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diff --git a/data/maps/the_great/doors.txtpb b/data/maps/the_great/doors.txtpb new file mode 100644 index 0000000..ed8b111 --- /dev/null +++ b/data/maps/the_great/doors.txtpb
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1doors {
2 name: "Digital Entrance"
3 type: STANDARD
4 receivers: "Components/Doors/entry_35"
5 panels { room: "Main Area" name: "BORNE" }
6 location_room: "Main Area"
7}
8doors {
9 name: "Back Area Entrance"
10 type: STANDARD
11 receivers: "Components/Doors/entry_14"
12 panels { room: "Main Area" name: "SMILE" }
13 location_room: "Main Area"
14}
15doors {
16 name: "Between Entrance"
17 type: STANDARD
18 receivers: "Components/Doors/entry_19"
19 panels { room: "Main Area" name: "BYE" }
20 location_room: "Main Area"
21}
22doors {
23 name: "Near UC Painting Door"
24 type: STANDARD
25 receivers: "Components/Doors/entry_20"
26 panels { room: "Main Area" name: "DO" }
27 panels { room: "Main Area" name: "YOU" }
28 panels { room: "Main Area" name: "SEE" }
29 location_room: "Main Area"
30}
31doors {
32 name: "Courtyard Entrance"
33 type: STANDARD
34 receivers: "Components/Doors/entry_1"
35 panels { room: "Main Area" name: "CURT" }
36 location_room: "Main Area"
37}
38doors {
39 name: "West/East Divider"
40 type: STANDARD
41 receivers: "Components/Doors/where_3"
42 receivers: "Components/Doors/where_2"
43 receivers: "Components/Doors/where_1"
44 panels { room: "Main Area" name: "INTRO" }
45 location_room: "Main Area"
46}
47doors {
48 name: "East/West Divider"
49 type: LOCATION_ONLY
50 panels { room: "West Side" name: "ERASE" }
51 location_room: "West Side"
52}
53doors {
54 name: "Control Center Purple Door"
55 type: CONTROL_CENTER_COLOR
56 receivers: "Components/Doors/entry_23"
57 control_center_color: "purple"
58}
59doors {
60 name: "Control Center Gray Door"
61 type: CONTROL_CENTER_COLOR
62 receivers: "Components/Doors/Gates/Gate"
63 control_center_color: "gray"
64}
65doors {
66 name: "Control Center Red Door"
67 type: CONTROL_CENTER_COLOR
68 receivers: "Components/Doors/Gates/Gate"
69 control_center_color: "red"
70}
71doors {
72 name: "Daedalus Entrance"
73 type: STANDARD
74 receivers: "Components/Doors/entry_16"
75 panels { room: "Daedalus Entrance" name: "MISSING" }
76 location_room: "Daedalus Entrance"
77}
78doors {
79 name: "Magnet Room Entrance"
80 type: STANDARD
81 receivers: "Components/Doors/entry_32"
82 panels { room: "West Side" name: "TEACH" }
83 location_room: "West Side"
84}
85doors {
86 name: "Pillar Room Entrance"
87 type: STANDARD
88 receivers: "Components/Doors/entry_13"
89 panels { room: "West Side" name: "RIGHT" }
90 location_room: "West Side"
91}
92doors {
93 name: "Jail Entrance"
94 type: ITEM_ONLY
95 receivers: "Components/Doors/entry_17"
96 panels { room: "West Side" name: "RIGHT" }
97}
98doors {
99 name: "Savory Painting"
100 type: STANDARD
101 move_paintings { room: "West Side" name: "EXTRAVAGANT" }
102 panels { room: "West Side" name: "SAVORY" }
103 panels { room: "West Side" name: "FLAVORS" }
104 location_room: "West Side"
105}
106doors {
107 name: "Red Against Blue Gravestone"
108 type: GRAVESTONE
109 panels { room: "West Side" name: "TEACH" }
110 panels { room: "Magnet Room" name: "AIRPLANE" }
111 panels { room: "Magnet Room" name: "PILOT" }
112 panels { room: "Magnet Room" name: "AUTHOR" }
113 panels { room: "Magnet Room" name: "PEN" }
114 panels { room: "Magnet Room" name: "HEAL" }
