Files
Grinch-AP/worlds/jakanddaxter/locs/scout_locations.py
massimilianodelliubaldini 3069deb019 Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Implement New Game (#1)

* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)

* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.

* Jak 1: Total revamp of Items. This is where everything broke.

* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.

* Jak 1: correct regions/rules, account for sequential oracle/miner locations.

* Jak 1: make nicer strings.

* Jak 1: Add logic for finished game. First full run complete!

* Jak 1: update group names.

* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update

* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.

* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.

* Alpha Updates (#15)

* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.

* Jak 1: Update setup guide.

* Jak 1: Load title screen, save states of in/outboxes.

* Logging Update (#16)

* Jak 1: Separate info and debug logs.

* Jak 1: Update world info to refer to Archipelago Options menu.

* Deathlink (#18)

* Jak 1: Implement Deathlink. TODO: make it optional...

* Jak 1: Issue a proper send-event for deathlink deaths.

* Jak 1: Added cause of death to deathlink, fixed typo.

* Jak 1: Make Deathlink toggleable.

* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.

* Jak 1: Fix death text in client logger.

* Move Randomizer (#26)

* Finally remove debug-segment text, update Python imports to relative paths.

* HUGE refactor to Regions/Rules to support move rando, first hub area coded.

* More refactoring.

* Another refactor - may squash.

* Fix some Rules, reuse some code by returning key regions from build_regions.

* More regions added. A couple of TODOs.

* Fixed trade logic, added LPC regions.

* Added Spider, Snowy, Boggy. Fixed Misty's orbs.

* Fix circular import, assert orb counts per level, fix a few naming errors.

* Citadel added, missing locs and connections fixed. First move rando seed generated.

* Add Move Rando to Options class.

* Fixed rules for prerequisite moves.

* Implement client functionality for move rando, add blurbs to game info page.

* Fix wrong address for cache checks.

* Fix byte alignment of offsets, refactor read_memory for better code reuse.

* Refactor memory offsets and add some unit tests.

* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.

* Move rando fixes (#29)

* Fix virtual regions in Snowy. Fix some GMC problems.

* Fix Deathlink on sunken slides.

* Removed unncessary code causing build failure.

* Orbsanity (#32)

* My big dumb shortcut: a 2000 item array.

* A better idea: bundle orbs as a numerical option and make array variable size.

* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.

* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.

* Per-level Orbsanity implemented w/ orb bundle factory.

* Implement Orbsanity for client, fix some things up for regions.

* Fix location name/id mappings.

* Fix client orb collection on connection.

* Fix minor Deathlink bug, add Update instructions.

* Finishing Touches (#36)

* Set up connector level thresholds, completion goal choices.

* Send AP sender/recipient info to game via client.

* Slight refactors.

* Refactor option checking, add DataStorage handling of traded orbs.

* Update instructions to change order of load/connect.

* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.

* Need some height move to get LPC sunken chamber cell.

* Rename completion_condition to jak_completion_condition (#41)

* The Afterparty (#42)

* Fixes to Jak client, rules, options, and more.

* Post-rebase fixes.

* Remove orbsanity reset code, optimize game text in client.

* More game text optimization.

* Added more specific troubleshooting/setup instructions.

* Add known issue about large releases taking time. (Dodge 6,666th commit.)

* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.

* Make orb trade amounts configurable, make orbsanity defaults more reasonable.

* Add HUD info to doc.

* Exempt's Code Review Updates (#43)

* Round 1 of code review updates, the easy stuff.

* Factor options checking away from region/rule creation.

* Code review updates round 2, more complex stuff.

* Code review updates round 3: the mental health annihilator

* Code review updates part 4: redemption.

* More code review feedback, simplifying code, etc.

* Added a host.yaml option to override friendly limits, plus a couple of code review updates.

* Added singleplayer limits, player names to enforcement rules.

* Updated friendly limits to be more strict, optimized recalculate logic.

* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher

* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.

