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-rw-r--r--proto/data.proto134
-rw-r--r--proto/human.proto112
2 files changed, 236 insertions, 10 deletions
diff --git a/proto/data.proto b/proto/data.proto index 88e17d0..e9cc7d7 100644 --- a/proto/data.proto +++ b/proto/data.proto
@@ -27,6 +27,36 @@ enum DoorType {
27 27
28 // This door is an item if gravestone shuffle is enabled, and is a location as long as panelsanity is not on. 28 // This door is an item if gravestone shuffle is enabled, and is a location as long as panelsanity is not on.
29 GRAVESTONE = 6; 29 GRAVESTONE = 6;
30
31 // This door is never a location, and is an item as long as gallery painting shuffle is on.
32 GALLERY_PAINTING = 7;
33}
34
35enum DoorGroupType {
36 DOOR_GROUP_TYPE_UNKNOWN = 0;
37
38 // These doors border a worldport. They should be grouped when connections are
39 // not shuffled.
40 CONNECTOR = 1;
41
42 // Similar to CONNECTOR, but these doors are also ordinarily opened by solving
43 // the COLOR panel in the Control Center. These should be grouped when
44 // connections are not shuffled, but are not items at all when control center
45 // colors are not shuffled.
46 COLOR_CONNECTOR = 2;
47
48 // Groups with this type become an item if cyan door behavior is set to item.
49 CYAN_DOORS = 3;
50
51 // Groups with this type always become an item if door shuffle is on.
52 SHUFFLE_GROUP = 4;
53}
54
55enum MapType {
56 NORMAL_MAP = 0;
57 ICARUS = 1;
58 GIFT_MAP = 2;
59 DEMO = 3;
30} 60}
31 61
32enum AxisDirection { 62enum AxisDirection {
@@ -40,6 +70,42 @@ enum AxisDirection {
40 Z_MINUS = 6; 70 Z_MINUS = 6;
41} 71}
42 72
73enum PuzzleSymbol {
74 PUZZLE_SYMBOL_UNKNOWN = 0;
75
76 SUN = 1;
77 SPARKLES = 2;
78 ZERO = 3;
79 EXAMPLE = 4;
80 BOXES = 5;
81 PLANET = 6;
82 PYRAMID = 7;
83 CROSS = 8;
84 SWEET = 9;
85 GENDER = 10;
86 AGE = 11;
87 SOUND = 12;
88 ANAGRAM = 13;
89 JOB = 14;
90 STARS = 15;
91 NULL = 16;
92 EVAL = 17;
93 LINGO = 18;
94 QUESTION = 19;
95}
96
97message Vec3d {
98 optional double x = 1;
99 optional double y = 2;
100 optional double z = 3;
101}
102
103message VersionNumber {
104 optional uint64 major = 1;
105 optional uint64 minor = 2;
106 optional uint64 patch = 3;
107}
108
43message ProxyIdentifier { 109message ProxyIdentifier {
44 optional uint64 panel = 1; 110 optional uint64 panel = 1;
45 optional string answer = 2; 111 optional string answer = 2;
@@ -60,6 +126,11 @@ message Connection {
60 uint64 painting = 5; 126 uint64 painting = 5;
61 ProxyIdentifier panel = 6; 127 ProxyIdentifier panel = 6;
62 } 128 }
129
130 optional bool roof_access = 7;
131 optional bool purple_ending = 8;
132 optional bool cyan_ending = 9;
133 optional bool vanilla_only = 10;
63} 134}
64 135
65message Door { 136message Door {
@@ -76,12 +147,18 @@ message Door {
76 optional uint64 complete_at = 12; 147 optional uint64 complete_at = 12;
77 148
78 optional string control_center_color = 6; 149 optional string control_center_color = 6;
79 repeated string switches = 7;
80 repeated KeyholderAnswer keyholders = 13; 150 repeated KeyholderAnswer keyholders = 13;
81 repeated uint64 rooms = 14; 151 repeated uint64 rooms = 14;
82 repeated uint64 doors = 15; 152 repeated uint64 doors = 15;
153 optional bool white_ending = 16;
154 optional bool double_letters = 18;
155 repeated string senders = 19;
83 156
84 optional DoorType type = 8; 157 optional DoorType type = 8;
158 optional bool latch = 20;
159 optional bool legacy_location = 21;
160
161 optional string location_name = 17;
85} 162}
86 163
87message PanelData { 164message PanelData {
@@ -93,15 +170,17 @@ message PanelData {
93 optional string path = 4; 170 optional string path = 4;
94 optional string clue = 5; 171 optional string clue = 5;
95 optional string answer = 6; 172 optional string answer = 6;
96 repeated string symbols = 7; 173 repeated PuzzleSymbol symbols = 7;
97 174
98 repeated Proxy proxies = 8; 175 repeated Proxy proxies = 8;
99 176