115 panels { room: "Magnet Room" name: "CLEAN" }
116 panels { room: "Magnet Room" name: "TRUCKER" }
117 panels { room: "Magnet Room" name: "DOCTOR" }
118 panels { room: "Magnet Room" name: "BARTENDER" }
119 panels { room: "Magnet Room" name: "DIG" }
120 panels { room: "Magnet Room" name: "TILL" }
121 panels { room: "Magnet Room" name: "WRENCH" }
122 panels { room: "Magnet Room" name: "SAW" }
123 panels { room: "Magnet Room" name: "BLENDER" }
124 location_room: "Magnet Room"
125}
126doors {
127 name: "Hive Entrance"
128 type: STANDARD
129 receivers: "Components/Doors/amber_7"
130 panels { room: "Hive Entrance" name: "LOST" }
131 location_room: "Hive Entrance"
132}
133doors {
134 name: "Colorful Entrance"
135 type: STANDARD
136 receivers: "Meshes/Blocks/Warps/teleport3"
137 panels { room: "West Side" name: "RIGHT" }
138 panels { room: "Pillar Room" name: "EYE" }
139 panels { room: "Pillar Room" name: "HAVE" }
140 panels { room: "Pillar Room" name: "FOUR" }
141 panels { room: "Pillar Room" name: "CAUGHT" }
142 panels { room: "Pillar Room" name: "TEN" }
143 location_room: "Pillar Room"
144}
145doors {
146 name: "North Landscape Entrance"
147 type: ITEM_ONLY
148 receivers: "Components/Doors/question_10"
149 panels { room: "West Side" name: "RIGHT" }
150 panels { room: "Pillar Room" name: "EYE" }
151 panels { room: "Pillar Room" name: "HAVE" }
152 panels { room: "Pillar Room" name: "FOUR" }
153 panels { room: "Pillar Room" name: "CAUGHT" }
154 panels { room: "Pillar Room" name: "TEN" }
155}
156doors {
157 name: "Jail Mouth"
158 type: EVENT
159 panels { room: "Outside Jail" name: "GUT" }
160 panels { room: "Outside Jail" name: "HAM" }
161 panels { room: "Outside Jail" name: "MAIM" }
162 panels { room: "Outside Jail" name: "WILT" }
163}
164doors {
165 name: "Jail First Bowels"
166 type: EVENT
167 panels { room: "Jail Part 1" name: "DOPAMINE" }
168 panels { room: "Jail Part 1" name: "PALINDROME" }
169 panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
170 panels { room: "Jail Part 1" name: "PREVAILS" }
171 panels { room: "Jail Part 1" name: "ENGRAVED" }
172 panels { room: "Jail Part 1" name: "GLIDEPATH" }
173 panels { room: "Jail Part 1" name: "DECATHLON" }
174 panels { room: "Jail Part 1" name: "GRIEVES" }
175 # Intentionally does not contain the throat panels.
176}
177doors {
178 name: "Into The Mouth Gravestone"
179 type: GRAVESTONE
180 panels { room: "Outside Jail" name: "GUT" }
181 panels { room: "Outside Jail" name: "HAM" }
182 panels { room: "Outside Jail" name: "MAIM" }
183 panels { room: "Outside Jail" name: "WILT" }
184 panels { room: "Jail Part 1" name: "FLAP" }
185 panels { room: "Jail Part 1" name: "LUCK" }
186 panels { room: "Jail Part 1" name: "STICK" }
187 panels { room: "Jail Part 1" name: "SNARE" }
188 panels { room: "Jail Part 1" name: "DOPAMINE" }
189 panels { room: "Jail Part 1" name: "PALINDROME" }
190 panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
191 panels { room: "Jail Part 1" name: "PREVAILS" }
192 panels { room: "Jail Part 1" name: "ENGRAVED" }
193 panels { room: "Jail Part 1" name: "GLIDEPATH" }
194 panels { room: "Jail Part 1" name: "DECATHLON" }
195 panels { room: "Jail Part 1" name: "GRIEVES" }
196 panels { room: "Jail Part 2" name: "DIGEST" }
197 panels { room: "Jail Part 2" name: "JAUNDICE" }
198 panels { room: "Jail Part 2" name: "NECROTIZE (1)" }
199 panels { room: "Jail Part 2" name: "NECROTIZE (2)" }
