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-rw-r--r--proto/human.proto224
1 files changed, 166 insertions, 58 deletions
diff --git a/proto/human.proto b/proto/human.proto index 7d61fcb..c586599 100644 --- a/proto/human.proto +++ b/proto/human.proto
@@ -1,43 +1,43 @@
1edition = "2023"; 1syntax = "proto2";
2 2
3import "common.proto"; 3import "data.proto";
4 4
5package com.fourisland.lingo2_archipelago; 5package com.fourisland.lingo2_archipelago;
6 6
7message RoomIdentifier { 7message RoomIdentifier {
8 string map = 1; 8 optional string map = 1;
9 string name = 2; 9 optional string name = 2;
10} 10}
11 11
12message DoorIdentifier { 12message DoorIdentifier {
13 string map = 1; 13 optional string map = 1;
14 string name = 2; 14 optional string name = 2;
15} 15}
16 16
17message PortIdentifier { 17message PortIdentifier {
18 string map = 1; 18 optional string map = 1;
19 string room = 2; 19 optional string room = 2;
20 string name = 3; 20 optional string name = 3;
21} 21}
22 22
23message PaintingIdentifier { 23message PaintingIdentifier {
24 string map = 1; 24 optional string map = 1;
25 string room = 2; 25 optional string room = 2;
26 string name = 3; 26 optional string name = 3;
27} 27}
28 28
29message PanelIdentifier { 29message PanelIdentifier {
30 string map = 1; 30 optional string map = 1;
31 string room = 2; 31 optional string room = 2;
32 string name = 3; 32 optional string name = 3;
33 string answer = 4; 33 optional string answer = 4;
34} 34}
35 35
36message KeyholderIdentifier { 36message KeyholderIdentifier {
37 string map = 1; 37 optional string map = 1;
38 string room = 2; 38 optional string room = 2;
39 string name = 3; 39 optional string name = 3;
40 string key = 4; 40 optional string key = 4;
41} 41}
42 42
43message HumanConnection { 43message HumanConnection {
@@ -60,8 +60,27 @@ message HumanConnection {
60 string to_room = 6; 60 string to_room = 6;
61 } 61 }
62 62
63 bool oneway = 3; 63 optional bool oneway = 3;
64 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 {
@@ -69,7 +88,7 @@ message HumanConnections {
69} 88}
70 89
71message HumanDoor { 90message HumanDoor {
72 string name = 1; 91 optional string name = 1;
73 92
74 repeated string receivers = 2; 93 repeated string receivers = 2;
75 repeated PaintingIdentifier move_paintings = 8; 94 repeated PaintingIdentifier move_paintings = 8;
@@ -79,15 +98,32 @@ message HumanDoor {
79 98
80 // If set, the number of panels from the above set that need to be solved. 99 // If set, the number of panels from the above set that need to be solved.
81 // Warning: this is a messy kind of OR logic! Consider if there's another way. 100 // Warning: this is a messy kind of OR logic! Consider if there's another way.
82 uint64 complete_at = 9; 101 optional uint64 complete_at = 9;
83 102
84 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;
88 106 repeated DoorIdentifier doors = 12;
89 DoorType type = 4; 107 optional bool white_ending = 13;
90 string location_room = 5; 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;
113
114 optional DoorType type = 4;
115 optional string location_room = 5;
116 optional string location_name = 14;
117
118 // Non-item doors that are latched will stay open once opened, even if the
119 // opening trigger is deactivated. This applies to EVENT/LOCATION_ONLY doors,
120 // as well as item-locked doors when not shuffling doors.
121 optional bool latch = 17;
122
123 // If true, the client will treat this door like a location, even though no
124 // location is created for it in the generator. This helps provide backwards
125 // compatability with older worlds.
126 optional bool legacy_location = 18;
91} 127}
92 128
93message HumanDoors { 129message HumanDoors {
@@ -95,63 +131,89 @@ message HumanDoors {
95} 131}
96 132
97message HumanPanel { 133message HumanPanel {
98 string name = 1; 134 optional string name = 1;
99 string path = 5; 135 optional string path = 5;
100 136
101 string clue = 2; 137 optional string clue = 2;
102 string answer = 3; 138 optional string answer = 3;
103 repeated string symbols = 4; 139 repeated PuzzleSymbol symbols = 4;
104 140
105 repeated Proxy proxies = 6; 141 repeated Proxy proxies = 6;
106 142
107 DoorIdentifier required_door = 7; 143 optional DoorIdentifier required_door = 7;
108 RoomIdentifier required_room = 8; 144 optional RoomIdentifier required_room = 8;
145
146 optional string display_name = 9;
109} 147}
110 148
111message HumanPainting { 149message HumanPainting {
112 string name = 1; 150 optional string name = 1;
113 string path = 2; 151 optional string path = 2;
114 152
115 string display_name = 4; 153 optional string display_name = 4;
116 154
117 string orientation = 3; 155 optional string orientation = 3;
118 bool move = 6; 156 optional bool move = 6;
119 bool enter_only = 7; 157 optional bool enter_only = 7;
120 bool flipped = 8; 158 optional AxisDirection gravity = 8 [default = Y_MINUS];
121 bool exit_only = 9; 159 optional bool exit_only = 9;
122 160
123 DoorIdentifier required_door = 5; 161 optional DoorIdentifier required_door = 5;
124} 162}
125 163
126message HumanPort { 164message HumanPort {
127 string name = 1; 165 optional string name = 1;
128 string path = 2; 166 optional string display_name = 8;
167 optional string path = 2;
129 168
130 string orientation = 3; 169 optional bool no_shuffle = 7;
131 170
132 DoorIdentifier required_door = 4; 171 // These specify how the player should be placed when a randomized entrance
172 // sends them to this port. "rotation" is in degrees and is counter-clockwise
173 // from the positive X axis.