* Fix deathlink reset stalls on a busy client. (#47)

* Jak & Daxter Client : queue game text messages to get items faster during release (#48)

* queue game text messages to write them during the main_tick function and empty the message queue faster during release

* wrap comment for code style character limit

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* remove useless blank line

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* whitespace code style

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Move JsonMessageData dataclass outside of ReplClient class for code clarity

---------

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Item Classifications (and REPL fixes) (#49)

* Changes to item classifications

* Bugfixes to power cell thresholds.

* Fix bugs in item_type_helper.

* Refactor 100 cell door to pass unit tests.

* Quick fix to ReplClient.

* Not so quick fix to ReplClient.

* Display friendly limits in options tooltips.

* Use math.ceil like a normal person.

* Missed a space.

* Fix non-accessibility due to bad orb calculation.

* Updated documentation.

* More Options, More Docs, More Tests (#51)

* Reorder cell counts, require punch for Klaww.

* Friendlier friendly friendlies.

* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.

* Increased breadth of unit tests.

* Clean imports of unit tests.

* Create OptionGroups.

* Fix region rule bug with Punch for Klaww.

* Include Punch For Klaww in slot data.

* Update worlds/jakanddaxter/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Temper and Harden Text Client (#52)

* Provide config path so OpenGOAL can use mod-specific saves and settings.

* Add versioning to MemoryReader. Harden the client against user errors.

* Updated comments.

* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.

* Revert deathlink changes.

* Update error message.

* Added color markup to log messages printed in text client.

* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.

* Refactor MemoryReader callbacks from main_tick to constructor.

* Make callback names more... informative.

* Give users explicit instructions in error messages.

* Stellar Messaging (#54)

* Use new ap-messenger functions for text writing.

* Remove Powershell requirement, bump memory version to 3.

* Error message update w/ instructions for game crash.

* Create no console window for gk.

* ISO Data Enhancement (#58)

* Add iso-path as argument to GOAL compiler.

# Conflicts:
#	worlds/jakanddaxter/Client.py

* More resilient handling of iso_path.

* Fixed scout fly ID mismatches.

* Corrected iso_data subpath.

* Update memory version to 4.

* Docs update for iso_data.

* Auto Detect OpenGOAL Install (#63)

* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.

* Updated docs, add instructions to error messages.

* Slight tweak to error text.

* J&D : add per region location groups (#64)

* add per region power cells location group

* add per region scout flies location group

* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)

* guess who forgot 9 very important characters in each line of the last commit

* Rearrange location group names, quick fix to client error handling.

* Fix pycharm warnings.

* Fix more pycharm warnings.

* Light cleanup: fix icons, add bug report page, remove py 3.8 code.

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Code review updates on comments, tooltips, and type hints.

* Update type hint for lists in regions.

* Missed todo removal.

* More type hint updates.

* Small region updates for location accessibility, small updates to world guide and README.md.

* Add GMC scout fly location group.

* Improved sanitization of game text.

* Traps 2 (#70)

* Add trap items, relevant options, and citadel orb caches.

* Update REPL to send traps to game.

* Fix item counter.

* Allow player to select which traps to use.

* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.

* Alter some trap names.

* Update world doc.

* Add health trap.

* Added 3 more trap types.

* Protect against empty trap list.

* Reword traps paragraph in world doc.

* Another update to trap paragraph.

* Concisify trap option docstring.

* Timestamp on game log file.

* Update client to handle waiting on title screen.

* Send slot name and seed to game.

* Use self.random instead.

* Update setup doc for new title screen.

* Quick clarification of orb caches in world doc.

* Sanitize slot info earlier.

* Added to and improved unit tests.

* Light cleanup on world.

* Optimizations to movement rules, docs: known issues update.

* Quick fixes for beta 0.5.0 release: template options and LPC logic.

* Quick fix to spoiler counts.

* Reorganize world guide for faster navigation.

* Fix links.

* Update HUD section.

* Found a way to render apostrophes in item names.

