
||||
)
|
||||
|
||||
hedge_3_access = (
|
||||
_can_move_either_direction(state, "Keep 3rd Maze", "Keep", world.regio)
|
||||
or _can_move_either_direction(state, "Keep 3rd Maze", "Keep 2nd Maze", world.regio)
|
||||
and hedge_2_access
|
||||
)
|
||||
|
||||
hedge_4_access = (
|
||||
_can_move_either_direction(state, "Keep 4th Maze", "Keep", world.regio)
|
||||
or _can_move_either_direction(state, "Keep 4th Maze", "Keep 3rd Maze", world.regio)
|
||||
and hedge_3_access
|
||||
)
|
||||
|
||||
hedge_access = (
|
||||
_can_move_either_direction(state, "Keep 4th Maze", "Keep Tower", world.regio)
|
||||
and state.can_reach("Keep", "Region", player)
|
||||
and hedge_4_access
|
||||
)
|
||||
|
||||
backwards_to_fourth = (
|
||||
state.can_reach("Keep", "Region", player)
|
||||
and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Keep Tower", world.regio)
|
||||
and (
|
||||
_can_move_either_direction(state, "Keep", "Keep Tower", world.regio)
|
||||
or hedge_access
|
||||
)
|
||||
)
|
||||
|
||||
shadows_shortcut = (
|
||||
state.can_reach("Main Island", "Region", player)
|
||||
and _can_move_either_direction(state, "Keep 4th Pressure Plate", "Shadows", world.regio)
|
||||
)
|
||||
|
||||
backwards_access = (
|
||||
_can_move_either_direction(state, "Keep 3rd Pressure Plate", "Keep 4th Pressure Plate", world.regio)
|
||||
and (backwards_to_fourth or shadows_shortcut)
|
||||
)
|
||||
|
||||
front_access = (
|
||||
_can_move_either_direction(state, "Keep 2nd Pressure Plate", "Keep", world.regio)
|
||||
and state.can_reach("Keep", "Region", player)
|
||||
)
|
||||
|
||||
return front_access and backwards_access
|
||||
|
||||
|
||||
def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
|
||||
direct_access = (
|
||||
_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
|
||||
and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
|
||||
)
|
||||
|
||||
theater_from_town = (
|
||||
_can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
|
||||
and _can_move_either_direction(state, "Theater", "Windmill Interior", world.regio)
|
||||
or _can_move_either_direction(state, "Town", "Theater", world.regio)
|
||||
)
|
||||
|
||||
tunnels_from_town = (
|
||||
_can_move_either_direction(state, "Tunnels", "Windmill Interior", world.regio)
|
||||
and _can_move_either_direction(state, "Town", "Windmill Interior", world.regio)
|
||||
or _can_move_either_direction(state, "Tunnels", "Town", world.regio)
|
||||
)
|
||||
|
||||
return direct_access or theater_from_town and tunnels_from_town
|
||||
|
||||
|
||||
def _has_item(item: str, world: "WitnessWorld", player: int,
|
||||
player_logic: WitnessPlayerLogic, locat: WitnessPlayerLocations) -> Callable[[CollectionState], bool]:
|
||||
if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
|
||||
return lambda state: state.can_reach(item, "Region", player)
|
||||
if item == "7 Lasers":
|
||||
laser_req = world.options.mountain_lasers.value
|
||||
return _has_lasers(laser_req, world)
|
||||
if item == "11 Lasers":
|
||||
laser_req = world.options.challenge_lasers.value
|
||||
return _has_lasers(laser_req, world)
|
||||
elif item == "PP2 Weirdness":
|
||||
return lambda state: _can_do_expert_pp2(state, world)
|
||||
elif item == "Theater to Tunnels":
|
||||
return lambda state: _can_do_theater_to_tunnels(state, world)
|
||||
if item in player_logic.EVENT_PANELS:
|
||||
return _can_solve_panel(item, world, player, player_logic, locat)
|
||||
|
||||
prog_item = StaticWitnessLogic.get_parent_progressive_item(item)
|
||||
return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
|
||||
|
||||
|
||||
def _meets_item_requirements(requirements: FrozenSet[FrozenSet[str]],
|
||||
world: "WitnessWorld") -> Callable[[CollectionState], bool]:
|
||||
"""
|
||||
Checks whether item and panel requirements are met for
|
||||
a panel
|
||||
"""
|
||||
|
||||
lambda_conversion = [
|
||||
[_has_item(item, world, world.player, world.player_logic, world.locat) for item in subset]
|
||||
for subset in requirements
|
||||
]
|
||||
|
||||
return lambda state: any(
|
||||
all(condition(state) for condition in sub_requirement)
|
||||
for sub_requirement in lambda_conversion
|
||||
)
|
||||
|
||||
|
||||
def make_lambda(entity_hex: str, world: "WitnessWorld") -> Callable[[CollectionState], bool]:
|
||||
"""
|
||||
Lambdas are created in a for loop so values need to be captured
|
||||
"""
|
||||
entity_req = world.player_logic.REQUIREMENTS_BY_HEX[entity_hex]
|
||||
|
||||
return _meets_item_requirements(entity_req, world)
|
||||
|
||||
|
||||
def set_rules(world: "WitnessWorld"):
|
||||
"""
|
||||
Sets all rules for all locations
|
||||
"""
|
||||
|
||||
for location in locat.CHECK_LOCATION_TABLE:
|
||||
for location in world.locat.CHECK_LOCATION_TABLE:
|
||||
real_location = location
|
||||
|
||||
if location in locat.EVENT_LOCATION_TABLE:
|
||||
if location in world.locat.EVENT_LOCATION_TABLE:
|
||||
real_location = location[:-7]
|
||||
|
||||
panel = StaticWitnessLogic.CHECKS_BY_NAME[real_location]
|
||||
check_hex = panel["checkHex"]
|
||||
associated_entity = world.player_logic.REFERENCE_LOGIC.ENTITIES_BY_NAME[real_location]
|
||||
entity_hex = associated_entity["entity_hex"]
|
||||
|
||||
rule = make_lambda(check_hex, world, player, player_logic, locat)
|
||||
rule = make_lambda(entity_hex, world)
|
||||
|
||||
set_rule(world.get_location(location, player), rule)
|
||||
location = world.multiworld.get_location(location, world.player)
|
||||
|
||||
world.completion_condition[player] = \
|
||||
lambda state: state.has('Victory', player)
|
||||
set_rule(location, rule)
|
||||
|
||||
world.multiworld.completion_condition[world.player] = lambda state: state.has('Victory', world.player)
|
||||
|
|
|
@ -1,31 +0,0 @@
|
|||
Items:
|
||||
Glass Factory Entry (Panel)
|
||||
Symmetry Island Lower (Panel)
|
||||
Symmetry Island Upper (Panel)
|
||||
Desert Light Room Entry (Panel)
|
||||
Desert Flood Controls (Panel)
|
||||
Quarry Stoneworks Entry (Panel)
|
||||
Quarry Stoneworks Ramp Controls (Panel)
|
||||
Quarry Stoneworks Lift Controls (Panel)
|
||||
Quarry Boathouse Ramp Height Control (Panel)
|
||||
Quarry Boathouse Ramp Horizontal Control (Panel)
|
||||
Shadows Door Timer (Panel)
|
||||
Monastery Entry Left (Panel)
|
||||
Monastery Entry Right (Panel)
|
||||
Town Tinted Glass Door (Panel)
|
||||
Town Church Entry (Panel)
|
||||
Town Maze Panel (Drop-Down Staircase) (Panel)
|
||||
Windmill Entry (Panel)
|
||||
Treehouse First & Second Doors (Panel)
|
||||
Treehouse Third Door (Panel)
|
||||
Treehouse Laser House Door Timer (Panel)
|
||||
Treehouse Drawbridge (Panel)
|
||||
Jungle Popup Wall (Panel)
|
||||
Bunker Entry (Panel)
|
||||
Bunker Tinted Glass Door (Panel)
|
||||
Bunker Elevator Control (Panel)
|
||||
Swamp Entry (Panel)
|
||||
Swamp Sliding Bridge (Panel)
|
||||
Swamp Rotating Bridge (Panel)
|
||||
Swamp Maze Control (Panel)
|
||||
Boat
|
|
@ -0,0 +1,2 @@
|
|||
Items:
|
||||
Boat
|
|
@ -0,0 +1,25 @@
|
|||
Items:
|
||||
Desert Flood Controls (Panel)
|
||||
Desert Light Control (Panel)
|
||||
Quarry Elevator Control (Panel)
|
||||
Quarry Stoneworks Ramp Controls (Panel)
|
||||
Quarry Stoneworks Lift Controls (Panel)
|
||||
Quarry Boathouse Ramp Height Control (Panel)
|
||||
Quarry Boathouse Ramp Horizontal Control (Panel)
|
||||
Quarry Boathouse Hook Control (Panel)
|
||||
Monastery Shutters Control (Panel)
|
||||
Town Maze Rooftop Bridge (Panel)
|
||||
Town RGB Control (Panel)
|
||||
Windmill Turn Control (Panel)
|
||||
Theater Video Input (Panel)
|
||||
Bunker Drop-Down Door Controls (Panel)
|
||||
Bunker Elevator Control (Panel)