200 panels { room: "Jail Part 2" name: "TORMENTS" }
201 panels { room: "Jail Part 2" name: "PILGRIM" }
202 panels { room: "Jail Part 2" name: "GRIMACE" }
203 panels { room: "Jail Part 2" name: "COMMENCE" }
204 location_room: "Jail Part 2"
205}
206doors {
207 name: "The Landscapes Gravestone"
208 type: GRAVESTONE
209 panels { room: "Back Area" name: "Top Landscape Top" }
210 panels { room: "Back Area" name: "Top Landscape Right" }
211 panels { room: "Back Area" name: "Top Landscape Bottom" }
212 panels { room: "Back Area" name: "Top Landscape Left" }
213 panels { room: "Back Area" name: "Left Landscape Top" }
214 panels { room: "Back Area" name: "Left Landscape Right" }
215 panels { room: "Back Area" name: "Left Landscape Bottom" }
216 panels { room: "Back Area" name: "Left Landscape Left" }
217 panels { room: "Back Area" name: "Right Landscape Top" }
218 panels { room: "Back Area" name: "Right Landscape Right" }
219 panels { room: "Back Area" name: "Right Landscape Bottom" }
220 panels { room: "Back Area" name: "Right Landscape Left" }
221 location_room: "Back Area"
222}
223doors {
224 name: "Tower Entrance"
225 type: ITEM_ONLY
226 receivers: "Components/Doors/entry_25"
227 switches: "double_letters"
228}
229doors {
230 name: "Maze Out/South Door"
231 type: EVENT
232 panels { room: "Maze Start" name: "OUT" }
233}
234doors {
235 name: "Maze Out/Vestibule Door"
236 type: EVENT
237 panels { room: "Maze Start" name: "OUT" }
238}
239doors {
240 name: "Maze South/Up Door"
241 type: EVENT
242 panels { room: "Maze Wreck Area" name: "WRECK" }
243}
244doors {
245 name: "Maze Vestibule/In Door"
246 type: EVENT
247 panels { room: "Maze In Area" name: "IN" }
248}
249doors {
250 name: "Maze Vestibule/Off Door"
251 type: EVENT
252 panels { room: "Maze South Area" name: "SOUTH" }
253}
254doors {
255 name: "Maze In/Slice Door"
256 type: EVENT
257 panels { room: "Maze Wreck Area" name: "WRECK" }
258}
259doors {
260 name: "Maze Slice/Smooth Door"
261 type: EVENT
262 panels { room: "Maze Wreck Area" name: "WRECK" }
263}
264doors {
265 name: "Maze Slice/Wreck Door"
266 type: EVENT
267 panels { room: "Maze Slice Area" name: "SLICE" }
268}
269doors {
270 name: "G Door"
271 type: EVENT
272 panels { room: "Maze Wreck Area" name: "WRECK" }
273}
274doors {
275 name: "Maze Slice/Cold Door"
276 type: EVENT
277 panels { room: "Maze Cold Area" name: "COLD" }
278}
279doors {
280 name: "Maze Cold/Moon Door"
281 type: EVENT
282 panels { room: "Maze Wreck Area" name: "WRECK" }
283}
284doors {
285 name: "Maze Cold/Off Door"
286 type: EVENT
287 panels { room: "Maze Off Area" name: "OFF" }
288}
289doors {
290 name: "Maze Off/Center Door"
291 type: EVENT
292 panels { room: "Maze Wreck Area" name: "WRECK" }
293}
294doors {
295 name: "Maze Off/Tower Door"
296 type: EVENT
297 panels { room: "Maze Wreck Area" name: "WRECK" }
298}
299doors {
300 name: "The Maze Gravestone"
301 type: GRAVESTONE
302 panels { room: "Main Area" name: "CURT" }
303 panels { room: "Maze Start" name: "OUT" }
304 panels { room: "Maze Center" name: "POOR" }
305 panels { room: "Maze Center" name: "CHASE" }
306 panels { room: "Maze Cold Area" name: "COLD" }
307 panels { room: "Maze In Area" name: "IN" }
308 panels { room: "Maze Moon Area" name: "MOON" }
309 panels { room: "Maze Of Area" name: "OFF" }
310 panels { room: "Maze Slice Area" name: "SLICE" }
311 panels { room: "Maze Smooth Area" name: "SMOOTH" }
312 panels { room: "Maze South Area" name: "SOUTH" }