* March Refactors (#77)

* Reorg imports, small fix to Rock Village movement.

* Fix wait-on-title message never going to ready message.

* Colorama init fix.

* Swap trap list for a dictionary of trap weights.

* The more laws, the less justice.

* Quick readability update.

* Have memory reader provide instructions for slow booting games.

* Revert some things.

* Update setup_en.md

* Update HUD mode lingo for combined msgs.

* Remade launcher icon, sized correctly.

* I don't know why I can't be satisfied with things.

* Apply suggestions from Scipio

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Properly use the settings API instead of Utils.

* Newline on requirements.txt.

* Add __init__ files for frozen builds.

* Replace an ap_inform function with a CommonClient built-in.

* Resize icon to match kivymd expected size.

* First round of Treble code reviews.

* Second round of Treble code reviews.

* Third round of Treble code reviews.

* Missed an unncessary if condition.

* Missed unnecessary comments.

* Fourth round of Treble code reviews.

* Switch trap dictionary to OptionCounter.

* Use existing slot name/seed from network protocol.

* Violet code review updates.

* Violet code review updates part 2.

* Refactor to avoid floating imports (Violet part 3).

* Found a few more valid characters for messaging.

* Move tests out of init, add colon to game name (now that it's safe).

* But don't include those chars for file text.

* Implement Vi suggestion on webhost-capable friendly limits.

* Revert "Implement Vi suggestion on webhost-capable friendly limits."

This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.

* Rename all files for PEP8.

* Refactor how maximums work on webhost.

* Fix rogue UT.

* Don't rush.

* Fix client post-PEP8.

