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-rw-r--r--proto/human.proto111
1 files changed, 108 insertions, 3 deletions
diff --git a/proto/human.proto b/proto/human.proto index 5f6354c..5cd8ce7 100644 --- a/proto/human.proto +++ b/proto/human.proto
@@ -62,6 +62,29 @@ message HumanConnection {
62 62
63 optional bool oneway = 3; 63 optional bool oneway = 3;
64 optional DoorIdentifier door = 4; 64 optional DoorIdentifier door = 4;
65
66 // If true, this connection will only be logically allowed if the Daedalus
67 // Roof Access option is enabled.
68 optional bool roof_access = 7;
69
70 // This means that the connection intentionally skips the target object's
71 // required door.
72 optional bool bypass_target_door = 8;
73
74 // This means that the connection should additionally require all purple
75 // letters when the Strict Purple Ending option is on.
76 optional bool purple_ending = 9;
77
78 // This means that the connection should additionally require all cyan letters
79 // when the Strict Cyan Ending option is on.
80 optional bool cyan_ending = 10;
81
82 // This means that the connection should additionally require being able to
83 // type a specific text string when Custom Mint Ending is on.
84 optional bool mint_ending = 12;
85
86 // This means that the connection only exists when doors are not shuffled.
87 optional bool vanilla_only = 11;
65} 88}
66 89
67message HumanConnections { 90message HumanConnections {
@@ -82,15 +105,32 @@ message HumanDoor {
82 optional uint64 complete_at = 9; 105 optional uint64 complete_at = 9;
83 106
84 optional string control_center_color = 6; 107 optional string control_center_color = 6;
85 repeated string switches = 7;
86 repeated KeyholderIdentifier keyholders = 10; 108 repeated KeyholderIdentifier keyholders = 10;
87 repeated RoomIdentifier rooms = 11; 109 repeated RoomIdentifier rooms = 11;
88 repeated DoorIdentifier doors = 12; 110 repeated DoorIdentifier doors = 12;
89 repeated string endings = 13; 111 optional bool white_ending = 13;
112 optional bool double_letters = 15;
113
114 // Sender nodes to be added to the list of requirements for triggering the
115 // location. Only for senders that have no logic requirements.
116 repeated string senders = 16;
90 117
91 optional DoorType type = 4; 118 optional DoorType type = 4;
92 optional string location_room = 5; 119 optional string location_room = 5;
93 optional string location_name = 14; 120 optional string location_name = 14;
121
122 // Non-item doors that are latched will stay open once opened, even if the
123 // opening trigger is deactivated. This applies to EVENT/LOCATION_ONLY doors,
124 // as well as item-locked doors when not shuffling doors.
125 optional bool latch = 17;
126
127 // If true, the client will treat this door like a location, even though no
128 // location is created for it in the generator. This helps provide backwards
129 // compatability with older worlds.
130 optional bool legacy_location = 18;
131
132 optional bool daedalus_only_allow = 19;
133 optional bool daedalus_only_always_item = 20;
94} 134}
95 135
96message HumanDoors { 136message HumanDoors {
@@ -110,6 +150,8 @@ message HumanPanel {
110 optional DoorIdentifier required_door = 7; 150 optional DoorIdentifier required_door = 7;
111 optional RoomIdentifier required_room = 8; 151 optional RoomIdentifier required_room = 8;
112 152
153 optional bool exclude_from_panelsanity = 10;
154
113 optional string display_name = 9; 155 optional string display_name = 9;
114} 156}
115 157
@@ -130,9 +172,16 @@ message HumanPainting {
130 172
131message HumanPort { 173message HumanPort {
132 optional string name = 1; 174 optional string name = 1;
175 optional string display_name = 8;
133 optional string path = 2; 176 optional string path = 2;
134 177
135 optional string orientation = 3; 178 optional bool no_shuffle = 7;
179
180 // These specify how the player should be placed when a randomized entrance
181 // sends them to this port. "rotation" is in degrees and is counter-clockwise
182 // from the positive X axis.