313 panels { room: "Maze Tower" name: "FEEL" }
314 panels { room: "Maze Tower" name: "DECOMPOSE" }
315 panels { room: "Maze Up Area" name: "UP" }
316 panels { room: "Maze Wreck Area" name: "WRECK" }
317 location_room: "Maze Slice Area"
318}
319doors {
320 name: "Courtyard Side Door"
321 type: ITEM_ONLY
322 receivers: "Components/Doors/entry_15"
323 panels { room: "Main Area" name: "CURT" }
324 panels { room: "Maze Start" name: "OUT" }
325 panels { room: "Maze Center" name: "POOR" }
326 panels { room: "Maze Center" name: "CHASE" }
327 panels { room: "Maze Cold Area" name: "COLD" }
328 panels { room: "Maze In Area" name: "IN" }
329 panels { room: "Maze Moon Area" name: "MOON" }
330 panels { room: "Maze Of Area" name: "OFF" }
331 panels { room: "Maze Slice Area" name: "SLICE" }
332 panels { room: "Maze Smooth Area" name: "SMOOTH" }
333 panels { room: "Maze South Area" name: "SOUTH" }
334 panels { room: "Maze Tower" name: "FEEL" }
335 panels { room: "Maze Tower" name: "DECOMPOSE" }
336 panels { room: "Maze Up Area" name: "UP" }
337 panels { room: "Maze Wreck Area" name: "WRECK" }
338}
339doors {
340 name: "Question First Door"
341 type: EVENT
342 # This is a complete_at specifically because it might be possible for the
343 # painting inside the next room to be shuffled into an exit, which would make
344 # the panel in there usable for opening this door, which also has access
345 # implications because it could be your only way into the main part of The
346 # Great. The How and Who panels could also be sniped from the roof, but I'm
347 # unsure whether that will be allowed in logic, and even if it is, you'd also
348 # be able to enter the Question Room the normal way if you have roof access.
349 # The When panel could also be accessible early if the painting in there is
350 # shuffled as an exit, but again, the first Question Room would then also
351 # necessarily be in logic. Thus, for simplicity, we are only going to specify
352 # the What and How panels.
353 panels { room: "Question Room What" name: "QUESTION" answer: "why" }
354 panels { room: "Question Room What" name: "QUESTION" answer: "who" }
355 panels { room: "Question Room What" name: "QUESTION" answer: "where" }
356 panels { room: "Question Room What" name: "QUESTION" answer: "how" }
357 panels { room: "Question Room What" name: "QUESTION" answer: "what" }
358 panels { room: "Question Room What" name: "QUESTION" answer: "when" }
359 panels { room: "Question Room How" name: "QUESTION" answer: "how" }
360 panels { room: "Question Room How" name: "QUESTION" answer: "who" }
361 panels { room: "Question Room How" name: "QUESTION" answer: "why" }
362 panels { room: "Question Room How" name: "QUESTION" answer: "what" }
363 panels { room: "Question Room How" name: "QUESTION" answer: "when" }
364 panels { room: "Question Room How" name: "QUESTION" answer: "where" }
365 complete_at: 1
366}
367doors {
368 name: "Question Who Door"
369 type: EVENT
370 # In-game, this is a complete_at: 3 over all of the question panels. However,
371 # since there's only four in total, and one of them is behind this door, this
372 # is essentially equivalent to exactly the three panels outside of this room.
373 # While the panel in here is technically visible from the roof, I'm not
374 # currently considering that to be in logic. It would be messy, and if you
375 # had roof access you could get into the How room through the hole in the
376 # ceiling anyway.