|
||||
Swamp Sliding Bridge (Panel)
|
||||
Swamp Rotating Bridge (Panel)
|
||||
Swamp Long Bridge (Panel)
|
||||
Swamp Maze Controls (Panel)
|
||||
Mountain Floor 1 Light Bridge (Panel)
|
||||
Mountain Floor 2 Light Bridge Near (Panel)
|
||||
Mountain Floor 2 Light Bridge Far (Panel)
|
||||
Mountain Floor 2 Elevator Control (Panel)
|
||||
Caves Elevator Controls (Panel)
|
|
@ -0,0 +1,38 @@
|
|||
Items:
|
||||
Glass Factory Entry (Panel)
|
||||
Tutorial Outpost Entry (Panel)
|
||||
Tutorial Outpost Exit (Panel)
|
||||
Symmetry Island Lower (Panel)
|
||||
Symmetry Island Upper (Panel)
|
||||
Desert Light Room Entry (Panel)
|
||||
Desert Flood Room Entry (Panel)
|
||||
Quarry Entry 1 (Panel)
|
||||
Quarry Entry 2 (Panel)
|
||||
Quarry Stoneworks Entry (Panel)
|
||||
Shadows Door Timer (Panel)
|
||||
Keep Hedge Maze 1 (Panel)
|
||||
Keep Hedge Maze 2 (Panel)
|
||||
Keep Hedge Maze 3 (Panel)
|
||||
Keep Hedge Maze 4 (Panel)
|
||||
Monastery Entry Left (Panel)
|
||||
Monastery Entry Right (Panel)
|
||||
Town RGB House Entry (Panel)
|
||||
Town Church Entry (Panel)
|
||||
Town Maze Stairs (Panel)
|
||||
Town Windmill Entry (Panel)
|
||||
Town Cargo Box Entry (Panel)
|
||||
Theater Entry (Panel)
|
||||
Theater Exit (Panel)
|
||||
Treehouse First & Second Doors (Panel)
|
||||
Treehouse Third Door (Panel)
|
||||
Treehouse Laser House Door Timer (Panel)
|
||||
Treehouse Drawbridge (Panel)
|
||||
Jungle Popup Wall (Panel)
|
||||
Bunker Entry (Panel)
|
||||
Bunker Tinted Glass Door (Panel)
|
||||
Swamp Entry (Panel)
|
||||
Swamp Platform Shortcut (Panel)
|
||||
Caves Entry (Panel)
|
||||
Challenge Entry (Panel)
|
||||
Tunnels Entry (Panel)
|
||||
Tunnels Town Shortcut (Panel)
|
|
@ -12,6 +12,7 @@ Desert Light Room Entry (Door)
|
|||
Desert Pond Room Entry (Door)
|
||||
Desert Flood Room Entry (Door)
|
||||
Desert Elevator Room Entry (Door)
|
||||
Desert Elevator (Door)
|
||||
Quarry Entry 1 (Door)
|
||||
Quarry Entry 2 (Door)
|
||||
Quarry Stoneworks Entry (Door)
|
||||
|
@ -39,13 +40,13 @@ Keep Pressure Plates 3 Exit (Door)
|
|||
Keep Pressure Plates 4 Exit (Door)
|
||||
Keep Shadows Shortcut (Door)
|
||||
Keep Tower Shortcut (Door)
|
||||
Monastery Shortcut (Door)
|
||||
Monastery Laser Shortcut (Door)
|
||||
Monastery Entry Inner (Door)
|
||||
Monastery Entry Outer (Door)
|
||||
Monastery Garden Entry (Door)
|
||||
Town Cargo Box Entry (Door)
|
||||
Town Wooden Roof Stairs (Door)
|
||||
Town Tinted Glass Door
|
||||
Town RGB House Entry (Door)
|
||||
Town Church Entry (Door)
|
||||
Town Maze Stairs (Door)
|
||||
Town Windmill Entry (Door)
|
||||
|
@ -59,7 +60,7 @@ Theater Exit Left (Door)
|
|||
Theater Exit Right (Door)
|
||||
Jungle Bamboo Laser Shortcut (Door)
|
||||
Jungle Popup Wall (Door)
|
||||
River Monastery Shortcut (Door)
|
||||
River Monastery Garden Shortcut (Door)
|
||||
Bunker Entry (Door)
|
||||
Bunker Tinted Glass Door
|
||||
Bunker UV Room Entry (Door)
|
||||
|
@ -115,7 +116,7 @@ Quarry Stoneworks Entry Right Panel
|
|||
Quarry Stoneworks Entry Left Panel
|
||||
Quarry Stoneworks Side Exit Panel
|
||||
Quarry Stoneworks Roof Exit Panel
|
||||
Quarry Stoneworks Stair Control
|
||||
Quarry Stoneworks Stairs Panel
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
|
@ -133,15 +134,15 @@ Keep Pressure Plates 3
|
|||
Keep Pressure Plates 4
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Laser Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town RGB House Entry Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Maze Panel
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Red Rooftop 5
|
||||
|
@ -153,7 +154,7 @@ Theater Exit Left Panel
|
|||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Monastery Shortcut Panel
|
||||
River Monastery Garden Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
|
@ -171,10 +172,10 @@ Swamp Laser Shortcut Right Panel
|
|||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Drawbridge Panel
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Outside
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
|
@ -0,0 +1,11 @@
|
|||
New Connections:
|
||||
Quarry - Quarry Elevator - TrueOneWay
|
||||
Outside Quarry - Quarry Elevator - TrueOneWay
|
||||
Outside Bunker - Bunker Elevator - TrueOneWay
|
||||
Outside Swamp - Swamp Long Bridge - TrueOneWay
|
||||
Swamp Near Boat - Swamp Long Bridge - TrueOneWay
|
||||
Town Red Rooftop - Town Maze Rooftop - TrueOneWay
|
||||
|
||||
|
||||
Requirement Changes:
|
||||
0x035DE - 0x17E2B - True
|
|
@ -0,0 +1,11 @@
|
|||
Items:
|
||||
Desert Control Panels
|
||||
Quarry Elevator Control (Panel)
|
||||
Quarry Stoneworks Control Panels
|
||||
Quarry Boathouse Control Panels
|
||||
Monastery Shutters Control (Panel)
|
||||
Town Control Panels
|
||||
Windmill & Theater Control Panels
|
||||
Bunker Control Panels
|
||||
Swamp Control Panels
|
||||
Mountain & Caves Control Panels
|
|
@ -1,44 +1,33 @@
|
|||
Items:
|
||||
Glass Factory Back Wall (Door)
|
||||
Quarry Boathouse Dock (Door)
|
||||
Outside Tutorial Outpost Doors
|
||||
Glass Factory Entry (Door)
|
||||
Glass Factory Doors
|
||||
Symmetry Island Doors
|
||||
Orchard Gates
|
||||
Desert Doors
|
||||
Quarry Main Entry
|
||||
Quarry Stoneworks Entry (Door)
|
||||
Quarry Stoneworks Shortcuts
|
||||
Quarry Boathouse Barriers
|
||||
Shadows Timed Door
|
||||
Shadows Laser Room Door
|
||||
Shadows Barriers
|
||||
Desert Doors & Elevator
|
||||
Quarry Entry Doors
|
||||
Quarry Stoneworks Doors
|
||||
Quarry Boathouse Doors
|
||||
Shadows Laser Room Doors
|
||||
Shadows Lower Doors
|
||||
Keep Hedge Maze Doors
|
||||
Keep Pressure Plates Doors
|
||||
Keep Shortcuts
|
||||
Monastery Entry
|
||||
Monastery Entry Doors
|
||||
Monastery Shortcuts
|
||||
Town Doors
|
||||
Town Tower Doors
|
||||
Theater Entry (Door)
|
||||
Theater Exit
|
||||
Jungle & River Shortcuts
|
||||
Jungle Popup Wall (Door)
|
||||
Windmill & Theater Doors
|
||||
Jungle Doors
|
||||
Bunker Doors
|
||||
Swamp Doors
|
||||
Swamp Laser Shortcut (Door)
|
||||
Swamp Shortcuts
|
||||
Swamp Water Pumps
|
||||
Treehouse Entry Doors
|
||||
Treehouse Drawbridge (Door)
|
||||
Treehouse Laser House Entry (Door)
|
||||
Mountain Floor 1 Exit (Door)
|
||||
Mountain Floor 2 Stairs & Doors
|
||||
Mountain Bottom Floor Giant Puzzle Exit (Door)
|
||||
Mountain Bottom Floor Final Room Entry (Door)
|
||||
Mountain Bottom Floor Doors to Caves
|
||||
Caves Doors to Challenge
|
||||
Caves Exits to Main Island
|
||||
Challenge Tunnels Entry (Door)
|
||||
Treehouse Upper Doors
|
||||
Mountain Floor 1 & 2 Doors
|
||||
Mountain Bottom Floor Doors
|
||||
Caves Doors
|
||||
Caves Shortcuts
|
||||
Tunnels Doors
|
||||
|
||||
Added Locations:
|
||||
|
@ -60,7 +49,7 @@ Quarry Stoneworks Entry Right Panel
|
|||
Quarry Stoneworks Entry Left Panel
|
||||
Quarry Stoneworks Side Exit Panel
|
||||
Quarry Stoneworks Roof Exit Panel
|
||||
Quarry Stoneworks Stair Control
|
||||
Quarry Stoneworks Stairs Panel
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
|
@ -78,15 +67,15 @@ Keep Pressure Plates 3
|
|||
Keep Pressure Plates 4
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Laser Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town RGB House Entry Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Maze Panel
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Red Rooftop 5
|
||||
|
@ -98,7 +87,7 @@ Theater Exit Left Panel
|
|||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Monastery Shortcut Panel
|
||||
River Monastery Garden Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
|
@ -116,10 +105,10 @@ Swamp Laser Shortcut Right Panel
|
