----------------
Starting Area
Hint Features - Hint Feature 1
> Spawn Point; Heals? True; Spawn Point; Default Node
  * Layers: default
  > Pickup (Weapon)
      Trivial
  > Door to Boss Arena
      Missile and Weapon
  > Pickup (Missile Expansion)
      Trivial
  > Door to Explosive Depot
      Trivial
  > Door to Back-Only Lock Room
      Trivial
  > Door to Blue Key Room (Exit)
      Trivial
  > Door to Blue Key Room (Entrance)
      Trivial
  > Second Spawn Point
      Trivial
  > Door to Heated Room
      Trivial
  > Door to Ledge Room
      Trivial
  > Event - Post Weapon
      # This connection is for testing a NodeRequirement
      Intro/Starting Area/Pickup (Weapon)

> Pickup (Weapon); Heals? False
  * Layers: default
  * Pickup 0; Category? Major
  * Hint Features - Hint Feature 2
  > Spawn Point
      Trivial

> Door to Boss Arena; Heals? False
  * Layers: default
  * Explosive Door to Boss Arena/Door to Starting Area
  > Spawn Point
      Trivial

> Pickup (Missile Expansion); Heals? False
  * Layers: default
  * Pickup 1; Category? Minor
  > Spawn Point
      Trivial

> Door to Explosive Depot; Heals? False
  * Layers: default
  * Normal Door to Explosive Depot/Door to Starting Area
  > Spawn Point
      Trivial

> Door to Back-Only Lock Room; Heals? False
  * Layers: default
  * Normal Door to Back-Only Lock Room/Door to Starting Area
  * This dock can only be opened from this side! This is because the other side has
a lock that has an Impossible requirement to get destroyed but is of type
"FRONT_BLAST_BACK_FREE_UNLOCK".
  > Spawn Point
      Trivial

> Door to Blue Key Room (Exit); Heals? False
  * Layers: default
  * Normal Door to Blue Key Room/Door to Starting Area (Exit)
  * If multiple Docks connect to the same Area, they need to be differentiated by
having an extra identifier in paratheses. In addition, this Dock can not be
opened from this side! This is because the connecting Dock has a lock of the
type "FRONT_BLAST_BACK_IMPOSSIBLE".
  > Spawn Point
      Trivial

> Door to Blue Key Room (Entrance); Heals? False
  * Layers: default
  * Normal Door to Blue Key Room/Door to Starting Area (Entrance)
  * If multiple Docks connect to the same Area, they need to be differentiated by
having an extra identifier in paratheses.
  > Spawn Point
      Trivial

> Second Spawn Point; Heals? False; Spawn Point
  * Layers: default
  * If an Area has multiple Spawn Points the game needs some slightly different
handling, so let's have one.
  > Spawn Point
      Trivial

> Door to Heated Room; Heals? False
  * Layers: default
  * Normal Door to Heated Room/Door to Starting Area
  > Spawn Point
      Trivial

> Door to Ledge Room; Heals? False
  * Layers: default
  * Normal Door to Ledge Room/Door to Starting Area
  > Spawn Point
      Trivial

> Event - Post Weapon; Heals? False
  * Layers: default
  * Event Post Weapon
  > Spawn Point
      Trivial

----------------
Boss Arena
Extra - map_name: Square
Hint Features - Boss
> Door to Starting Area; Heals? False
  * Layers: default
  * Normal Door to Starting Area/Door to Boss Arena
  > Event - Boss
      All of the following:
          Weapon
          Any of the following:
              # Whenever possible, document trick usages with a description or youtube video. After all, checking the database should never let you down.
              Missile ≥ 4
              # https://www.youtube.com/watch?v=dQw4w9WgXcQ
              Missile ≥ 2 and Combat (Beginner)
  > Pickup (Free Loot)
      Trivial

> Event - Boss; Heals? False
  * Layers: default
  * Event First Boss Killed
  > Door to Starting Area
      Trivial

> Pickup (Free Loot); Heals? False
  * Layers: extra_pickups
  * Pickup 5; Category? Minor
  * This pickup is on a different layer. Thus, this node and the connection to/out
of it will only be present if this layer is active
  > Door to Starting Area
      Trivial

----------------
Explosive Depot
Extra - map_name: Square
Hint Features - Hint Feature 1, Hint Feature 2, Hint Feature 3, Hint Feature 4
> Door to Starting Area; Heals? False
  * Layers: default
  * Normal Door to Starting Area/Door to Explosive Depot
  > Pickup (Explosive)
      Trivial
  > Door to Hint Room
      Trivial

> Pickup (Explosive); Heals? False
  * Layers: default
  * Pickup 2; Category? Major
  > Door to Starting Area
      Trivial

> Door to Hint Room; Heals? False
  * Layers: default
  * Normal Door to Hint Room/Door to Explosive Depot
  > Door to Starting Area
      Trivial