100 optional uint64 required_door = 9; 177 optional uint64 required_door = 9;
101 optional uint64 required_room = 11; 178 optional uint64 required_room = 11;
179
180 optional string display_name = 12;
102} 181}
103 182
104message Painting { 183message PaintingData {
105 optional uint64 id = 1; 184 optional uint64 id = 1;
106 optional uint64 room_id = 2; 185 optional uint64 room_id = 2;
107 optional string name = 9; 186 optional string name = 9;
@@ -120,22 +199,28 @@ message Painting {
120 199
121message Port { 200message Port {
122 optional uint64 id = 1; 201 optional uint64 id = 1;
202 optional uint64 ap_id = 11;
123 optional uint64 room_id = 2; 203 optional uint64 room_id = 2;
124 optional string name = 3; 204 optional string name = 3;
125 205
206 optional string display_name = 10;
126 optional string path = 4; 207 optional string path = 4;
127 optional string orientation = 5; 208 optional Vec3d destination = 5;
209 optional double rotation = 8;
128 optional AxisDirection gravity = 7; 210 optional AxisDirection gravity = 7;
211 optional bool no_shuffle = 9;
129 212
130 optional uint64 required_door = 6; 213 optional uint64 required_door = 6;
131} 214}
132 215
133message Keyholder { 216message KeyholderData {
134 optional uint64 id = 1; 217 optional uint64 id = 1;
218 optional uint64 ap_id = 6;
135 optional uint64 room_id = 2; 219 optional uint64 room_id = 2;
136 220
137 optional string name = 3; 221 optional string name = 3;
138 optional string path = 4; 222 optional string path = 4;
223 optional string key = 5;
139} 224}
140 225
141message Letter { 226message Letter {
@@ -158,11 +243,22 @@ message Mastery {
158 optional string path = 5; 243 optional string path = 5;
159} 244}
160 245
246message Ending {
247 optional uint64 id = 1;
248 optional uint64 ap_id = 2;
249 optional uint64 room_id = 3;
250
251 optional string name = 4;
252
253 optional string path = 5;
254}
255
161message Room { 256message Room {
162 optional uint64 id = 1; 257 optional uint64 id = 1;
163 optional uint64 map_id = 8; 258 optional uint64 map_id = 8;
164 optional string name = 2; 259 optional string name = 2;
165 optional string display_name = 3; 260 optional string display_name = 3;
261 optional string panel_display_name = 13;
166 262
167 repeated uint64 panels = 4; 263 repeated uint64 panels = 4;
168 repeated uint64 paintings = 5; 264 repeated uint64 paintings = 5;
@@ -171,23 +267,47 @@ message Room {
171 repeated uint64 doors = 9; 267 repeated uint64 doors = 9;
172 repeated uint64 masteries = 10; 268 repeated uint64 masteries = 10;
173 repeated uint64 keyholders = 11; 269 repeated uint64 keyholders = 11;
270 repeated uint64 endings = 12;
174} 271}
175 272
176message Map { 273message Map {
177 optional uint64 id = 1; 274 optional uint64 id = 1;
178 optional string name = 2; 275 optional string name = 2;
276 optional string display_name = 3;
277 optional uint64 worldport_entrance = 4;
278 optional MapType type = 5;
279}
280
281message Progressive {
282 optional uint64 id = 1;
283 optional string name = 2;
284 optional uint64 ap_id = 3;
285 repeated uint64 doors = 4;
286}
287
288message DoorGroup {
289 optional uint64 id = 1;
290 optional string name = 2;
291 optional uint64 ap_id = 3;
292 optional DoorGroupType type = 4;
293 repeated uint64 doors = 5;
179} 294}
180 295
181message AllObjects { 296message AllObjects {
297 optional VersionNumber version = 15;
298
182 repeated Map maps = 7; 299 repeated Map maps = 7;
183 repeated Room rooms = 1; 300 repeated Room rooms = 1;
184 repeated Door doors = 2; 301 repeated Door doors = 2;
185 repeated PanelData panels = 3; 302 repeated PanelData panels = 3;
186 repeated Painting paintings = 4; 303 repeated PaintingData paintings = 4;
187 repeated Port ports = 5; 304 repeated Port ports = 5;
188 repeated Keyholder keyholders = 11; 305 repeated KeyholderData keyholders = 11;
189 repeated Letter letters = 9; 306 repeated Letter letters = 9;
190 repeated Mastery masteries = 10; 307 repeated Mastery masteries = 10;