|||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Drawbridge Panel
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Outside
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
|
@ -0,0 +1,22 @@
|
|||
Items:
|
||||
Symmetry Island Panels
|
||||
Tutorial Outpost Panels
|
||||
Desert Panels
|
||||
Quarry Outside Panels
|
||||
Quarry Stoneworks Panels
|
||||
Quarry Boathouse Panels
|
||||
Keep Hedge Maze Panels
|
||||
Monastery Panels
|
||||
Town Church & RGB House Panels
|
||||
Town Maze Panels
|
||||
Windmill & Theater Panels
|
||||
Town Cargo Box Entry (Panel)
|
||||
Treehouse Panels
|
||||
Bunker Panels
|
||||
Swamp Panels
|
||||
Mountain Panels
|
||||
Caves Panels
|
||||
Tunnels Panels
|
||||
Glass Factory Entry (Panel)
|
||||
Shadows Door Timer (Panel)
|
||||
Jungle Popup Wall (Panel)
|
|
@ -1,211 +0,0 @@
|
|||
Items:
|
||||
Outside Tutorial Outpost Path (Door)
|
||||
Outside Tutorial Outpost Entry (Door)
|
||||
Outside Tutorial Outpost Exit (Door)
|
||||
Glass Factory Entry (Door)
|
||||
Glass Factory Back Wall (Door)
|
||||
Symmetry Island Lower (Door)
|
||||
Symmetry Island Upper (Door)
|
||||
Orchard First Gate (Door)
|
||||
Orchard Second Gate (Door)
|
||||
Desert Light Room Entry (Door)
|
||||
Desert Pond Room Entry (Door)
|
||||
Desert Flood Room Entry (Door)
|
||||
Desert Elevator Room Entry (Door)
|
||||
Quarry Entry 1 (Door)
|
||||
Quarry Entry 2 (Door)
|
||||
Quarry Stoneworks Entry (Door)
|
||||
Quarry Stoneworks Side Exit (Door)
|
||||
Quarry Stoneworks Roof Exit (Door)
|
||||
Quarry Stoneworks Stairs (Door)
|
||||
Quarry Boathouse Dock (Door)
|
||||
Quarry Boathouse First Barrier (Door)
|
||||
Quarry Boathouse Second Barrier (Door)
|
||||
Shadows Timed Door
|
||||
Shadows Laser Entry Right (Door)
|
||||
Shadows Laser Entry Left (Door)
|
||||
Shadows Quarry Barrier (Door)
|
||||
Shadows Ledge Barrier (Door)
|
||||
Keep Hedge Maze 1 Exit (Door)
|
||||
Keep Pressure Plates 1 Exit (Door)
|
||||
Keep Hedge Maze 2 Shortcut (Door)
|
||||
Keep Hedge Maze 2 Exit (Door)
|
||||
Keep Hedge Maze 3 Shortcut (Door)
|
||||
Keep Hedge Maze 3 Exit (Door)
|
||||
Keep Hedge Maze 4 Shortcut (Door)
|
||||
Keep Hedge Maze 4 Exit (Door)
|
||||
Keep Pressure Plates 2 Exit (Door)
|
||||
Keep Pressure Plates 3 Exit (Door)
|
||||
Keep Pressure Plates 4 Exit (Door)
|
||||
Keep Shadows Shortcut (Door)
|
||||
Keep Tower Shortcut (Door)
|
||||
Monastery Shortcut (Door)
|
||||
Monastery Entry Inner (Door)
|
||||
Monastery Entry Outer (Door)
|
||||
Monastery Garden Entry (Door)
|
||||
Town Cargo Box Entry (Door)
|
||||
Town Wooden Roof Stairs (Door)
|
||||
Town Tinted Glass Door
|
||||
Town Church Entry (Door)
|
||||
Town Maze Stairs (Door)
|
||||
Town Windmill Entry (Door)
|
||||
Town RGB House Stairs (Door)
|
||||
Town Tower Second (Door)
|
||||
Town Tower First (Door)
|
||||
Town Tower Fourth (Door)
|
||||
Town Tower Third (Door)
|
||||
Theater Entry (Door)
|
||||
Theater Exit Left (Door)
|
||||
Theater Exit Right (Door)
|
||||
Jungle Bamboo Laser Shortcut (Door)
|
||||
Jungle Popup Wall (Door)
|
||||
River Monastery Shortcut (Door)
|
||||
Bunker Entry (Door)
|
||||
Bunker Tinted Glass Door
|
||||
Bunker UV Room Entry (Door)
|
||||
Bunker Elevator Room Entry (Door)
|
||||
Swamp Entry (Door)
|
||||
Swamp Between Bridges First Door
|
||||
Swamp Platform Shortcut Door
|
||||
Swamp Cyan Water Pump (Door)
|
||||
Swamp Between Bridges Second Door
|
||||
Swamp Red Water Pump (Door)
|
||||
Swamp Red Underwater Exit (Door)
|
||||
Swamp Blue Water Pump (Door)
|
||||
Swamp Purple Water Pump (Door)
|
||||
Swamp Laser Shortcut (Door)
|
||||
Treehouse First (Door)
|
||||
Treehouse Second (Door)
|
||||
Treehouse Third (Door)
|
||||
Treehouse Drawbridge (Door)
|
||||
Treehouse Laser House Entry (Door)
|
||||
Mountain Floor 1 Exit (Door)
|
||||
Mountain Floor 2 Staircase Near (Door)
|
||||
Mountain Floor 2 Exit (Door)
|
||||
Mountain Floor 2 Staircase Far (Door)
|
||||
Mountain Bottom Floor Giant Puzzle Exit (Door)
|
||||
Mountain Bottom Floor Final Room Entry (Door)
|
||||
Mountain Bottom Floor Rock (Door)
|
||||
Caves Entry (Door)
|
||||
Caves Pillar Door
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
||||
Challenge Entry (Door)
|
||||
Challenge Tunnels Entry (Door)
|
||||
Tunnels Theater Shortcut (Door)
|
||||
Tunnels Desert Shortcut (Door)
|
||||
Tunnels Town Shortcut (Door)
|
||||
|
||||
Desert Flood Controls (Panel)
|
||||
Quarry Stoneworks Ramp Controls (Panel)
|
||||
Quarry Stoneworks Lift Controls (Panel)
|
||||
Quarry Boathouse Ramp Height Control (Panel)
|
||||
Quarry Boathouse Ramp Horizontal Control (Panel)
|
||||
Bunker Elevator Control (Panel)
|
||||
Swamp Sliding Bridge (Panel)
|
||||
Swamp Rotating Bridge (Panel)
|
||||
Swamp Maze Control (Panel)
|
||||
Boat
|
||||
|
||||
Added Locations:
|
||||
Outside Tutorial Outpost Entry Panel
|
||||
Outside Tutorial Outpost Exit Panel
|
||||
Glass Factory Entry Panel
|
||||
Glass Factory Back Wall 5
|
||||
Symmetry Island Lower Panel
|
||||
Symmetry Island Upper Panel
|
||||
Orchard Apple Tree 3
|
||||
Orchard Apple Tree 5
|
||||
Desert Light Room Entry Panel
|
||||
Desert Light Room 3
|
||||
Desert Flood Room Entry Panel
|
||||
Desert Flood Room 6
|
||||
Quarry Entry 1 Panel
|
||||
Quarry Entry 2 Panel
|
||||
Quarry Stoneworks Entry Right Panel
|
||||
Quarry Stoneworks Entry Left Panel
|
||||
Quarry Stoneworks Side Exit Panel
|
||||
Quarry Stoneworks Roof Exit Panel
|
||||
Quarry Stoneworks Stair Control
|
||||
Quarry Boathouse Second Barrier Panel
|
||||
Shadows Door Timer Inside
|
||||
Shadows Door Timer Outside
|
||||
Shadows Far 8
|
||||
Shadows Near 5
|
||||
Shadows Intro 3
|
||||
Shadows Intro 5
|
||||
Keep Hedge Maze 1
|
||||
Keep Pressure Plates 1
|
||||
Keep Hedge Maze 2
|
||||
Keep Hedge Maze 3
|
||||
Keep Hedge Maze 4
|
||||
Keep Pressure Plates 2
|
||||
Keep Pressure Plates 3
|
||||
Keep Pressure Plates 4
|
||||
Keep Shadows Shortcut Panel
|
||||
Keep Tower Shortcut Panel
|
||||
Monastery Shortcut Panel
|
||||
Monastery Entry Left
|
||||
Monastery Entry Right
|
||||
Monastery Outside 3
|
||||
Town Cargo Box Entry Panel
|
||||
Town Wooden Roof Lower Row 5
|
||||
Town Tinted Glass Door Panel
|
||||
Town Church Entry Panel
|
||||
Town Maze Stair Control
|
||||
Town Windmill Entry Panel
|
||||
Town Sound Room Right
|
||||
Town Red Rooftop 5
|
||||
Town Church Lattice
|
||||
Town Tall Hexagonal
|
||||
Town Wooden Rooftop
|
||||
Windmill Theater Entry Panel
|
||||
Theater Exit Left Panel
|
||||
Theater Exit Right Panel
|
||||
Jungle Laser Shortcut Panel
|
||||
Jungle Popup Wall Control
|
||||
River Monastery Shortcut Panel
|
||||
Bunker Entry Panel
|
||||
Bunker Tinted Glass Door Panel
|
||||
Bunker Glass Room 3
|
||||
Bunker UV Room 2
|
||||
Swamp Entry Panel
|
||||
Swamp Platform Row 4
|
||||
Swamp Platform Shortcut Right Panel
|
||||
Swamp Blue Underwater 5
|
||||
Swamp Between Bridges Near Row 4
|
||||
Swamp Cyan Underwater 5
|
||||
Swamp Red Underwater 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Beyond Rotating Bridge 4
|
||||
Swamp Laser Shortcut Right Panel
|
||||
Treehouse First Door Panel
|
||||
Treehouse Second Door Panel
|
||||
Treehouse Third Door Panel
|
||||
Treehouse Bridge Control
|
||||
Treehouse Left Orange Bridge 15
|
||||
Treehouse Right Orange Bridge 12
|
||||
Treehouse Laser House Door Timer Outside Control
|
||||
Treehouse Laser House Door Timer Inside
|
||||
Mountain Floor 1 Left Row 7
|
||||
Mountain Floor 1 Right Row 5
|
||||
Mountain Floor 1 Back Row 3
|
||||
Mountain Floor 1 Trash Pillar 2
|
||||
Mountain Floor 2 Near Row 5
|
||||
Mountain Floor 2 Light Bridge Controller Near