174 optional Vec3d destination = 3;
175 optional double rotation = 6;
176 optional AxisDirection gravity = 5 [default = Y_MINUS];
177
178 optional DoorIdentifier required_door = 4;
133} 179}
134 180
135message HumanKeyholder { 181message HumanKeyholder {
136 string name = 1; 182 optional string name = 1;
137 string path = 2; 183 optional string path = 2;
184
185 // If this is set, the keyholder will become a location when keyholder shuffle
186 // is enabled. This value specifies the key that is required to clear the
187 // location. It should be the same as the key needed for Green Ending. The
188 // only cases when this shouldn't be set is the two disappearing keyholders in
189 // The Congruent.
190 optional string key = 3;
138} 191}
139 192
140message HumanLetter { 193message HumanLetter {
141 string key = 1; 194 optional string key = 1;
142 bool double = 2; 195 optional bool level2 = 2;
143 196
144 string path = 3; 197 optional string path = 3;
145} 198}
146 199
147message HumanMastery { 200message HumanMastery {
148 string name = 1; 201 optional string name = 1;
149 string path = 2; 202 optional string path = 2;
203}
204
205message HumanEnding {
206 optional string name = 1;
207 optional string path = 2;
150} 208}
151 209
152message HumanRoom { 210message HumanRoom {
153 string name = 1; 211 optional string name = 1;
154 string display_name = 2; 212 optional string display_name = 2;
213
214 // This is used in panelsanity location names and location names for STANDARD
215 // doors generated from panels in the same area.
216 optional string panel_display_name = 10;
155 217
156 repeated HumanPanel panels = 3; 218 repeated HumanPanel panels = 3;
157 repeated HumanPainting paintings = 4; 219 repeated HumanPainting paintings = 4;
@@ -159,12 +221,55 @@ message HumanRoom {
159 repeated HumanPort ports = 6; 221 repeated HumanPort ports = 6;
160 repeated HumanKeyholder keyholders = 7; 222 repeated HumanKeyholder keyholders = 7;
161 repeated HumanMastery masteries = 8; 223 repeated HumanMastery masteries = 8;
224 repeated HumanEnding endings = 9;
225}
226
227message HumanMap {
228 optional string display_name = 1;
229 optional MapType type = 4;
230
231 optional PortIdentifier worldport_entrance = 3;
232
233 // These two fields are used by the validator and nothing else. excluded_nodes
234 // are objects in the tscn that are intentionally not mentioned in the txtpb.
235 // custom_nodes are the reverse of that; objects that are mentioned in the
236 // txtpb but not present in the tscn. These are generally created dynamically
237 // by the game mod, but may also be used for places where the validator is
238 // just wrong about the contents of the map file.
239 repeated string excluded_nodes = 2;
240 repeated string custom_nodes = 5;
241}
242
243message HumanProgressive {
244 optional string name = 1;
245 repeated DoorIdentifier doors = 2;
246}
247
248message HumanProgressives {
249 repeated HumanProgressive progressives = 1;
250}
251
252message HumanDoorGroup {
253 optional string name = 1;
254 optional DoorGroupType type = 2;
255 repeated DoorIdentifier doors = 3;
256}
257
258message HumanDoorGroups {
259 repeated HumanDoorGroup door_groups = 1;
260}
261
262message HumanGlobalMetadata {
263 repeated string special_names = 1;
264 optional VersionNumber version = 2;
162} 265}
163 266
164message IdMappings { 267message IdMappings {
165 message RoomIds { 268 message RoomIds {
166 map<string, uint64> panels = 1; 269 map<string, uint64> panels = 1;
167 map<string, uint64> masteries = 2; 270 map<string, uint64> masteries = 2;
271 map<string, uint64> keyholders = 3;
272 map<string, uint64> ports = 4;
168 } 273 }
169 274
170 message MapIds { 275 message MapIds {
@@ -175,4 +280,7 @@ message IdMappings {
175 map<string, MapIds> maps = 1; 280 map<string, MapIds> maps = 1;
176 map<string, uint64> special = 2; 281 map<string, uint64> special = 2;
177 map<string, uint64> letters = 3; 282 map<string, uint64> letters = 3;
283 map<string, uint64> endings = 4;
284 map<string, uint64> progressives = 5;
285 map<string, uint64> door_groups = 6;
178} 286}