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path: root/client/trunk/nbproject/project.properties
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application.desc=A productivity-increasing notification program
application.homepage=http://fourisland.com/projects/instadisc
application.title=InstaDisc
application.vendor=Four Island
build.classes.dir=${build.dir}/classes
build.classes.excludes=**/*.java,**/*.form
# This directory is removed when the project is cleaned:
build.dir=build
build.generated.dir=${build.dir}/generated
# Only compile against the classpath explicitly listed here:
build.sysclasspath=ignore
build.test.classes.dir=${build.dir}/test/classes
build.test.results.dir=${build.dir}/test/results
debug.classpath=\
    ${run.classpath}
debug.test.classpath=\
    ${run.test.classpath}
# This directory is removed when the project is cleaned:
dist.dir=dist
dist.jar=${dist.dir}/InstaDisc.jar
dist.javadoc.dir=${dist.dir}/javadoc
excludes=
file.reference.commons-logging-1.1.jar=lib/commons-logging-1.1.jar
file.reference.ws-commons-util-1.0.2.jar=lib/ws-commons-util-1.0.2.jar
includes=**
jar.compress=false
javac.classpath=\
    ${libs.swing-app-framework.classpath}:\
    ${libs.XML-RPC.classpath}:\
    ${libs.BDB.classpath}:\
    ${file.reference.commons-logging-1.1.jar}:\
    ${file.reference.ws-commons-util-1.0.2.jar}
# Space-separated list of extra javac options
javac.compilerargs=-Xlint:unchecked
javac.deprecation=false
javac.source=1.5
javac.target=1.5
javac.test.classpath=\
    ${javac.classpath}:\
    ${build.classes.dir}:\
    ${libs.junit_4.classpath}
javadoc.additionalparam=
javadoc.author=false
javadoc.encoding=${source.encoding}
javadoc.noindex=false
javadoc.nonavbar=false
javadoc.notree=false
javadoc.private=false
javadoc.splitindex=true
javadoc.use=true
javadoc.version=false
javadoc.windowtitle=
jnlp.codebase.type=user
jnlp.codebase.url=file:/home/hatkirby/NetBeansProjects/InstaDisc/dist/
jnlp.codebase.user=http://files.fourisland.com/projects/instadisc/
jnlp.enabled=true
jnlp.icon=/home/hatkirby/instaDiscIconBig.png
jnlp.offline-allowed=true
jnlp.signed=true
# Property libs.BDB.classpath is set here just to make sharing of project simpler.
# The library definition has always preference over this property.
libs.BDB.classpath=lib/je-3.3.62.jar
# Property libs.XML-RPC.classpath is set here just to make sharing of project simpler.
# The library definition has always preference over this property.
libs.XML-RPC.classpath=lib/xmlrpc-client-3.1.jar:lib/xmlrpc-common-3.1.jar:lib/xmlrpc-server-3.1.jar
main.class=com.fourisland.instadisc.InstaDiscApp
manifest.file=manifest.mf
meta.inf.dir=${src.dir}/META-INF
platform.active=default_platform
run.classpath=\
    ${javac.classpath}:\
    ${build.classes.dir}
# Space-separated list of JVM arguments used when running the project
# (you may also define separate properties like run-sys-prop.name=value instead of -Dname=value
# or test-sys-prop.name=value to set system properties for unit tests):
run.jvmargs=
run.test.classpath=\
    ${javac.test.classpath}:\
    ${build.test.classes.dir}
source.encoding=UTF-8
src.dir=src
test.src.dir=test
span>string name = 2; } message DoorIdentifier { optional string map = 1; optional string name = 2; } message PortIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PaintingIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; } message PanelIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string answer = 4; } message KeyholderIdentifier { optional string map = 1; optional string room = 2; optional string name = 3; optional string key = 4; } message HumanConnection { message Endpoint { oneof endpoint { RoomIdentifier room = 1; PortIdentifier port = 2; PaintingIdentifier painting = 3; PanelIdentifier panel = 4; } } oneof From { Endpoint from = 1; string from_room = 5; } oneof To { Endpoint to = 2; string to_room = 6; } optional bool oneway = 3; optional DoorIdentifier door = 4; // If true, this connection will only be logically allowed if the Daedalus // Roof Access option is enabled. optional bool roof_access = 7; // This means that the connection intentionally skips the target object's // required door. optional bool bypass_target_door = 8; // This means that the connection should additionally require all purple // letters when the Strict Purple Ending option is on. optional bool purple_ending = 9; // This means that the connection should additionally require all cyan letters // when the Strict Cyan Ending option is on. optional bool cyan_ending = 10; // This means that the connection only exists when doors are not shuffled. optional bool vanilla_only = 11; } message HumanConnections { repeated HumanConnection connections = 1; } message HumanDoor { optional string name = 1; repeated string receivers = 2; repeated PaintingIdentifier move_paintings = 8; // The set of panels that must be solved to open this door. repeated PanelIdentifier panels = 3; // If set, the number of panels from the above set that need to be solved. // Warning: this is a messy kind of OR logic! Consider if there's