308 repeated Ending endings = 12;
191 repeated Connection connections = 6; 309 repeated Connection connections = 6;
310 repeated Progressive progressives = 13;
311 repeated DoorGroup door_groups = 14;
192 map<string, uint64> special_ids = 8; 312 map<string, uint64> special_ids = 8;
193} 313}
diff --git a/proto/human.proto b/proto/human.proto index 64231a2..c586599 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 {
@@ -82,13 +101,29 @@ 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;
107 optional bool white_ending = 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;
89 113
90 optional DoorType type = 4; 114 optional DoorType type = 4;
91 optional string location_room = 5; 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;
92} 127}
93 128
94message HumanDoors { 129message HumanDoors {
@@ -101,12 +136,14 @@ message HumanPanel {
101 136
102 optional string clue = 2; 137 optional string clue = 2;
103 optional string answer = 3; 138 optional string answer = 3;
104 repeated string symbols = 4; 139 repeated PuzzleSymbol symbols = 4;
105 140
106 repeated Proxy proxies = 6; 141 repeated Proxy proxies = 6;
107 142
108 optional DoorIdentifier required_door = 7; 143 optional DoorIdentifier required_door = 7;
109 optional RoomIdentifier required_room = 8; 144 optional RoomIdentifier required_room = 8;
145
146 optional string display_name = 9;
110} 147}
111 148
112message HumanPainting { 149message HumanPainting {
@@ -126,9 +163,16 @@ message HumanPainting {
126 163
127message HumanPort { 164message HumanPort {
128 optional string name = 1; 165 optional string name = 1;
166 optional string display_name = 8;
129 optional string path = 2; 167 optional string path = 2;
130 168
131 optional string orientation = 3; 169 optional bool no_shuffle = 7;
170
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;
132 optional AxisDirection gravity = 5 [default = Y_MINUS]; 176 optional AxisDirection gravity = 5 [default = Y_MINUS];
133 177
134 optional DoorIdentifier required_door = 4; 178 optional DoorIdentifier required_door = 4;
@@ -137,6 +181,13 @@ message HumanPort {
137message HumanKeyholder { 181message HumanKeyholder {
138 optional string name = 1; 182 optional string name = 1;
139 optional 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;
140} 191}
141 192
142message HumanLetter { 193message HumanLetter {
@@ -151,22 +202,74 @@ message HumanMastery {
151 optional string path = 2; 202 optional string path = 2;
152} 203}
153 204
205message HumanEnding {
206 optional string name = 1;
207 optional string path = 2;
208}
209
154message HumanRoom { 210message HumanRoom {
155 optional string name = 1; 211 optional string name = 1;
156 optional string display_name = 2; 212 optional string display_name = 2;
157 213
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;
217
158 repeated HumanPanel panels = 3; 218 repeated HumanPanel panels = 3;
159 repeated HumanPainting paintings = 4; 219 repeated HumanPainting paintings = 4;
160 repeated HumanLetter letters = 5; 220 repeated HumanLetter letters = 5;
161 repeated HumanPort ports = 6; 221 repeated HumanPort ports = 6;
162 repeated HumanKeyholder keyholders = 7; 222 repeated HumanKeyholder keyholders = 7;
163 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;
164} 265}
165 266
166message IdMappings { 267message IdMappings {
167 message RoomIds { 268 message RoomIds {
168 map<string, uint64> panels = 1; 269 map<string, uint64> panels = 1;
169 map<string, uint64> masteries = 2; 270 map<string, uint64> masteries = 2;
271 map<string, uint64> keyholders = 3;
272 map<string, uint64> ports = 4;
170 } 273 }
171 274
172 message MapIds { 275 message MapIds {
@@ -177,4 +280,7 @@ message IdMappings {
177 map<string, MapIds> maps = 1; 280 map<string, MapIds> maps = 1;
178 map<string, uint64> special = 2; 281 map<string, uint64> special = 2;
179 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;
180} 286}