|
||||
Mountain Floor 2 Light Bridge Controller Far
|
||||
Mountain Floor 2 Far Row 6
|
||||
Mountain Bottom Floor Giant Puzzle
|
||||
Mountain Bottom Floor Final Room Entry Left
|
||||
Mountain Bottom Floor Final Room Entry Right
|
||||
Mountain Bottom Floor Discard
|
||||
Mountain Bottom Floor Rock Control
|
||||
Mountain Bottom Floor Caves Entry Panel
|
||||
Caves Lone Pillar
|
||||
Caves Mountain Shortcut Panel
|
||||
Caves Swamp Shortcut Panel
|
||||
Caves Challenge Entry Panel
|
||||
Challenge Tunnels Entry Panel
|
||||
Tunnels Theater Shortcut Panel
|
||||
Tunnels Desert Shortcut Panel
|
||||
Tunnels Town Shortcut Panel
|
|
@ -1,136 +1,136 @@
|
|||
Added Locations:
|
||||
0x0332B
|
||||
0x03367
|
||||
0x28B8A
|
||||
0x037B6
|
||||
0x037B2
|
||||
0x000F7
|
||||
0x3351D
|
||||
0x0053C
|
||||
0x00771
|
||||
0x335C8
|
||||
0x335C9
|
||||
0x337F8
|
||||
0x037BB
|
||||
0x220E4
|
||||
0x220E5
|
||||
0x334B9
|
||||
0x334BC
|
||||
0x22106
|
||||
0x0A14C
|
||||
0x0A14D
|
||||
0x03ABC
|
||||
0x03ABE
|
||||
0x03AC0
|
||||
0x03AC4
|
||||
0x03AC5
|
||||
0x03BE2
|
||||
0x03BE3
|
||||
0x0A409
|
||||
0x006E5
|
||||
0x006E6
|
||||
0x006E7
|
||||
0x034A7
|
||||
0x034AD
|
||||
0x034AF
|
||||
0x03DAB
|
||||
0x03DAC
|
||||
0x03DAD
|
||||
0x03E01
|
||||
0x289F4
|
||||
0x289F5
|
||||
0x0053D
|
||||
0x0053E
|
||||
0x00769
|
||||
0x33721
|
||||
0x220A7
|
||||
0x220BD
|
||||
0x03B22
|
||||
0x03B23
|
||||
0x03B24
|
||||
0x03B25
|
||||
0x03A79
|
||||
0x28ABD
|
||||
0x28ABE
|
||||
0x3388F
|
||||
0x28B29
|
||||
0x28B2A
|
||||
0x018B6
|
||||
0x033BE
|
||||
0x033BF
|
||||
0x033DD
|
||||
0x033E5
|
||||
0x28AE9
|
||||
0x3348F
|
||||
0x001A3
|
||||
0x335AE
|
||||
0x000D3
|
||||
0x035F5
|
||||
0x09D5D
|
||||
0x09D5E
|
||||
0x09D63
|
||||
0x3370E
|
||||
0x035DE
|
||||
0x03601
|
||||
0x03603
|
||||
0x03D0D
|
||||
0x3369A
|
||||
0x336C8
|
||||
0x33505
|
||||
0x03A9E
|
||||
0x016B2
|
||||
0x3365F
|
||||
0x03731
|
||||
0x036CE
|
||||
0x03C07
|
||||
0x03A93
|
||||
0x03AA6
|
||||
0x3397C
|
||||
0x0105D
|
||||
0x0A304
|
||||
0x035CB
|
||||
0x035CF
|
||||
0x28A7B
|
||||
0x005F6
|
||||
0x00859
|
||||
0x17CB9
|
||||
0x28A4A
|
||||
0x334B6
|
||||
0x0069D
|
||||
0x00614
|
||||
0x28A4C
|
||||
0x289CF
|
||||
0x289D1
|
||||
0x33692
|
||||
0x03E77
|
||||
0x03E7C
|
||||
0x035C7
|
||||
0x01848
|
||||
0x03D06
|
||||
0x33530
|
||||
0x33600
|
||||
0x28A2F
|
||||
0x28A37
|
||||
0x334A3
|
||||
0x3352F
|
||||
0x33857
|
||||
0x33879
|
||||
0x03C19
|
||||
0x28B30
|
||||
0x035C9
|
||||
0x03335
|
||||
0x03412
|
||||
0x038A6
|
||||
0x038AA
|
||||
0x03E3F
|
||||
0x03E40
|
||||
0x28B8E
|
||||
0x28B91
|
||||
0x03BCE
|
||||
0x03BCF
|
||||
0x03BD1
|
||||
0x339B6
|
||||
0x33A20
|
||||
0x33A29
|
||||
0x33A2A
|
||||
0x33B06
|
||||
0x0332B (Glass Factory Black Line Reflection EP)
|
||||
0x03367 (Glass Factory Black Line EP)
|
||||
0x28B8A (Vase EP)
|
||||
0x037B6 (Windmill First Blade EP)
|
||||
0x037B2 (Windmill Second Blade EP)
|
||||
0x000F7 (Windmill Third Blade EP)
|
||||
0x3351D (Sand Snake EP)
|
||||
0x0053C (Facade Right EP)
|
||||
0x00771 (Facade Left EP)
|
||||
0x335C8 (Stairs Left EP)
|
||||
0x335C9 (Stairs Right EP)
|
||||
0x337F8 (Flood Room EP)
|
||||
0x037BB (Elevator EP)
|
||||
0x220E4 (Broken Wall Straight EP)
|
||||
0x220E5 (Broken Wall Bend EP)
|
||||
0x334B9 (Shore EP)
|
||||
0x334BC (Island EP)
|
||||
0x22106 (Desert EP)
|
||||
0x0A14C (Pond Room Near Reflection EP)
|
||||
0x0A14D (Pond Room Far Reflection EP)
|
||||
0x03ABC (Long Arch Moss EP)
|
||||
0x03ABE (Straight Left Moss EP)
|
||||
0x03AC0 (Pop-up Wall Moss EP)
|
||||
0x03AC4 (Short Arch Moss EP)
|
||||
0x03AC5 (Green Leaf Moss EP)
|
||||
0x03BE2 (Monastery Garden Left EP)
|
||||
0x03BE3 (Monastery Garden Right EP)
|
||||
0x0A409 (Monastery Wall EP)
|
||||
0x006E5 (Facade Left Near EP)
|
||||
0x006E6 (Facade Left Far Short EP)
|
||||
0x006E7 (Facade Left Far Long EP)
|
||||
0x034A7 (Left Shutter EP)
|
||||
0x034AD (Middle Shutter EP)
|
||||
0x034AF (Right Shutter EP)
|
||||
0x03DAB (Facade Right Near EP)
|
||||
0x03DAC (Facade Left Stairs EP)
|
||||
0x03DAD (Facade Right Stairs EP)
|
||||
0x03E01 (Grass Stairs EP)
|
||||
0x289F4 (Entrance EP)
|
||||
0x289F5 (Tree Halo EP)
|
||||
0x0053D (Rock Shadow EP)
|
||||
0x0053E (Sand Shadow EP)
|
||||
0x00769 (Burned House Beach EP)
|
||||
0x33721 (Buoy EP)
|
||||
0x220A7 (Right Orange Bridge EP)
|
||||
0x220BD (Both Orange Bridges EP)
|
||||
0x03B22 (Circle Far EP)
|
||||
0x03B23 (Circle Left EP)
|
||||
0x03B24 (Circle Near EP)
|
||||
0x03B25 (Shipwreck CCW Underside EP)
|
||||
0x03A79 (Stern EP)
|
||||
0x28ABD (Rope Inner EP)
|
||||
0x28ABE (Rope Outer EP)
|
||||
0x3388F (Couch EP)
|
||||
0x28B29 (Shipwreck Green EP)
|
||||
0x28B2A (Shipwreck CW Underside EP)
|
||||
0x018B6 (Pressure Plates 4 Right Exit EP)
|
||||
0x033BE (Pressure Plates 1 EP)
|
||||
0x033BF (Pressure Plates 2 EP)
|
||||
0x033DD (Pressure Plates 3 EP)
|
||||
0x033E5 (Pressure Plates 4 Left Exit EP)
|
||||
0x28AE9 (Path EP)
|
||||
0x3348F (Hedges EP)
|
||||
0x001A3 (River Shape EP)
|
||||
0x335AE (Cloud Cycle EP)
|
||||
0x000D3 (Green Room Flowers EP)
|
||||
0x035F5 (Tinted Door EP)
|
||||
0x09D5D (Yellow Bridge EP)
|
||||
0x09D5E (Blue Bridge EP)
|
||||
0x09D63 (Pink Bridge EP)
|
||||
0x3370E (Arch Black EP)
|
||||
0x035DE (Purple Sand Bottom EP)
|
||||
0x03601 (Purple Sand Top EP)
|
||||
0x03603 (Purple Sand Middle EP)
|
||||
0x03D0D (Bunker Yellow Line EP)
|
||||
0x3369A (Arch White Left EP)
|
||||
0x336C8 (Arch White Right EP)
|
||||
0x33505 (Bush EP)
|
||||
0x03A9E (Purple Underwater Right EP)
|
||||
0x016B2 (Rotating Bridge CCW EP)
|
||||
0x3365F (Boat EP)
|
||||
0x03731 (Long Bridge Side EP)
|
||||
0x036CE (Rotating Bridge CW EP)
|
||||
0x03C07 (Apparent River EP)
|
||||
0x03A93 (Purple Underwater Left EP)
|
||||
0x03AA6 (Cyan Underwater Sliding Bridge EP)
|
||||
0x3397C (Skylight EP)
|
||||
0x0105D (Sliding Bridge Left EP)
|
||||
0x0A304 (Sliding Bridge Right EP)
|
||||
0x035CB (Bamboo CCW EP)
|
||||
0x035CF (Bamboo CW EP)
|
||||
0x28A7B (Quarry Stoneworks Rooftop Vent EP)
|
||||
0x005F6 (Hook EP)
|
||||
0x00859 (Moving Ramp EP)
|
||||
0x17CB9 (Railroad EP)
|
||||
0x28A4A (Shore EP)
|
||||
0x334B6 (Entrance Pipe EP)
|
||||
0x0069D (Ramp EP)
|
||||
0x00614 (Lift EP)
|
||||
0x28A4C (Sand Pile EP)
|
||||
0x289CF (Rock Line EP)
|
||||
0x289D1 (Rock Line Reflection EP)
|
||||
0x33692 (Brown Bridge EP)
|
||||
0x03E77 (Red Flowers EP)
|
||||
0x03E7C (Purple Flowers EP)
|
||||
0x035C7 (Tractor EP)
|
||||
0x01848 (EP)
|
||||
0x03D06 (Garden EP)
|
||||
0x33530 (Cloud EP)
|
||||
0x33600 (Patio Flowers EP)
|
||||
0x28A2F (Town Sewer EP)
|
||||
0x28A37 (Town Long Sewer EP)
|
||||
0x334A3 (Path EP)
|
||||
0x3352F (Gate EP)
|
||||
0x33857 (Tutorial EP)
|
||||
0x33879 (Tutorial Reflection EP)
|
||||
0x03C19 (Tutorial Moss EP)
|
||||
0x28B30 (Water EP)
|
||||
0x035C9 (Cargo Box EP)
|
||||
0x03335 (Tower Underside Third EP)
|
||||
0x03412 (Tower Underside Fourth EP)
|
||||
0x038A6 (Tower Underside First EP)
|
||||
0x038AA (Tower Underside Second EP)
|
||||
0x03E3F (RGB House Red EP)
|
||||
0x03E40 (RGB House Green EP)
|
||||
0x28B8E (Maze Bridge Underside EP)
|
||||
0x28B91 (Thundercloud EP)
|
||||
0x03BCE (Black Line Tower EP)
|
||||
0x03BCF (Black Line Redirect EP)
|
||||
0x03BD1 (Black Line Church EP)
|
||||
0x339B6 (Eclipse EP)
|
||||
0x33A20 (Theater Flowers EP)
|
||||
0x33A29 (Window EP)
|
||||
0x33A2A (Door EP)
|
||||
0x33B06 (Church EP)
|
||||
|
|
|
@ -1,14 +1,17 @@
|
|||
Precompleted Locations:
|
||||
0x339B6
|
||||
0x335AE
|
||||
0x3388F
|
||||
0x33A20
|
||||
0x037B2
|
||||
0x000F7
|
||||
0x28B29
|
||||