377 panels { room: "Question Room What" name: "QUESTION" }
378 panels { room: "Question Room How" name: "QUESTION" }
379 panels { room: "Question Room When" name: "QUESTION" }
380}
381doors {
382 name: "Question Why Door"
383 type: EVENT
384 panels { room: "Question Room What" name: "QUESTION" }
385 panels { room: "Question Room How" name: "QUESTION" }
386 panels { room: "Question Room When" name: "QUESTION" }
387 panels { room: "Question Room Who" name: "QUESTION" }
388}
389doors {
390 name: "Big Y"
391 type: STANDARD
392 receivers: "Components/Doors/question_3"
393 panels { room: "Question Room What" name: "QUESTION" answer: "why" }
394 panels { room: "Question Room How" name: "QUESTION" answer: "why" }
395 panels { room: "Question Room When" name: "QUESTION" answer: "why" }
396 panels { room: "Question Room Who" name: "QUESTION" answer: "why" }
397 location_room: "Question Room Who"
398}
399doors {
400 name: "Talented Entrance"
401 type: STANDARD
402 receivers: "Components/Doors/question_8"
403 panels { room: "Under Question Room" name: "QUESTION" answer: "where" }
404 location_room: "Under Question Room"
405}
406doors {
407 name: "Question Room Back Door"
408 type: STANDARD
409 receivers: "Components/Doors/question_11"
410 panels { room: "Behind Question Area" name: "YEW" answer: "ewe" }
411 location_room: "Behind Question Area"
412}
413doors {
414 name: "Invisible Entrance"
415 type: STANDARD
416 receivers: "Components/Doors/entry_36"
417 panels { room: "Back Area" name: "Right Landscape Top" answer: "tell" }
418 panels { room: "Back Area" name: "Right Landscape Left" answer: "eyes" }
419 location_room: "Back Area"
420}
421doors {
422 name: "Nature Room Door"
423 type: STANDARD
424 receivers: "Components/Doors/entry_34"
425 panels { room: "North Landscape" name: "INSIDE" }
426 location_room: "North Landscape"
427}
428doors {
429 name: "Nature Room Panels"
430 type: LOCATION_ONLY
431 panels { room: "Nature Room" name: "SEVERE" }
432 panels { room: "Nature Room" name: "FOOT" }
433 panels { room: "Nature Room" name: "PAUSES" }
434 panels { room: "Nature Room" name: "ABOVE" }
435 location_room: "Nature Room"
436}
437doors {
438 name: "Building Building Gravestone"
439 type: GRAVESTONE
440 panels { room: "Whole Room" name: "VAULT" }
441 panels { room: "Whole Room" name: "STALL" }
442 panels { room: "Whole Room" name: "OFFICE" }
443 panels { room: "Whole Room" name: "RAFTER" }
444 panels { room: "Whole Room" name: "REGISTER" }
445 panels { room: "Whole Room" name: "SHELF" }
446 panels { room: "Whole Room" name: "BEDROOM" }
447 panels { room: "Whole Room" name: "BATHROOM" }
448 panels { room: "Whole Room" name: "PHARMACY" }
449 panels { room: "Whole Room" name: "LOBBY" }
450 panels { room: "Whole Room" name: "CAFETERIA" }
451 panels { room: "Whole Room" name: "ROOM" }
452 panels { room: "Whole Room" name: "BLEACHER" }
453 panels { room: "Whole Room" name: "MACHINE" }
454 panels { room: "Whole Room" name: "LINE" }
455 panels { room: "Whole Room" name: "CONCESSIONS" }
456 panels { room: "Whole Room" name: "WALL" }
457 panels { room: "Whole Room" name: "GATE" }
458 panels { room: "Whole Room" name: "HOME (1)" }
459 panels { room: "Whole Room" name: "HOME (2)" }
460 panels { room: "Whole Room" name: "DICE" }
461 panels { room: "Whole Room" name: "MOAT" }
462 panels { room: "Whole Room" name: "CHIPS" }
463 panels { room: "Whole Room" name: "TOWER" }
464 location_room: "Whole Room"
465}
466doors {
467 name: "Lavender Cube"
468 type: ITEM_ONLY
469 receivers: "Components/Doors/entry_28"
470 switches: "lavender_cubes"
471}
472doors {
473 name: "Zero Entrance"
474 type: EVENT
475 panels { room: "Zero Room" name: "SHIFT" }
476 panels { room: "Zero Room" name: "MIDDLE" }
477}
478doors {
479 name: "Zero Room Panels"
480 type: LOCATION_ONLY
481 panels { room: "Zero Room" name: "SHIFT" }
482 panels { room: "Zero Room" name: "MIDDLE" }
483 panels { room: "Zero Room" name: "HERO" }
484 panels { room: "Zero Room" name: "MANY" }
485 panels { room: "Zero Room" name: "REMAINING" }
486 location_room: "Zero Room"
487}
488doors {
489 name: "Spiral Painting"
490 type: STANDARD
491 receivers: "Components/Doors/entry_33"
492 panels { room: "Back Area" name: "PAINTING" }
493 location_room: "Back Area"
494}