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* Fix repetitive -> entry worldport rotationStar Rauchenberger2025-10-221-1/+1
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* Mark some doors as "latched"Star Rauchenberger2025-10-202-5/+0
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* Fix vanilla-only oneway door in The RepetitiveStar Rauchenberger2025-09-301-1/+1
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* Added display names to portsStar Rauchenberger2025-09-283-0/+3
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* [Data] Fixed some stuff for worldport shuffleStar Rauchenberger2025-09-221-1/+1
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-213-3/+11
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* [Data] Added the hidden EYE panel in the anti collectable roomStar Rauchenberger2025-09-132-5/+9
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* Add anti-collectable locationStar Rauchenberger2025-09-132-1/+6
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* Added door groupsStar Rauchenberger2025-09-072-2/+2
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* Changed how door location names are formattedStar Rauchenberger2025-08-3010-10/+0
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* [Data] Made proxies with the same answer as the panel explicitStar Rauchenberger2025-08-301-1/+1
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* Converted puzzle symbols to an enumStar Rauchenberger2025-08-207-99/+99
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added the_repetitiveStar Rauchenberger2025-08-1813-0/+954
pan class="n">kREDUCED_LOCATIONS = 1, kPANELSANITY = 2 }; enum SunwarpAccess { kSUNWARP_ACCESS_NORMAL = 0, kSUNWARP_ACCESS_DISABLED = 1, kSUNWARP_ACCESS_UNLOCK = 2, kSUNWARP_ACCESS_INDIVIDUAL = 3, kSUNWARP_ACCESS_PROGRESSIVE = 4 }; void AP_SetTrackerFrame(TrackerFrame* tracker_frame); void AP_Connect(std::string server, std::string player, std::string password); bool AP_HasCheckedGameLocation(int location_id); bool AP_HasCheckedHuntPanel(int location_id); bool AP_HasItem(int item_id, int quantity = 1); DoorShuffleMode AP_GetDoorShuffleMode(); bool AP_IsColorShuffle(); bool AP_IsPaintingShuffle(); const std::map<std::string, std::string> AP_GetPaintingMapping(); int AP_GetMasteryRequirement(); int AP_GetLevel2Requirement(); bool AP_IsLocationVisible(int classification); VictoryCondition AP_GetVictoryCondition(); bool AP_HasAchievement(const std::string& achievement_name); bool AP_HasEarlyColorHallways(); bool AP_IsPilgrimageEnabled(); bool AP_DoesPilgrimageAllowRoofAccess(); bool AP_DoesPilgrimageAllowPaintings(); SunwarpAccess AP_GetSunwarpAccess(); bool AP_HasReachedGoal(); #endif /* end of include guard: AP_STATE_H_664A4180 */