0x33857
|
||||
0x33879
|
||||
0x016B2
|
||||
0x036CE
|
||||
0x03B25
|
||||
0x28B2A
|
||||
Disabled Locations:
|
||||
0x339B6 (Eclipse EP)
|
||||
0x335AE (Cloud Cycle EP)
|
||||
0x3388F (Couch EP)
|
||||
0x33A20 (Theater Flowers EP)
|
||||
0x037B2 (Windmill Second Blade EP)
|
||||
0x000F7 (Windmill Third Blade EP)
|
||||
0x28B29 (Shipwreck Green EP)
|
||||
0x33857 (Tutorial EP)
|
||||
0x33879 (Tutorial Reflection EP)
|
||||
0x016B2 (Rotating Bridge CCW EP)
|
||||
0x036CE (Rotating Bridge CW EP)
|
||||
0x03B25 (Shipwreck CCW Underside EP)
|
||||
0x28B2A (Shipwreck CW Underside EP)
|
||||
0x09D63 (Mountain Pink Bridge EP)
|
||||
0x09D5E (Mountain Blue Bridge EP)
|
||||
0x09D5D (Mountain Yellow Bridge EP)
|
||||
|
|
|
@ -1,5 +0,0 @@
|
|||
Precompleted Locations:
|
||||
0x3397C
|
||||
0x33A20
|
||||
0x3352F
|
||||
0x28B30
|
|
@ -1,2 +1,2 @@
|
|||
Precompleted Locations:
|
||||
0x339B6
|
||||
Disabled Locations:
|
||||
0x339B6 (Eclipse EP)
|
||||
|
|
|
@ -1,4 +0,0 @@
|
|||
Precompleted Locations:
|
||||
0x09D63
|
||||
0x09D5D
|
||||
0x09D5E
|
|
@ -1,34 +1,35 @@
|
|||
Added Locations:
|
||||
0xFFE00
|
||||
0xFFE01
|
||||
0xFFE02
|
||||
0xFFE03
|
||||
0xFFE04
|
||||
0xFFE10
|
||||
0xFFE11
|
||||
0xFFE12
|
||||
0xFFE13
|
||||
0xFFE14
|
||||
0xFFE15
|
||||
0xFFE20
|
||||
0xFFE21
|
||||
0xFFE22
|
||||
0xFFE23
|
||||
0xFFE24
|
||||
0xFFE25
|
||||
0xFFE30
|
||||
0xFFE31
|
||||
0xFFE32
|
||||
0xFFE33
|
||||
0xFFE34
|
||||
0xFFE35
|
||||
0xFFE40
|
||||
0xFFE41
|
||||
0xFFE42
|
||||
0xFFE43
|
||||
0xFFE50
|
||||
0xFFE51
|
||||
0xFFE52
|
||||
0xFFE53
|
||||
0xFFE54
|
||||
0xFFE55
|
||||
0xFFE00 (Desert Obelisk Side 1)
|
||||
0xFFE01 (Desert Obelisk Side 2)
|
||||
0xFFE02 (Desert Obelisk Side 3)
|
||||
0xFFE03 (Desert Obelisk Side 4)
|
||||
0xFFE04 (Desert Obelisk Side 5)
|
||||
0xFFE10 (Monastery Obelisk Side 1)
|
||||
0xFFE11 (Monastery Obelisk Side 2)
|
||||
0xFFE12 (Monastery Obelisk Side 3)
|
||||
0xFFE13 (Monastery Obelisk Side 4)
|
||||
0xFFE14 (Monastery Obelisk Side 5)
|
||||
0xFFE15 (Monastery Obelisk Side 6)
|
||||
0xFFE20 (Treehouse Obelisk Side 1)
|
||||
0xFFE21 (Treehouse Obelisk Side 2)
|
||||
0xFFE22 (Treehouse Obelisk Side 3)
|
||||
0xFFE23 (Treehouse Obelisk Side 4)
|
||||
0xFFE24 (Treehouse Obelisk Side 5)
|
||||
0xFFE25 (Treehouse Obelisk Side 6)
|
||||
0xFFE30 (River Obelisk Side 1)
|
||||
0xFFE31 (River Obelisk Side 2)
|
||||
0xFFE32 (River Obelisk Side 3)
|
||||
0xFFE33 (River Obelisk Side 4)
|
||||
0xFFE34 (River Obelisk Side 5)
|
||||
0xFFE35 (River Obelisk Side 6)
|
||||
0xFFE40 (Quarry Obelisk Side 1)
|
||||
0xFFE41 (Quarry Obelisk Side 2)
|
||||
0xFFE42 (Quarry Obelisk Side 3)
|
||||
0xFFE43 (Quarry Obelisk Side 4)
|
||||
0xFFE44 (Quarry Obelisk Side 5)
|
||||
0xFFE50 (Town Obelisk Side 1)
|
||||
0xFFE51 (Town Obelisk Side 2)
|
||||
0xFFE52 (Town Obelisk Side 3)
|
||||
0xFFE53 (Town Obelisk Side 4)
|
||||
0xFFE54 (Town Obelisk Side 5)
|
||||
0xFFE55 (Town Obelisk Side 6)
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
Precompleted Locations:
|
||||
0x339B6
|
||||
0x33A29
|
||||
0x33A2A
|
||||
0x33B06
|
||||
0x33A20
|
|
@ -0,0 +1,6 @@
|
|||
Items:
|
||||
Caves Shortcuts
|
||||
|
||||
Remove Items:
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
|
@ -0,0 +1,9 @@
|
|||
Items:
|
||||
Caves Shortcuts
|
||||
|
||||
Starting Inventory:
|
||||
Caves Shortcuts
|
||||
|
||||
Remove Items:
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
|
@ -1,9 +0,0 @@
|
|||
Items:
|
||||
Caves Exits to Main Island
|
||||
|
||||
Starting Inventory:
|
||||
Caves Exits to Main Island
|
||||
|
||||
Remove Items:
|
||||
Caves Mountain Shortcut (Door)
|
||||
Caves Swamp Shortcut (Door)
|
|
@ -2,16 +2,20 @@ Event Items:
|
|||
Monastery Laser Activation - 0x00A5B,0x17CE7,0x17FA9
|
||||
Bunker Laser Activation - 0x00061,0x17D01,0x17C42
|
||||
Shadows Laser Activation - 0x00021,0x17D28,0x17C71
|
||||
Town Tower 4th Door Opens - 0x17CFB,0x3C12B,0x17CF7
|
||||
Jungle Popup Wall Lifts - 0x17FA0,0x17D27,0x17F9B,0x17CAB
|
||||
|
||||
Requirement Changes:
|
||||
0x17C65 - 0x00A5B | 0x17CE7 | 0x17FA9
|
||||
0x0C2B2 - 0x00061 | 0x17D01 | 0x17C42
|
||||
0x181B3 - 0x00021 | 0x17D28 | 0x17C71
|
||||
0x28B39 - True - Reflection
|
||||
0x17CAB - True - True
|
||||
0x17CA4 - True - True
|
||||
0x1475B - 0x17FA0 | 0x17D27 | 0x17F9B | 0x17CAB
|
||||
0x2779A - 0x17CFB | 0x3C12B | 0x17CF7
|
||||
|
||||
Disabled Locations:
|
||||
0x28B39 (Town Tall Hexagonal)
|
||||
0x03505 (Tutorial Gate Close)
|
||||
0x0C335 (Tutorial Pillar)
|
||||
0x0C373 (Tutorial Patio Floor)
|
||||
|
@ -25,6 +29,11 @@ Disabled Locations:
|
|||
0x00055 (Orchard Apple Tree 3)
|
||||
0x032F7 (Orchard Apple Tree 4)
|
||||
0x032FF (Orchard Apple Tree 5)
|
||||
0x334DB (Door Timer Outside)
|
||||
0x334DC (Door Timer Inside)
|
||||
0x19B24 (Timed Door) - 0x334DB
|
||||
0x194B2 (Laser Entry Right)
|
||||
0x19665 (Laser Entry Left)
|
||||
0x198B5 (Shadows Intro 1)
|
||||
0x198BD (Shadows Intro 2)
|
||||
0x198BF (Shadows Intro 3)
|
||||
|
@ -47,11 +56,22 @@ Disabled Locations:
|
|||
0x197E8 (Shadows Near 4)
|
||||
0x197E5 (Shadows Near 5)
|
||||
0x19650 (Shadows Laser)
|
||||
0x19865 (Quarry Barrier)
|
||||
0x0A2DF (Quarry Barrier 2)
|
||||
0x1855B (Ledge Barrier)
|
||||
0x19ADE (Ledge Barrier 2)
|
||||
0x00139 (Keep Hedge Maze 1)
|
||||
0x019DC (Keep Hedge Maze 2)
|
||||
0x019E7 (Keep Hedge Maze 3)
|
||||
0x01A0F (Keep Hedge Maze 4)
|
||||
0x0360E (Laser Hedges)
|
||||
0x01954 (Hedge 1 Exit)
|
||||
0x018CE (Hedge 2 Shortcut)
|
||||
0x019D8 (Hedge 2 Exit)
|
||||
0x019B5 (Hedge 3 Shortcut)
|
||||
0x019E6 (Hedge 3 Exit)
|
||||
0x0199A (Hedge 4 Shortcut)
|
||||
0x01A0E (Hedge 4 Exit)
|
||||
0x03307 (First Gate)
|
||||
0x03313 (Second Gate)
|
||||
0x0C128 (Entry Inner)
|
||||
|
@ -61,16 +81,20 @@ Disabled Locations:
|
|||
0x00290 (Monastery Outside 1)
|
||||
0x00038 (Monastery Outside 2)
|
||||
0x00037 (Monastery Outside 3)
|
||||
0x03750 (Garden Entry)
|
||||
0x09D9B (Monastery Shutters Control)
|
||||
0x193A7 (Monastery Inside 1)
|
||||
0x193AA (Monastery Inside 2)
|
||||
0x193AB (Monastery Inside 3)
|
||||
0x193A6 (Monastery Inside 4)
|
||||
0x17CA4 (Monastery Laser)
|
||||
0x17CA4 (Monastery Laser Panel)
|
||||
0x0364E (Monastery Laser Shortcut Door)
|
||||
0x03713 (Monastery Laser Shortcut Panel)
|
||||
0x18590 (Transparent) - True - Symmetry & Environment
|
||||
0x28AE3 (Vines) - 0x18590 - Shadows Follow & Environment
|
||||
0x28938 (Apple Tree) - 0x28AE3 - Environment
|
||||
0x079DF (Triple Exit) - 0x28938 - Shadows Avoid & Environment & Reflection
|
||||
0x28B39 (Tall Hexagonal) - 0x079DF & 0x2896A - Reflection
|
||||
0x00815 (Theater Video Input)
|
||||
0x03553 (Theater Tutorial Video)
|
||||
0x03552 (Theater Desert Video)
|
||||
0x0354E (Theater Jungle Video)
|
||||
|
@ -84,7 +108,8 @@ Disabled Locations:
|
|||
0x0070F (Second Row 2)
|
||||
0x0087D (Second Row 3)
|
||||
0x002C7 (Second Row 4)
|
||||
0x17CAA (Monastery Shortcut Panel)
|
||||
0x17CAA (Monastery Garden Shortcut Panel)
|
||||
0x0CF2A (Monastery Garden Shortcut)
|
||||
0x0C2A4 (Bunker Entry)
|
||||
0x17C79 (Tinted Glass Door)
|
||||
0x0C2A3 (UV Room Entry)
|
||||
|
@ -110,19 +135,16 @@ Disabled Locations:
|
|||
0x09DE0 (Bunker Laser)
|
||||
0x0A079 (Bunker Elevator Control)
|
||||
|
||||
0x17CAA (River Garden Entry Panel)
|
||||
|
||||
Precompleted Locations:
|
||||
0x034A7
|
||||
0x034AD
|
||||
0x034AF
|
||||
0x339B6
|
||||
0x33A29
|
||||
0x33A2A
|
||||
0x33B06
|
||||
0x3352F
|
||||
0x33600
|
||||
0x035F5
|
||||
0x000D3
|
||||
0x33A20
|
||||
0x03BE2
|
||||
0x034A7 (Monastery Left Shutter EP)
|
||||
0x034AD (Monastery Middle Shutter EP)