another way. optional uint64 complete_at = 9; optional string control_center_color = 6; repeated KeyholderIdentifier keyholders = 10; repeated RoomIdentifier rooms = 11; repeated DoorIdentifier doors = 12; optional bool white_ending = 13; optional bool double_letters = 15; // Sender nodes to be added to the list of requirements for triggering the // location. Only for senders that have no logic requirements. repeated string senders = 16; optional DoorType type = 4; optional string location_room = 5; optional string location_name = 14; // Non-item doors that are latched will stay open once opened, even if the // opening trigger is deactivated. This applies to EVENT/LOCATION_ONLY doors, // as well as item-locked doors when not shuffling doors. optional bool latch = 17; // If true, the client will treat this door like a location, even though no // location is created for it in the generator. This helps provide backwards // compatability with older worlds. optional bool legacy_location = 18; optional bool daedalus_only_allow = 19; } message HumanDoors { repeated HumanDoor doors = 1; } message HumanPanel { optional string name = 1; optional string path = 5; optional string clue = 2; optional string answer = 3; repeated PuzzleSymbol symbols = 4; repeated Proxy proxies = 6; optional DoorIdentifier required_door = 7; optional RoomIdentifier required_room = 8; optional bool exclude_from_panelsanity = 10; optional string display_name = 9; } message HumanPainting { optional string name = 1; optional string path = 2; optional string display_name = 4; optional string orientation = 3; optional bool move = 6; optional bool enter_only = 7; optional AxisDirection gravity = 8 [default = Y_MINUS]; optional bool exit_only = 9; optional DoorIdentifier required_door = 5; } message HumanPort { optional string name = 1; optional string display_name = 8; optional string path = 2; optional bool no_shuffle = 7; // These specify how the player should be placed when a randomized entrance // sends them to this port. "rotation" is in degrees and is counter-clockwise // from the positive X axis. optional Vec3d destination = 3; optional double rotation = 6; optional AxisDirection gravity = 5 [default = Y_MINUS]; optional DoorIdentifier required_door = 4; } message HumanKeyholder { optional string name = 1; optional string path = 2; // If this is set, the keyholder will become a location when keyholder shuffle // is enabled. This value specifies the key that is required to clear the // location. It should be the same as the key needed for Green Ending. The // only cases when this shouldn't be set is the two disappearing keyholders in // The Congruent. optional string key = 3; } message HumanLetter { optional string key = 1; optional bool level2 = 2; optional string path = 3; } message HumanMastery { optional string name = 1; optional string path = 2; } message HumanEnding { optional string name = 1; optional string path = 2; } message HumanRoom { optional string name = 1; optional string display_name = 2; // This is used in panelsanity location names and location names for STANDARD // doors generated from panels in the same area. optional string panel_display_name = 10; optional bool daedalus_only_allow = 11; repeated HumanPanel panels = 3; repeated HumanPainting paintings = 4; repeated HumanLetter letters = 5; repeated HumanPort ports = 6; repeated HumanKeyholder keyholders = 7; repeated HumanMastery masteries = 8; repeated HumanEnding endings = 9; } message HumanMap { optional string display_name = 1; optional MapType type = 4; optional DaedalusOnlyMode daedalus_only_mode = 6; optional PortIdentifier worldport_entrance = 3; // These two fields are used by the validator and nothing else. excluded_nodes // are objects in the tscn that are intentionally not mentioned in the txtpb. // custom_nodes are the reverse of that; objects that are mentioned in the // txtpb but not present in the tscn. These are generally created dynamically // by the game mod, but may also be used for places where the validator is // just wrong about the contents of the map file. repeated string excluded_nodes = 2; repeated string custom_nodes = 5; } message HumanProgressive { optional string name = 1; repeated DoorIdentifier doors = 2; } message HumanProgressives { repeated HumanProgressive progressives = 1; } message HumanDoorGroup { optional string name = 1; optional DoorGroupType type = 2; repeated DoorIdentifier doors = 3; } message HumanDoorGroups { repeated HumanDoorGroup door_groups = 1; } message HumanGlobalMetadata { repeated string special_names = 1; optional VersionNumber version = 2; } message IdMappings { message RoomIds { map<string, uint64> panels = 1; map<string, uint64> masteries = 2; map<string, uint64> keyholders = 3; map<string, uint64> ports = 4; } message MapIds { map<string, uint64> doors = 1; map<string, RoomIds> rooms = 2; } map<string, MapIds> maps = 1; map<string, uint64> special = 2; map<string, uint64> letters = 3; map<string, uint64> endings = 4; map<string, uint64> progressives = 5; map<string, uint64> door_groups = 6; }