# Mission 032 played through (plans/briefs/world032.md).
wait 30
expect mission = 32
# A: up the lane to the street, east to wait west of the bulldozer's beat (x 24-30, z 82).
go 10 82.5
go 22 82
# Its cycle is the original's (BD-0016): 1200 frames (60 at x 24, 540 east, 60 at x 30, 540
# back): follow it east through the gate (x 26-28) and step aside onto z 83 while it waits at
# x 30 (frames 1600-1700 pass, autoplay_search).
until mtick >= 1650
go 28.6 82 tol 0.1
go 29.4 83
go 36 83
# Lollipop 1 (40, 82): lick it (Action), then the high jump onto L1, five up.
go 39.85 82 tol 0.1
hold 6 action
wait 90
go 40 81.2 tol 0.1
go 40 78.5 jump 2.4
until ground = 1
expect y >= 9.9
# B: L1 heading +X; the wasp sweeps it at x 58 (z 74-80; the original's 240-frame cycle,
# BD-0016): cross it along the mountain's foot (z 74.4); every phase passes now.
go 41 77
go 56.5 74.4 tol 0.1
until mtick >= 2760
go 60 74.4
go 75.5 75
# L2 up the east face, heading -Z: two steps up (z 65.5, z 57.5).
go 75.5 66.4 tol 0.1
go 75.5 64 jump 1.9
until ground = 1
go 75.5 58.4 tol 0.1
go 75.5 56 jump 1.9
until ground = 1
expect y >= 13.9
# C: over the one-cell gap (x 79) to the island, lick lollipop 2, back.
go 77.4 46 tol 0.1
go 80.5 46 jump 2.4
until ground = 1
go 83.85 46 tol 0.1
hold 6 action
wait 90
go 80.4 46 tol 0.1
go 77.5 46 jump 2.4
until ground = 1
# The high jump up the six-block cliff onto L3 (walk 20) at z 35.
go 75.5 36.6 tol 0.1
go 75.5 34 jump 2.8
until ground = 1
expect y >= 19.9
# D: L3 heading -X; over the fish pool (x 60-61) in one jump, the egg nook (x 51-53) in the
# mountain's face, the step (x 44-47, walk 22) and up onto the summit (walk 24).
go 74 25
go 63.6 25 tol 0.1
go 58.5 25 jump 3.15
until ground = 1
expect y >= 19.9
go 52 27
go 52 28.8 tol 0.1
go 51.1 28.9 tol 0.1
until eggs = 1 max 200
go 52.9 28.9 tol 0.1
until eggs = 3 max 200
go 52 26
go 48.6 26 tol 0.1
go 46.5 26 jump 1.9
until ground = 1
go 44.6 26.8 tol 0.1
go 44.6 29 jump 1.9
until ground = 1
expect y >= 23.9
# E: the summit village. Round to the key house's doorway (59, 52) along its front (z 53),
# clear of the bird beating along z 54; in its room the red key and the egg.
go 52 30
go 63 44
go 63 53
go 59 53 tol 0.1
go 59 50.5
go 59 48 tol 0.1
go 57 48 tol 0.1
until mtick >= 7189 max 1500  # where an egg was taken before BD-0073 (beyond 10 lives it stays)
go 59 50.5
go 59 53 tol 0.1
go 55.5 53
# The gatehouse's red door (48, 34): it opens with the key, and the shaft behind it drops into
# the machine gallery (walk 8).
go 48 35.6
go 48 32
until ground = 1 max 400
expect y <= 8.1
# F: the gallery heading +Z. The lightning curtains (z 38, z 50) are on for the first 150
# ticks of every 300; the three mines of the gate (z 44) ride up and down every 240 ticks
# (their clock, measured, runs 123 ticks ahead of the mission's here): pass each in its gap.
go 48 36.6 tol 0.1
# One shared cycle later than first planned (curtains 300, mines 240): the original's boxes
# made the way here longer (BD-0021). The mines' cycle is 244 since each patrol phase holds the
# original's extra tick: the gate at mtick 9140-9308 (autoplay_search), 9224 taken.
until mtick >= 8912
go 48 42 tol 0.1
until mtick >= 9224
go 48 48.6 tol 0.1
until mtick >= 9492
go 48 52
# The blue key in its alcove (x 51-53), then the blue door (48, 60) into the exit room.
go 50 55
go 53 55 tol 0.1
wait 30
go 48 57.5
go 48 61
go 46.4 62.4 tol 0.1
# G: the exit room. Its two mines slide across it (z 64 and z 67, 180 ticks to and fro, in
# opposite directions): down its west side (x 46.4) where each turns once a cycle, between
# them, to the red arrow.
until mtick >= 10157
go 46.4 68.6 tol 0.1
go 50 69 until exit = 1
until mission = 30 max 900
expect lives >= 7
expect phase = Play
wait 120