|
||||
0x034AF (Monastery Right Shutter EP)
|
||||
0x339B6 (Theater Eclipse EP)
|
||||
0x33A29 (Theater Window EP)
|
||||
0x33A2A (Theater Door EP)
|
||||
0x33B06 (Theater Church EP)
|
||||
0x3352F (Tutorial Gate EP)
|
||||
0x33600 (Tutorial Patio Flowers EP)
|
||||
0x035F5 (Bunker Tinted Door EP)
|
||||
0x000D3 (Bunker Green Room Flowers EP)
|
||||
0x33A20 (Theater Flowers EP)
|
||||
0x03BE2 (Monastery Garden Left EP)
|
|
@ -0,0 +1,15 @@
|
|||
Disabled Locations:
|
||||
0x17CFB (Outside Tutorial Discard)
|
||||
0x3C12B (Glass Factory Discard)
|
||||
0x17CE7 (Desert Discard)
|
||||
0x17CF0 (Quarry Discard)
|
||||
0x17D27 (Keep Discard)
|
||||
0x17D28 (Shipwreck Discard)
|
||||
0x17D01 (Town Cargo Box Discard)
|
||||
0x17C71 (Town Rooftop Discard)
|
||||
0x17CF7 (Theater Discard)
|
||||
0x17F9B (Jungle Discard)
|
||||
0x17FA9 (Treehouse Green Bridge Discard)
|
||||
0x17C42 (Mountainside Discard)
|
||||
0x17F93 (Mountain Floor 2 Elevator Discard)
|
||||
0x17FA0 (Treehouse Laser Discard)
|
|
@ -0,0 +1,31 @@
|
|||
Disabled Locations:
|
||||
0x033D4 (Outside Tutorial Vault)
|
||||
0x03481 (Outside Tutorial Vault Box)
|
||||
0x033D0 (Outside Tutorial Vault Door)
|
||||
0x0CC7B (Desert Vault)
|
||||
0x0339E (Desert Vault Box)
|
||||
0x03444 (Desert Vault Door)
|
||||
0x00AFB (Shipwreck Vault)
|
||||
0x03535 (Shipwreck Vault Box)
|
||||
0x17BB4 (Shipwreck Vault Door)
|
||||
0x15ADD (River Vault)
|
||||
0x03702 (River Vault Box)
|
||||
0x15287 (River Vault Door)
|
||||
0x002A6 (Mountainside Vault)
|
||||
0x03542 (Mountainside Vault Box)
|
||||
0x00085 (Mountainside Vault Door)
|
||||
0x2FAF6 (Tunnels Vault Box)
|
||||
0x00815 (Theater Video Input)
|
||||
0x03553 (Theater Tutorial Video)
|
||||
0x03552 (Theater Desert Video)
|
||||
0x0354E (Theater Jungle Video)
|
||||
0x03549 (Theater Challenge Video)
|
||||
0x0354F (Theater Shipwreck Video)
|
||||
0x03545 (Theater Mountain Video)
|
||||
0x03505 (Tutorial Gate Close)
|
||||
0x339B6 (Theater clipse EP)
|
||||
0x33A29 (Theater Window EP)
|
||||
0x33A2A (Theater Door EP)
|
||||
0x33B06 (Theater Church EP)
|
||||
0x33A20 (Theater Flowers EP)
|
||||
0x3352F (Tutorial Gate EP)
|
|
@ -0,0 +1,4 @@
|
|||
Disabled Locations:
|
||||
0x03549 (Challenge Video)
|
||||
|
||||
0x339B6 (Eclipse EP)
|
|
@ -0,0 +1,2 @@
|
|||
Disabled Locations:
|
||||
0x17FA2 (Mountain Bottom Floor Discard)
|
|
@ -0,0 +1,6 @@
|
|||
Disabled Locations:
|
||||
0x17FA2 (Mountain Bottom Floor Discard)
|
||||
0x17F33 (Rock Open Door)
|
||||
0x00FF8 (Caves Entry Panel)
|
||||
0x334E1 (Rock Control)
|
||||
0x2D77D (Caves Entry Door)
|
|
@ -0,0 +1,65 @@
|
|||
Disabled Locations:
|
||||
0x335AB (Elevator Inside Control)
|
||||
0x335AC (Elevator Upper Outside Control)
|
||||
0x3369D (Elevator Lower Outside Control)
|
||||
0x00190 (Blue Tunnel Right First 1)
|
||||
0x00558 (Blue Tunnel Right First 2)
|
||||
0x00567 (Blue Tunnel Right First 3)
|
||||
0x006FE (Blue Tunnel Right First 4)
|
||||
0x01A0D (Blue Tunnel Left First 1)
|
||||
0x008B8 (Blue Tunnel Left Second 1)
|
||||
0x00973 (Blue Tunnel Left Second 2)
|
||||
0x0097B (Blue Tunnel Left Second 3)
|
||||
0x0097D (Blue Tunnel Left Second 4)
|
||||
0x0097E (Blue Tunnel Left Second 5)
|
||||
0x00994 (Blue Tunnel Right Second 1)
|
||||
0x334D5 (Blue Tunnel Right Second 2)
|
||||
0x00995 (Blue Tunnel Right Second 3)
|
||||
0x00996 (Blue Tunnel Right Second 4)
|
||||
0x00998 (Blue Tunnel Right Second 5)
|
||||
0x009A4 (Blue Tunnel Left Third 1)
|
||||
0x018A0 (Blue Tunnel Right Third 1)
|
||||
0x00A72 (Blue Tunnel Left Fourth 1)
|
||||
0x32962 (First Floor Left)
|
||||
0x32966 (First Floor Grounded)
|
||||
0x01A31 (First Floor Middle)
|
||||
0x00B71 (First Floor Right)
|
||||
0x288EA (First Wooden Beam)
|
||||
0x288FC (Second Wooden Beam)
|
||||
0x289E7 (Third Wooden Beam)
|
||||
0x288AA (Fourth Wooden Beam)
|
||||
0x17FB9 (Left Upstairs Single)
|
||||
0x0A16B (Left Upstairs Left Row 1)
|
||||
0x0A2CE (Left Upstairs Left Row 2)
|
||||
0x0A2D7 (Left Upstairs Left Row 3)
|
||||
0x0A2DD (Left Upstairs Left Row 4)
|
||||
0x0A2EA (Left Upstairs Left Row 5)
|
||||
0x0008F (Right Upstairs Left Row 1)
|
||||
0x0006B (Right Upstairs Left Row 2)
|
||||
0x0008B (Right Upstairs Left Row 3)
|
||||
0x0008C (Right Upstairs Left Row 4)
|
||||
0x0008A (Right Upstairs Left Row 5)
|
||||
0x00089 (Right Upstairs Left Row 6)
|
||||
0x0006A (Right Upstairs Left Row 7)
|
||||
0x0006C (Right Upstairs Left Row 8)
|
||||
0x00027 (Right Upstairs Right Row 1)
|
||||
0x00028 (Right Upstairs Right Row 2)
|
||||
0x00029 (Right Upstairs Right Row 3)
|
||||
0x021D7 (Mountain Shortcut Panel)
|
||||
0x2D73F (Mountain Shortcut Door)
|
||||
0x17CF2 (Swamp Shortcut Panel)
|
||||
0x2D859 (Swamp Shortcut Door)
|
||||
0x039B4 (Tunnels Entry Panel)
|
||||
0x0348A (Tunnels Entry Door)
|
||||
0x2FAF6 (Vault Box)
|
||||
0x27732 (Tunnels Theater Shortcut Panel)
|
||||
0x27739 (Tunnels Theater Shortcut Door)
|
||||
0x2773D (Tunnels Desert Shortcut Panel)
|
||||
0x27263 (Tunnels Desert Shortcut Door)
|
||||
0x09E85 (Tunnels Town Shortcut Panel)
|
||||
0x09E87 (Tunnels Town Shortcut Door)
|
||||
|
||||
0x3397C (Skylight EP)
|
||||
0x28B30 (Water EP)
|
||||
0x33A20 (Theater Flowers EP)
|
||||
0x3352F (Gate EP)
|
|
@ -0,0 +1,3 @@
|
|||
Disabled Locations:
|
||||
0x0356B (Challenge Vault Box)
|
||||
0x04D75 (Vault Door)
|
|
@ -0,0 +1,27 @@
|
|||
Disabled Locations:
|
||||
0x17F93 (Elevator Discard)
|
||||
0x09EEB (Elevator Control Panel)
|
||||
0x09FC1 (Giant Puzzle Bottom Left)
|
||||
0x09F8E (Giant Puzzle Bottom Right)
|
||||
0x09F01 (Giant Puzzle Top Right)
|
||||
0x09EFF (Giant Puzzle Top Left)
|
||||
0x09FDA (Giant Puzzle)
|
||||
0x09F89 (Exit Door)
|
||||
0x01983 (Final Room Entry Left)
|
||||
0x01987 (Final Room Entry Right)
|
||||
0x0C141 (Final Room Entry Door)
|
||||
0x0383A (Right Pillar 1)
|
||||
0x09E56 (Right Pillar 2)
|
||||
0x09E5A (Right Pillar 3)
|
||||
0x33961 (Right Pillar 4)
|
||||
0x0383D (Left Pillar 1)
|
||||
0x0383F (Left Pillar 2)
|
||||
0x03859 (Left Pillar 3)
|
||||
0x339BB (Left Pillar 4)
|
||||
0x3D9A6 (Elevator Door Closer Left)
|
||||
0x3D9A7 (Elevator Door Close Right)
|
||||
0x3C113 (Elevator Entry Left)
|
||||
0x3C114 (Elevator Entry Right)
|
||||
0x3D9AA (Back Wall Left)
|
||||
0x3D9A8 (Back Wall Right)
|
||||
0x3D9A9 (Elevator Start)
|
|
@ -0,0 +1,41 @@
|
|||
Disabled Locations:
|
||||
0x17C34 (Mountain Entry Panel)
|
||||
0x09E39 (Light Bridge Controller)
|
||||
0x09E7A (Right Row 1)
|
||||
0x09E71 (Right Row 2)
|
||||
0x09E72 (Right Row 3)
|
||||
0x09E69 (Right Row 4)
|
||||
0x09E7B (Right Row 5)
|
||||
0x09E73 (Left Row 1)
|
||||
0x09E75 (Left Row 2)
|
||||
0x09E78 (Left Row 3)
|
||||
0x09E79 (Left Row 4)
|
||||
0x09E6C (Left Row 5)
|
||||
0x09E6F (Left Row 6)
|
||||
0x09E6B (Left Row 7)
|
||||
0x33AF5 (Back Row 1)
|
||||
0x33AF7 (Back Row 2)
|
||||
0x09F6E (Back Row 3)
|
||||
0x09EAD (Trash Pillar 1)
|
||||
0x09EAF (Trash Pillar 2)
|
||||
0x09E54 (Mountain Floor 1 Exit Door)
|
||||
0x09FD3 (Near Row 1)
|
||||
0x09FD4 (Near Row 2)
|
||||
0x09FD6 (Near Row 3)
|
||||
0x09FD7 (Near Row 4)
|
||||
0x09FD8 (Near Row 5)
|
||||
0x09FFB (Staircase Near Door)
|
||||
0x09EDD (Elevator Room Entry Door)
|
||||
0x09E86 (Light Bridge Controller Near)
|
||||
0x09FCC (Far Row 1)
|
||||
0x09FCE (Far Row 2)
|
||||
0x09FCF (Far Row 3)
|
||||
0x09FD0 (Far Row 4)
|
||||
0x09FD1 (Far Row 5)
|
||||
0x09FD2 (Far Row 6)
|
||||
0x09E07 (Staircase Far Door)
|
||||
0x09ED8 (Light Bridge Controller Far)
|
||||
|
||||
0x09D63 (Pink Bridge EP)
|
||||
0x09D5D (Yellow Bridge EP)
|
||||
0x09D5E (Blue Bridge EP)
|
|
@ -0,0 +1,30 @@