----------------
Back-Only Lock Room
Extra - map_name: Square
> Door to Starting Area; Heals? False
  * Layers: default
  * Back-Only Door to Starting Area/Door to Back-Only Lock Room
  * This dock can not be opened from this side! This is because this side has a
lock that has an Impossible requirement to get destroyed but is of type
"FRONT_BLAST_BACK_FREE_UNLOCK".
  > Event - Key Switch 1
      Trivial

> Event - Key Switch 1; Heals? False
  * Layers: default
  * Event Key Switch 1
  > Middle Node
      Trivial

> Pickup (Extra Key); Heals? False
  * Layers: default
  * Pickup 6; Category? Major
  > Door to Starting Area
      Missile and Blue Key and Explosive and Weapon

> Middle Node; Heals? False
  * Layers: default
  * The generator combines a path of Event -> Pickup into one EventPickup node.
Thus this Middle Node is placed so that it doesn't do that.
  > Pickup (Extra Key)
      Trivial

----------------
Blue Key Room
Extra - map_name: Square
> Door to Starting Area (Exit); Heals? False
  * Layers: default
  * Blue Key Door to Starting Area/Door to Blue Key Room (Exit)
  * This Dock can only be opened from this side! This is because this Dock has a
lock of the type "FRONT_BLAST_BACK_IMPOSSIBLE".
  > Spawn Point
      Trivial

> Door to Starting Area (Entrance); Heals? False
  * Layers: default
  * Normal Door to Starting Area/Door to Blue Key Room (Entrance)
  > Spawn Point
      Trivial

> Event - Key Switch 2; Heals? False
  * Layers: default
  * Event Key Switch 2
  > Spawn Point
      Trivial

> Pickup (Blue Key); Heals? False
  * Layers: default
  * Pickup 4; Category? Major
  > Spawn Point
      Trivial

> Spawn Point; Heals? False; Spawn Point; Default Node
  * Layers: default
  > Door to Starting Area (Exit)
      Trivial
  > Event - Key Switch 2
      Trivial
  > Pickup (Blue Key)
      Trivial

----------------
Hint Room
Extra - map_name: Square
> Door to Explosive Depot; Heals? False
  * Layers: default
  * Normal Door to Explosive Depot/Door to Hint Room
  > Hint with Translator
      Trivial
  > Hint no Translator
      Trivial

> Hint with Translator; Heals? False
  * Layers: default
  * Hint
  * This is a HintNode that requires having a resource in order to read the hint.
The node however can still be visited and passed through.
  * Extra - translator: BlueKey
  * Extra - string_asset_id: 0
  > Door to Explosive Depot
      Trivial

> Hint no Translator; Heals? False
  * Layers: default
  * Hint
  * This is a HintNode that requires no resources to read the hint, and thus can be
read as soon as it is reached.
  * Extra - string_asset_id: 1
  > Door to Explosive Depot
      Trivial

----------------
Heated Room
Extra - map_name: Orange
Hint Features - Hint Feature 1, Hint Feature 2, Hint Feature 3
> Pickup (Health); Heals? False
  * Layers: default
  * Pickup 3; Category? Minor
  > Door to Starting Area
      # When damage contraints are combined with 'and', the result requires the sum of the damage values.
      Normal Damage ≥ 10 and Normal Damage ≥ 40

> Door to Starting Area; Heals? False
  * Layers: default
  * Normal Door to Starting Area/Door to Heated Room
  * This is a pickup that requires taking damage. The values are chosen such that
the starting health is enough to reach the pickup, but not enough to get back
to the door, on all damage strictness levels. A health pickup can be placed
here to refill the player and allow them to go back.
  > Pickup (Health)
      Normal Damage ≥ 49

----------------
Ledge Room
Extra - map_name: Square
> Door to Starting Area; Heals? False
  * Layers: default
  * Normal Door to Starting Area/Door to Ledge Room
  > High Ledge
      Trivial

> High Ledge; Heals? False
  * Layers: default
  > Door to Starting Area
      Trivial
  > Bottom
      Trivial

> Bottom; Heals? False
  * Layers: default
  * This room is designed in a way to reproduce a situation where you get access to
the first item in a progressive chain inside of a point of no return, where you
also need the second item in the progressive chain to escape.
  > High Ledge
      Double Jump
  > Low Ledge
      Can Jump
  > Pickup (Jump)
      Trivial

> Low Ledge; Heals? False
  * Layers: default
  > Bottom
      Trivial
  > Pickup (Double Jump)
      Trivial

> Pickup (Jump); Heals? False
  * Layers: default
  * Pickup 7; Category? Major
  > Bottom
      Trivial

> Pickup (Double Jump); Heals? False
  * Layers: default
  * Pickup 8; Category? Major
  * Hint Features - Ledge
  > Low Ledge
      Trivial

----------------
Empty Area
Extra - map_name: Square
