1* DONE: With diagonal movement, need to check the corners 2* DONE: Mark how to open doors in rooms (e.g. defeat all enemies) - Temporary workaround: SCRIPT_KILLALL - Future: add TASK_KILLALL 3* DONE: Defeat all the stalfos in that one room in eastern palace 4* DONE: Handle/detect big chest 5* DONE: Bomb walls 6* DONE: Pre-programmed movement for certain tasks 7* Reset goal attempts count when re-visiting screens (maybe a bad idea?) 8* DONE Remove map/geography from ap_graph 9* DONE: Cache node reachability within a screen 10 - DONE: Can be used to speed up ap_pathfind_global 11 - DONE: Invalidate 1 screen's worth when entering screen 12 - DONE: Have ap_pathfind_global use cache 13* Invalidate screen distance cache when items are acquired (e.g. flippers, lift) 14* Figure out how small keys should work with the ap_req system 15 - How to encode which doors need keys? 16* DONE: Prune "clearly invalid" unreachable, walkable edges on screens 17 - May not be important once the whole map exists 18* Avoid bomb explosions; place more accurately (e.g. opening doors) 19* DONE: Indoor overlays (bombable doors) 20* DONE: Reset chest states on importing maps - Read from SRAM 21* Re-enable jumping down ledges in the overworld 22 - Fix ledge zones 23 - Need to jump down ledge to get through dark cave to death mountain 24* Handle fairy fountains (door 0x5e to screen 0x2369) -- stateful 25 - Also fortune tellers, 0x65 26 - For now, blocked 27* (DONE?) Eastern Palace has a bunch of weird task failures around unlocking doors 28* DONE: ap_pathfind_global can "jump" through long nodes 29* DONE: Santuary north door is a mix of 0x84 & 0x94 30* DONE: Handling of 0x55 rocks; need to do lift while transitioning 31* Screen ID 0x0400 (north of Kak) has 2 transitions on the top edge that are 'guarded' by 0x02 tiles 32* DONE: Key doors marked as locked right as they are being opened 33* DONE: Bombing walls; may need to go back to node before trying to bomb it 34* Read in accurate Big Key state 35* Use sprite.drop to automatically add a KILLDROPS task/goal/script 36* DONE: Know how to use the Bow to kill Red Igors (+ Armos Knights?) 37* Get stuck after jumping into Kak well 38* Script the race game 39* DONE: Need to reapply KILLALL script in certain rooms on re-entry 40 - Use dungeon_tags to know what special actions need to happen in each room (kill enemies; push switch; etc; Dungeon_TagRoutines) 41* DONE: Pushed into "blocking" sprite; need to allow escaping 42* Overworld holes 43* Stairs up to top of HC/escape are broken 44* Second dam check 45* DONE: Master Sword barrier on HC 46* Use map to lookup crystals/pendants 47* Mark getting crystal/pendant (reward cutscene); handle exit warp 48* AgTower long room is broken; has extra transition? 49* DONE: Dark overworld map offset 50* DONE: Super-Bombable wall on pyramid (0x5B) 51* Keep bitmask of seen map16 tiles (ap_tile_attrs); determine if there is a range that can be used to re-map important raw map16 values (e.g. hammer peg hack) 52* When calculating reachable edge transitions, pretend we have all items 53* Scripts can't recv items & mark them in ap_item (blind's basement)