183 optional Vec3d destination = 3;
184 optional double rotation = 6;
136 optional AxisDirection gravity = 5 [default = Y_MINUS]; 185 optional AxisDirection gravity = 5 [default = Y_MINUS];
137 186
138 optional DoorIdentifier required_door = 4; 187 optional DoorIdentifier required_door = 4;
@@ -141,6 +190,13 @@ message HumanPort {
141message HumanKeyholder { 190message HumanKeyholder {
142 optional string name = 1; 191 optional string name = 1;
143 optional string path = 2; 192 optional string path = 2;
193
194 // If this is set, the keyholder will become a location when keyholder shuffle
195 // is enabled. This value specifies the key that is required to clear the
196 // location. It should be the same as the key needed for Green Ending. The
197 // only cases when this shouldn't be set is the two disappearing keyholders in
198 // The Congruent.
199 optional string key = 3;
144} 200}
145 201
146message HumanLetter { 202message HumanLetter {
@@ -168,6 +224,8 @@ message HumanRoom {
168 // doors generated from panels in the same area. 224 // doors generated from panels in the same area.
169 optional string panel_display_name = 10; 225 optional string panel_display_name = 10;
170 226
227 optional bool daedalus_only_allow = 11;
228
171 repeated HumanPanel panels = 3; 229 repeated HumanPanel panels = 3;
172 repeated HumanPainting paintings = 4; 230 repeated HumanPainting paintings = 4;
173 repeated HumanLetter letters = 5; 231 repeated HumanLetter letters = 5;
@@ -179,22 +237,69 @@ message HumanRoom {
179 237
180message HumanMap { 238message HumanMap {
181 optional string display_name = 1; 239 optional string display_name = 1;
240 optional MapType type = 4;
241
242 optional DaedalusOnlyMode daedalus_only_mode = 6;
243
244 optional PortIdentifier worldport_entrance = 3;
245 optional string rte_room = 7;
246 optional Vec3d rte_trigger_pos = 8;
247 optional Vec3d rte_trigger_scale = 9;
248
249 // These two fields are used by the validator and nothing else. excluded_nodes
250 // are objects in the tscn that are intentionally not mentioned in the txtpb.
251 // custom_nodes are the reverse of that; objects that are mentioned in the
252 // txtpb but not present in the tscn. These are generally created dynamically
253 // by the game mod, but may also be used for places where the validator is
254 // just wrong about the contents of the map file.
182 repeated string excluded_nodes = 2; 255 repeated string excluded_nodes = 2;
256 repeated string custom_nodes = 5;
257}
258
259message HumanProgressive {
260 optional string name = 1;
261 repeated DoorIdentifier doors = 2;
262}
263
264message HumanProgressives {
265 repeated HumanProgressive progressives = 1;
266}
267
268message HumanDoorGroup {
269 optional string name = 1;
270 optional DoorGroupType type = 2;
271 repeated DoorIdentifier doors = 3;
272
273 optional bool daedalus_only_always_item = 4;
274}
275
276message HumanDoorGroups {
277 repeated HumanDoorGroup door_groups = 1;
278}
279
280message HumanGlobalMetadata {
281 repeated string special_names = 1;
282 optional VersionNumber version = 2;
183} 283}
184 284
185message IdMappings { 285message IdMappings {
186 message RoomIds { 286 message RoomIds {
187 map<string, uint64> panels = 1; 287 map<string, uint64> panels = 1;
188 map<string, uint64> masteries = 2; 288 map<string, uint64> masteries = 2;
289 map<string, uint64> keyholders = 3;
290 map<string, uint64> ports = 4;
189 } 291 }
190 292
191 message MapIds { 293 message MapIds {
192 map<string, uint64> doors = 1; 294 map<string, uint64> doors = 1;
193 map<string, RoomIds> rooms = 2; 295 map<string, RoomIds> rooms = 2;
296 optional uint64 rte = 3;
194 } 297 }
195 298
196 map<string, MapIds> maps = 1; 299 map<string, MapIds> maps = 1;
197 map<string, uint64> special = 2; 300 map<string, uint64> special = 2;
198 map<string, uint64> letters = 3; 301 map<string, uint64> letters = 3;
199 map<string, uint64> endings = 4; 302 map<string, uint64> endings = 4;
303 map<string, uint64> progressives = 5;
304 map<string, uint64> door_groups = 6;
200} 305}