---------

Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 14:12:27 +02:00

231 lines
8.5 KiB
Python

from ..game_id import jak1_id
# Scout Flies are given ID's between 0 and 393311 by the game, explanation below.
# Each fly (or "buzzer") is given a unique 32-bit number broken into two 16-bit numbers.
# The lower 16 bits are the game-task ID of the power cell the fly corresponds to.
# The higher 16 bits are the index of the fly itself, from 000 (0) to 110 (6).
# Ex: The final scout fly on Geyser Rock
# 0000000000000110 0000000001011111
# ( Index: 6 ) ( Cell: 95 )
# Because flies are indexed from 0, each 0th fly's full ID == the power cell's ID.
# So we need to offset all of their ID's in order for Archipelago to separate them
# from their power cells. We can use 1024 (2^10) for this purpose, because scout flies
# only ever need 10 bits to identify themselves (3 for the index, 7 for the cell ID).
# We're also going to compress the ID by bit-shifting the fly index down to lower bits,
# keeping the scout fly ID range to a smaller set of numbers (1000 -> 2000, instead of 1 -> 400000).
fly_offset = 1024
# These helper functions do all the math required to get information about each
# scout fly and translate its ID between AP and OpenGOAL.
def to_ap_id(game_id: int) -> int:
if game_id >= jak1_id:
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
cell_id = get_cell_id(game_id) # Get the power cell ID from the lowest 7 bits.
buzzer_index = (game_id - cell_id) >> 9 # Get the index, bit shift it down 9 places.
compressed_id = fly_offset + buzzer_index + cell_id # Add the offset, the bit-shifted index, and the cell ID.
return jak1_id + compressed_id # Last thing: add the game's ID.
def to_game_id(ap_id: int) -> int:
if ap_id < jak1_id:
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
compressed_id = ap_id - jak1_id # Reverse process. First thing: subtract the game's ID.
cell_id = get_cell_id(compressed_id) # Get the power cell ID from the lowest 7 bits.
buzzer_index = compressed_id - fly_offset - cell_id # Get the bit-shifted index.
return (buzzer_index << 9) + cell_id # Return the index to its normal place, re-add the cell ID.
# Get the power cell ID from the lowest 7 bits.
# Make sure to use this function ONLY when the input argument does NOT include jak1_id,
# because that number may flip some of the bottom 7 bits, and that will throw off this bit mask.
def get_cell_id(buzzer_id: int) -> int:
if buzzer_id >= jak1_id:
raise ValueError(f"Attempted to bit mask {buzzer_id}, but it is polluted by the game's ID {jak1_id}.")
return buzzer_id & 0b1111111
# The ID's you see below correspond directly to that fly's 32-bit ID in the game.
# I used the decompiled entity JSON's and Jak's X/Y coordinates in Debug Mode
# to determine which box ID is which location.
# Geyser Rock
locGR_scoutTable = {
95: "GR: Scout Fly On Ground, Front",
327775: "GR: Scout Fly On Ground, Back",
393311: "GR: Scout Fly On Left Ledge",
65631: "GR: Scout Fly On Right Ledge",
262239: "GR: Scout Fly On Middle Ledge, Left",
131167: "GR: Scout Fly On Middle Ledge, Right",
196703: "GR: Scout Fly On Top Ledge"
}
# Sandover Village
locSV_scoutTable = {
262219: "SV: Scout Fly In Fisherman's House",
327755: "SV: Scout Fly In Mayor's House",
131147: "SV: Scout Fly Under Bridge",
65611: "SV: Scout Fly Behind Sculptor's House",
75: "SV: Scout Fly Overlooking Farmer's House",
393291: "SV: Scout Fly Near Oracle",
196683: "SV: Scout Fly In Farmer's House"
}
# Forbidden Jungle
locFJ_scoutTable = {
393223: "FJ: Scout Fly At End Of Path",
262151: "FJ: Scout Fly On Spiral Of Stumps",
7: "FJ: Scout Fly Near Dark Eco Boxes",
196615: "FJ: Scout Fly At End Of River",
131079: "FJ: Scout Fly Behind Lurker Machine",
327687: "FJ: Scout Fly Around Temple Spire",
65543: "FJ: Scout Fly On Top Of Temple"
}
# Sentinel Beach
locSB_scoutTable = {
327700: "SB: Scout Fly At Entrance",
20: "SB: Scout Fly Overlooking Locked Boxes",
65556: "SB: Scout Fly On Path To Flut Flut",
262164: "SB: Scout Fly Under Wood Pillars",