|
|||
Disabled Locations:
|
||||
0x0356B (Vault Box)
|
||||
0x04D75 (Vault Door)
|
||||
0x17F33 (Rock Open Door)
|
||||
0x00FF8 (Caves Entry Panel)
|
||||
0x334E1 (Rock Control)
|
||||
0x2D77D (Caves Entry Door)
|
||||
0x09DD5 (Lone Pillar)
|
||||
0x019A5 (Caves Pillar Door)
|
||||
0x0A16E (Challenge Entry Panel)
|
||||
0x0A19A (Challenge Entry Door)
|
||||
0x0A332 (Start Timer)
|
||||
0x0088E (Small Basic)
|
||||
0x00BAF (Big Basic)
|
||||
0x00BF3 (Square)
|
||||
0x00C09 (Maze Map)
|
||||
0x00CDB (Stars and Dots)
|
||||
0x0051F (Symmetry)
|
||||
0x00524 (Stars and Shapers)
|
||||
0x00CD4 (Big Basic 2)
|
||||
0x00CB9 (Choice Squares Right)
|
||||
0x00CA1 (Choice Squares Middle)
|
||||
0x00C80 (Choice Squares Left)
|
||||
0x00C68 (Choice Squares 2 Right)
|
||||
0x00C59 (Choice Squares 2 Middle)
|
||||
0x00C22 (Choice Squares 2 Left)
|
||||
0x034F4 (Maze Hidden 1)
|
||||
0x034EC (Maze Hidden 2)
|
||||
0x1C31A (Dots Pillar)
|
||||
0x1C319 (Squares Pillar)
|
|
@ -73,31 +73,34 @@ class StaticWitnessLogicObj:
|
|||
|
||||
location_id = line_split.pop(0)
|
||||
|
||||
check_name_full = line_split.pop(0)
|
||||
entity_name_full = line_split.pop(0)
|
||||
|
||||
check_hex = check_name_full[0:7]
|
||||
check_name = check_name_full[9:-1]
|
||||
entity_hex = entity_name_full[0:7]
|
||||
entity_name = entity_name_full[9:-1]
|
||||
|
||||
required_panel_lambda = line_split.pop(0)
|
||||
|
||||
full_check_name = current_region["shortName"] + " " + check_name
|
||||
full_entity_name = current_region["shortName"] + " " + entity_name
|
||||
|
||||
if location_id == "Door" or location_id == "Laser":
|
||||
self.CHECKS_BY_HEX[check_hex] = {
|
||||
"checkName": full_check_name,
|
||||
"checkHex": check_hex,
|
||||
"region": current_region,
|
||||
self.ENTITIES_BY_HEX[entity_hex] = {
|
||||
"checkName": full_entity_name,
|
||||
"entity_hex": entity_hex,
|
||||
"region": None,
|
||||
"id": None,
|
||||
"panelType": location_id
|
||||
"entityType": location_id
|
||||
}
|
||||
|
||||
self.CHECKS_BY_NAME[self.CHECKS_BY_HEX[check_hex]["checkName"]] = self.CHECKS_BY_HEX[check_hex]
|
||||
self.ENTITIES_BY_NAME[self.ENTITIES_BY_HEX[entity_hex]["checkName"]] = self.ENTITIES_BY_HEX[entity_hex]
|
||||
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[check_hex] = {
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex] = {
|
||||
"panels": parse_lambda(required_panel_lambda)
|
||||
}
|
||||
|
||||
current_region["panels"].append(check_hex)
|
||||
# Lasers and Doors exist in a region, but don't have a regional *requirement*
|
||||
# If a laser is activated, you don't need to physically walk up to it for it to count
|
||||
# As such, logically, they behave more as if they were part of the "Entry" region
|
||||
self.ALL_REGIONS_BY_NAME["Entry"]["panels"].append(entity_hex)
|
||||
continue
|
||||
|
||||
required_item_lambda = line_split.pop(0)
|
||||
|
@ -108,18 +111,18 @@ class StaticWitnessLogicObj:
|
|||
"Laser Pressure Plates",
|
||||
"Desert Laser Redirect"
|
||||
}
|
||||
is_vault_or_video = "Vault" in check_name or "Video" in check_name
|
||||
is_vault_or_video = "Vault" in entity_name or "Video" in entity_name
|
||||
|
||||
if "Discard" in check_name:
|
||||
if "Discard" in entity_name:
|
||||
location_type = "Discard"
|
||||
elif is_vault_or_video or check_name == "Tutorial Gate Close":
|
||||
elif is_vault_or_video or entity_name == "Tutorial Gate Close":
|
||||
location_type = "Vault"
|
||||
elif check_name in laser_names:
|
||||
elif entity_name in laser_names:
|
||||
location_type = "Laser"
|
||||
elif "Obelisk Side" in check_name:
|
||||
elif "Obelisk Side" in entity_name:
|
||||
location_type = "Obelisk Side"
|
||||
full_check_name = check_name
|
||||
elif "EP" in check_name:
|
||||
full_entity_name = entity_name
|
||||
elif "EP" in entity_name:
|
||||
location_type = "EP"
|
||||
else:
|
||||
location_type = "General"
|
||||
|
@ -140,32 +143,35 @@ class StaticWitnessLogicObj:
|
|||
|
||||
eps_ints = {int(h, 16) for h in eps}
|
||||
|
||||
self.OBELISK_SIDE_ID_TO_EP_HEXES[int(check_hex, 16)] = eps_ints
|
||||
self.OBELISK_SIDE_ID_TO_EP_HEXES[int(entity_hex, 16)] = eps_ints
|
||||
for ep_hex in eps:
|
||||
self.EP_TO_OBELISK_SIDE[ep_hex] = check_hex
|
||||
self.EP_TO_OBELISK_SIDE[ep_hex] = entity_hex
|
||||
|
||||
self.CHECKS_BY_HEX[check_hex] = {
|
||||
"checkName": full_check_name,
|
||||
"checkHex": check_hex,
|
||||
self.ENTITIES_BY_HEX[entity_hex] = {
|
||||
"checkName": full_entity_name,
|
||||
"entity_hex": entity_hex,
|
||||
"region": current_region,
|
||||
"id": int(location_id),
|
||||
"panelType": location_type
|
||||
"entityType": location_type
|
||||
}
|
||||
|
||||
self.ENTITY_ID_TO_NAME[check_hex] = full_check_name
|
||||
self.ENTITY_ID_TO_NAME[entity_hex] = full_entity_name
|
||||
|
||||
self.CHECKS_BY_NAME[self.CHECKS_BY_HEX[check_hex]["checkName"]] = self.CHECKS_BY_HEX[check_hex]
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[check_hex] = requirement
|
||||
self.ENTITIES_BY_NAME[self.ENTITIES_BY_HEX[entity_hex]["checkName"]] = self.ENTITIES_BY_HEX[entity_hex]
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex] = requirement
|
||||
|
||||
current_region["panels"].append(check_hex)
|
||||
current_region["panels"].append(entity_hex)
|
||||
|
||||
def __init__(self, lines=None):
|
||||
if lines is None:
|
||||
lines = get_sigma_normal_logic()
|
||||
|
||||
def __init__(self, lines=get_sigma_normal_logic()):
|
||||
# All regions with a list of panels in them and the connections to other regions, before logic adjustments
|
||||
self.ALL_REGIONS_BY_NAME = dict()
|
||||
self.STATIC_CONNECTIONS_BY_REGION_NAME = dict()
|
||||
|
||||
self.CHECKS_BY_HEX = dict()
|
||||
self.CHECKS_BY_NAME = dict()
|
||||
self.ENTITIES_BY_HEX = dict()
|
||||
self.ENTITIES_BY_NAME = dict()
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX = dict()
|
||||
|
||||
self.OBELISK_SIDE_ID_TO_EP_HEXES = dict()
|
||||
|
@ -187,8 +193,8 @@ class StaticWitnessLogic:
|
|||
|
||||
OBELISK_SIDE_ID_TO_EP_HEXES = dict()
|
||||
|
||||
CHECKS_BY_HEX = dict()
|
||||
CHECKS_BY_NAME = dict()
|
||||
ENTITIES_BY_HEX = dict()
|
||||
ENTITIES_BY_NAME = dict()
|
||||
STATIC_DEPENDENT_REQUIREMENTS_BY_HEX = dict()
|
||||
|
||||
EP_TO_OBELISK_SIDE = dict()
|
||||
|
@ -262,8 +268,8 @@ class StaticWitnessLogic:
|
|||
self.ALL_REGIONS_BY_NAME.update(self.sigma_normal.ALL_REGIONS_BY_NAME)
|
||||
self.STATIC_CONNECTIONS_BY_REGION_NAME.update(self.sigma_normal.STATIC_CONNECTIONS_BY_REGION_NAME)
|
||||
|
||||
self.CHECKS_BY_HEX.update(self.sigma_normal.CHECKS_BY_HEX)
|
||||
self.CHECKS_BY_NAME.update(self.sigma_normal.CHECKS_BY_NAME)
|
||||
self.ENTITIES_BY_HEX.update(self.sigma_normal.ENTITIES_BY_HEX)
|
||||
self.ENTITIES_BY_NAME.update(self.sigma_normal.ENTITIES_BY_NAME)
|
||||
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX.update(self.sigma_normal.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX)
|
||||
|
||||
self.OBELISK_SIDE_ID_TO_EP_HEXES.update(self.sigma_normal.OBELISK_SIDE_ID_TO_EP_HEXES)
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
from functools import lru_cache
|
||||
from math import floor
|
||||
from typing import List, Collection
|
||||
from typing import List, Collection, FrozenSet, Tuple, Dict, Any, Set
|
||||
from pkgutil import get_data
|
||||
|
||||
|
||||
|
@ -33,7 +33,7 @@ def build_weighted_int_list(inputs: Collection[float], total: int) -> List[int]:
|
|||
return rounded_output
|
||||
|
||||
|
||||
def define_new_region(region_string):
|
||||
def define_new_region(region_string: str) -> Tuple[Dict[str, Any], Set[Tuple[str, FrozenSet[FrozenSet[str]]]]]:
|
||||
"""
|
||||
Returns a region object by parsing a line in the logic file
|
||||
"""
|
||||
|
@ -66,7 +66,7 @@ def define_new_region(region_string):
|
|||
return region_obj, options
|
||||
|
||||
|
||||
def parse_lambda(lambda_string):
|
||||
def parse_lambda(lambda_string) -> FrozenSet[FrozenSet[str]]:
|
||||
"""
|
||||
Turns a lambda String literal like this: a | b & c
|
||||
into a set of sets like this: {{a}, {b, c}}
|
||||
|
@ -97,86 +97,168 @@ class lazy(object):
|
|||
|
||||
|
||||
@lru_cache(maxsize=None)
|
||||
def get_adjustment_file(adjustment_file):
|
||||
def get_adjustment_file(adjustment_file: str) -> List[str]:
|
||||
data = get_data(__name__, adjustment_file).decode('utf-8')
|
||||
return [line.strip() for line in data.split("\n")]
|
||||
|
||||
|
||||
def get_disable_unrandomized_list():
|
||||
return get_adjustment_file("settings/Disable_Unrandomized.txt")
|
||||
def get_disable_unrandomized_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Exclusions/Disable_Unrandomized.txt")
|
||||
|
||||
|
||||
def get_early_utm_list():
|
||||
return get_adjustment_file("settings/Early_UTM.txt")
|
||||
def get_early_caves_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Early_Caves.txt")
|
||||
|
||||
|
||||
def get_symbol_shuffle_list():
|
||||
def get_early_caves_start_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Early_Caves_Start.txt")
|
||||
|
||||
|
||||
def get_symbol_shuffle_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Symbol_Shuffle.txt")
|
||||
|
||||
|
||||
def get_door_panel_shuffle_list():
|
||||
return get_adjustment_file("settings/Door_Panel_Shuffle.txt")
|
||||
def get_complex_doors() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Complex_Doors.txt")
|
||||
|
||||
|
||||
def get_doors_simple_list():
|
||||
return get_adjustment_file("settings/Doors_Simple.txt")
|
||||
def get_simple_doors() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Simple_Doors.txt")
|
||||
|
||||
|
||||
def get_doors_complex_list():
|
||||
return get_adjustment_file("settings/Doors_Complex.txt")
|
||||
def get_complex_door_panels() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Complex_Door_Panels.txt")
|
||||
|
||||
|
||||
def get_doors_max_list():
|
||||
return get_adjustment_file("settings/Doors_Max.txt")
|
||||
def get_complex_additional_panels() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Complex_Additional_Panels.txt")
|
||||
|
||||
|
||||
def get_laser_shuffle():
|
||||
def get_simple_panels() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Simple_Panels.txt")
|
||||
|
||||
|
||||
def get_simple_additional_panels() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Simple_Additional_Panels.txt")
|
||||
|
||||
|
||||
def get_boat() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Boat.txt")
|
||||
|
||||
|
||||
def get_laser_shuffle() -> List[str]:
|
||||
return get_adjustment_file("settings/Laser_Shuffle.txt")
|
||||
|
||||
|
||||
def get_audio_logs():
|
||||
def get_audio_logs() -> List[str]:
|
||||
return get_adjustment_file("settings/Audio_Logs.txt")
|
||||
|
||||
|
||||
def get_ep_all_individual():
|
||||
def get_ep_all_individual() -> List[str]:
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_All.txt")
|
||||
|
||||
|
||||
def get_ep_obelisks():
|
||||
def get_ep_obelisks() -> List[str]:
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_Sides.txt")
|
||||
|
||||
|
||||
def get_ep_easy():
|
||||
def get_ep_easy() -> List[str]:
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_Easy.txt")
|
||||
|
||||
|
||||
def get_ep_no_eclipse():
|
||||
def get_ep_no_eclipse() -> List[str]:
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_NoEclipse.txt")
|
||||
|
||||
|
||||
def get_ep_no_caves():
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_NoCavesEPs.txt")
|
||||
def get_vault_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Exclusions/Vaults.txt")
|
||||
|
||||
|
||||
def get_ep_no_mountain():
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_NoMountainEPs.txt")
|
||||
def get_discard_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Exclusions/Discards.txt")
|
||||
|
||||
|
||||
def get_ep_no_videos():
|
||||
return get_adjustment_file("settings/EP_Shuffle/EP_Videos.txt")
|
||||
def get_caves_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Caves.txt")
|
||||
|
||||
|
||||
def get_sigma_normal_logic():
|
||||
def get_beyond_challenge_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Beyond_Challenge.txt")
|
||||
|
||||
|
||||
def get_bottom_floor_discard_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Bottom_Floor_Discard.txt")
|
||||
|
||||
|
||||
def get_bottom_floor_discard_nondoors_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Bottom_Floor_Discard_NonDoors.txt")
|
||||
|
||||
|
||||
def get_mountain_upper_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Mountain_Upper.txt")
|
||||
|
||||
|
||||
def get_challenge_vault_box_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Challenge_Vault_Box.txt")
|
||||
|
||||
|
||||
def get_path_to_challenge_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Path_To_Challenge.txt")
|
||||
|
||||
|
||||
def get_mountain_lower_exclusion_list() -> List[str]:
|
||||
return get_adjustment_file("settings/Postgame/Mountain_Lower.txt")
|
||||
|
||||
|
||||
def get_elevators_come_to_you() -> List[str]:
|
||||
return get_adjustment_file("settings/Door_Shuffle/Elevators_Come_To_You.txt")
|
||||
|
||||
|
||||
def get_sigma_normal_logic() -> List[str]:
|
||||
return get_adjustment_file("WitnessLogic.txt")
|
||||
|
||||
|
||||
def get_sigma_expert_logic():
|
||||
def get_sigma_expert_logic() -> List[str]:
|
||||
return get_adjustment_file("WitnessLogicExpert.txt")
|
||||
|
||||
|
||||
def get_vanilla_logic():
|
||||
def get_vanilla_logic() -> List[str]:
|
||||
return get_adjustment_file("WitnessLogicVanilla.txt")
|
||||
|
||||
|
||||
def get_items():
|
||||
def get_items() -> List[str]:
|
||||
return get_adjustment_file("WitnessItems.txt")
|
||||
|
||||
|
||||
def dnf_remove_redundancies(dnf_requirement: FrozenSet[FrozenSet[str]]) -> FrozenSet[FrozenSet[str]]:
|
||||
"""Removes any redundant terms from a logical formula in disjunctive normal form.
|
||||
This means removing any terms that are a superset of any other term get removed.
|
||||
This is possible because of the boolean absorption law: a | (a & b) = a"""
|
||||
to_remove = set()
|
||||
|
||||
for option1 in dnf_requirement:
|
||||
for option2 in dnf_requirement:
|
||||
if option2 < option1:
|
||||
to_remove.add(option1)
|
||||
|
||||
return dnf_requirement - to_remove
|
||||
|
||||
|
||||
def dnf_and(dnf_requirements: List[FrozenSet[FrozenSet[str]]]) -> FrozenSet[FrozenSet[str]]:
|
||||
"""
|
||||
performs the "and" operator on a list of logical formula in disjunctive normal form, represented as a set of sets.
|
||||
A logical formula might look like this: {{a, b}, {c, d}}, which would mean "a & b | c & d".
|
||||
These can be easily and-ed by just using the boolean distributive law: (a | b) & c = a & c | a & b.
|
||||
"""
|
||||
current_overall_requirement = frozenset({frozenset()})
|
||||
|
||||
for next_dnf_requirement in dnf_requirements:
|
||||
new_requirement: Set[FrozenSet[str]] = set()
|
||||
|
||||
for option1 in current_overall_requirement:
|
||||
for option2 in next_dnf_requirement:
|
||||
new_requirement.add(option1 | option2)
|
||||
|
||||
current_overall_requirement = frozenset(new_requirement)
|
||||
|
||||
return dnf_remove_redundancies(current_overall_requirement)
|
||||
|
|
Loading…
Reference in New Issue