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-rw-r--r--proto/human.proto75
1 files changed, 73 insertions, 2 deletions
diff --git a/proto/human.proto b/proto/human.proto index 1a15c59..8e7767a 100644 --- a/proto/human.proto +++ b/proto/human.proto
@@ -62,6 +62,25 @@ 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 only exists when doors are not shuffled.
83 optional bool vanilla_only = 11;
65} 84}
66 85
67message HumanConnections { 86message HumanConnections {
@@ -82,14 +101,19 @@ message HumanDoor {
82 optional uint64 complete_at = 9; 101 optional uint64 complete_at = 9;
83 102
84 optional string control_center_color = 6; 103 optional string control_center_color = 6;
85 repeated string switches = 7;
86 repeated KeyholderIdentifier keyholders = 10; 104 repeated KeyholderIdentifier keyholders = 10;
87 repeated RoomIdentifier rooms = 11; 105 repeated RoomIdentifier rooms = 11;
88 repeated DoorIdentifier doors = 12; 106 repeated DoorIdentifier doors = 12;
89 repeated string endings = 13; 107 repeated string endings = 13;
108 optional bool double_letters = 15;
109
110 // Sender nodes to be added to the list of requirements for triggering the
111 // location. Only for senders that have no logic requirements.
112 repeated string senders = 16;
90 113
91 optional DoorType type = 4; 114 optional DoorType type = 4;
92 optional string location_room = 5; 115 optional string location_room = 5;
116 optional string location_name = 14;
93} 117}
94 118
95message HumanDoors { 119message HumanDoors {
@@ -108,6 +132,8 @@ message HumanPanel {
108 132
109 optional DoorIdentifier required_door = 7; 133 optional DoorIdentifier required_door = 7;
110 optional RoomIdentifier required_room = 8; 134 optional RoomIdentifier required_room = 8;
135
136 optional string display_name = 9;
111} 137}
112 138
113message HumanPainting { 139message HumanPainting {
@@ -127,9 +153,16 @@ message HumanPainting {
127 153
128message HumanPort { 154message HumanPort {
129 optional string name = 1; 155 optional string name = 1;
156 optional string display_name = 8;
130 optional string path = 2; 157 optional string path = 2;
131 158
132 optional string orientation = 3; 159 optional bool no_shuffle = 7;
160
161 // These specify how the player should be placed when a randomized entrance
162 // sends them to this port. "rotation" is in degrees and is counter-clockwise
163 // from the positive X axis.
164 optional Vec3d destination = 3;
165 optional double rotation = 6;
133 optional AxisDirection gravity = 5 [default = Y_MINUS]; 166 optional AxisDirection gravity = 5 [default = Y_MINUS];
134 167
135 optional DoorIdentifier required_door = 4; 168 optional DoorIdentifier required_door = 4;
@@ -138,6 +171,13 @@ message HumanPort {
138message HumanKeyholder { 171message HumanKeyholder {
139 optional string name = 1; 172 optional string name = 1;
140 optional string path = 2; 173 optional string path = 2;
174
175 // If this is set, the keyholder will become a location when keyholder shuffle
176 // is enabled. This value specifies the key that is required to clear the
177 // location. It should be the same as the key needed for Green Ending. The
178 // only cases when this shouldn't be set is the two disappearing keyholders in
179 // The Congruent.
180 optional string key = 3;
141} 181}
142 182
143message HumanLetter { 183message HumanLetter {
@@ -161,6 +201,10 @@ message HumanRoom {
161 optional string name = 1; 201 optional string name = 1;
162 optional string display_name = 2; 202 optional string display_name = 2;
163 203
204 // This is used in panelsanity location names and location names for STANDARD
205 // doors generated from panels in the same area.
206 optional string panel_display_name = 10;
207
164 repeated HumanPanel panels = 3; 208 repeated HumanPanel panels = 3;
165 repeated HumanPainting paintings = 4; 209 repeated HumanPainting paintings = 4;
166 repeated HumanLetter letters = 5; 210 repeated HumanLetter letters = 5;
@@ -175,10 +219,35 @@ message HumanMap {
175 repeated string excluded_nodes = 2; 219 repeated string excluded_nodes = 2;
176} 220}
177 221
222message HumanProgressive {
223 optional string name = 1;
224 repeated DoorIdentifier doors = 2;
225}
226
227message HumanProgressives {
228 repeated HumanProgressive progressives = 1;
229}
230
231message HumanDoorGroup {
232 optional string name = 1;
233 optional DoorGroupType type = 2;
234 repeated DoorIdentifier doors = 3;
235}
236
237message HumanDoorGroups {
238 repeated HumanDoorGroup door_groups = 1;
239}
240
241message HumanGlobalMetadata {
242 repeated string special_names = 1;
243 optional VersionNumber version = 2;
244}
245
178message IdMappings { 246message IdMappings {
179 message RoomIds { 247 message RoomIds {
180 map<string, uint64> panels = 1; 248 map<string, uint64> panels = 1;
181 map<string, uint64> masteries = 2; 249 map<string, uint64> masteries = 2;
250 map<string, uint64> keyholders = 3;
182 } 251 }
183 252
184 message MapIds { 253 message MapIds {
@@ -190,4 +259,6 @@ message IdMappings {
190 map<string, uint64> special = 2; 259 map<string, uint64> special = 2;
191 map<string, uint64> letters = 3; 260 map<string, uint64> letters = 3;
192 map<string, uint64> endings = 4; 261 map<string, uint64> endings = 4;
262 map<string, uint64> progressives = 5;
263 map<string, uint64> door_groups = 6;
193} 264}