196628: "SB: Scout Fly Overlooking Blue Eco Vent",
131092: "SB: Scout Fly Overlooking Green Eco Vents",
393236: "SB: Scout Fly On Sentinel"
}
# Misty Island
locMI_scoutTable = {
327708: "MI: Scout Fly Overlooking Entrance",
65564: "MI: Scout Fly On Ledge Near Arena Entrance",
262172: "MI: Scout Fly Near Arena Door",
28: "MI: Scout Fly On Ledge Near Arena Exit",
131100: "MI: Scout Fly On Ship",
196636: "MI: Scout Fly On Barrel Ramps",
393244: "MI: Scout Fly On Zoomer Ramps"
}
# Fire Canyon
locFC_scoutTable = {
393284: "FC: Scout Fly 1",
68: "FC: Scout Fly 2",
65604: "FC: Scout Fly 3",
196676: "FC: Scout Fly 4",
131140: "FC: Scout Fly 5",
262212: "FC: Scout Fly 6",
327748: "FC: Scout Fly 7"
}
# Rock Village
locRV_scoutTable = {
76: "RV: Scout Fly Behind Sage's Hut",
131148: "RV: Scout Fly Near Waterfall",
196684: "RV: Scout Fly Behind Geologist",
262220: "RV: Scout Fly Behind Fiery Boulder",
65612: "RV: Scout Fly On Dock",
327756: "RV: Scout Fly At Pontoon Bridge",
393292: "RV: Scout Fly At Boggy Swamp Entrance"
}
# Precursor Basin
locPB_scoutTable = {
196665: "PB: Scout Fly Overlooking Entrance",
393273: "PB: Scout Fly Near Mole Hole",
131129: "PB: Scout Fly At Purple Ring Start",
65593: "PB: Scout Fly Near Dark Eco Plant, Above",
57: "PB: Scout Fly At Blue Ring Start",
262201: "PB: Scout Fly Before Big Jump",
327737: "PB: Scout Fly Near Dark Eco Plant, Below"
}
# Lost Precursor City
locLPC_scoutTable = {
262193: "LPC: Scout Fly First Room",
131121: "LPC: Scout Fly Before Second Room",
393265: "LPC: Scout Fly Second Room, Near Orb Vent",
196657: "LPC: Scout Fly Second Room, On Path To Cell",
49: "LPC: Scout Fly Second Room, Green Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
65585: "LPC: Scout Fly Second Room, Blue Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
327729: "LPC: Scout Fly Across Steam Vents"
}
# Boggy Swamp
locBS_scoutTable = {
43: "BS: Scout Fly Near Entrance",
393259: "BS: Scout Fly Over First Jump Pad",
65579: "BS: Scout Fly Over Second Jump Pad",
262187: "BS: Scout Fly Across Black Swamp",
327723: "BS: Scout Fly Overlooking Flut Flut",
131115: "BS: Scout Fly On Flut Flut Platforms",
196651: "BS: Scout Fly In Field Of Boxes"
}
# Mountain Pass
locMP_scoutTable = {
88: "MP: Scout Fly 1",
65624: "MP: Scout Fly 2",
131160: "MP: Scout Fly 3",
196696: "MP: Scout Fly 4",
262232: "MP: Scout Fly 5",
327768: "MP: Scout Fly 6",
393304: "MP: Scout Fly 7"
}
# Volcanic Crater
locVC_scoutTable = {
262221: "VC: Scout Fly In Miner's Cave",
393293: "VC: Scout Fly Near Oracle",
196685: "VC: Scout Fly On Stone Platforms",
131149: "VC: Scout Fly Near Lava Tube",
77: "VC: Scout Fly At Minecart Junction",
65613: "VC: Scout Fly Near Spider Cave",
327757: "VC: Scout Fly Near Mountain Pass"
}
# Spider Cave
locSC_scoutTable = {
327765: "SC: Scout Fly Near Dark Cave Entrance",
262229: "SC: Scout Fly In Dark Cave",
393301: "SC: Scout Fly Main Cave, Overlooking Entrance",
196693: "SC: Scout Fly Main Cave, Near Dark Crystal",
131157: "SC: Scout Fly Main Cave, Near Robot Cave Entrance",
85: "SC: Scout Fly Robot Cave, At Bottom Level",
65621: "SC: Scout Fly Robot Cave, At Top Level",
}
# Snowy Mountain
locSM_scoutTable = {
65: "SM: Scout Fly Near Entrance",
327745: "SM: Scout Fly Near Frozen Box",
65601: "SM: Scout Fly Near Yellow Eco Switch",
131137: "SM: Scout Fly On Cliff near Flut Flut",
393281: "SM: Scout Fly Under Bridge To Fort",
196673: "SM: Scout Fly On Top Of Fort Tower",
262209: "SM: Scout Fly On Top Of Fort"
}
# Lava Tube
locLT_scoutTable = {
90: "LT: Scout Fly 1",
65626: "LT: Scout Fly 2",
327770: "LT: Scout Fly 3",
262234: "LT: Scout Fly 4",
131162: "LT: Scout Fly 5",
196698: "LT: Scout Fly 6",
393306: "LT: Scout Fly 7"
}
# Gol and Maias Citadel
locGMC_scoutTable = {
91: "GMC: Scout Fly At Entrance",
65627: "GMC: Scout Fly Main Room, Left of Robot",
196699: "GMC: Scout Fly Main Room, Right of Robot",
262235: "GMC: Scout Fly Before Jumping Lurkers",
393307: "GMC: Scout Fly At Blast Furnace",
131163: "GMC: Scout Fly At Launch Pad Room",
327771: "GMC: Scout Fly Top Of Rotating Tower"
}