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* Changed how door location names are formattedStar Rauchenberger2025-08-308-7/+4
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-205-33/+33
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Started writing a data validatorStar Rauchenberger2025-08-162-8/+8
| | | | | | | Currently, it can check whether identifiers point to non-existent objects, or whether multiple objects share the same identifier. It can also determine whether an identifier is underspecified (e.g. a door doesn't specify a room, or a global connection doesn't specify a map).
* Converted to proto2Star Rauchenberger2025-08-121-1/+1
| | | | | | | | | | | | | | | | | This will let us use an older version of protobuf in Python, and allows us to use the Godot protobuf implementation at all. Scalar fields with custom defaults in data.proto were changed to not have a default, because Godot doesn't handle it properly. The equivalent fields in human.proto still have the defaults, and datapacker copies the default value in if necessary. The Panel message in data.proto was also renamed to PanelData because otherwise it conflicts with the native Godot class named Panel. The double field in Letter was renamed to level2, because Godot couldn't handle it well. Finally, common.proto was removed and its contents were moved into data.proto, which allows us to generate code for Python without needing to edit it. NOTE: I had to slightly modify the Godot protobuf code generator. I'll need to upload that somewhere.
* Added the_butterflyStar Rauchenberger2025-08-091-1/+5
| | | | The proto representation of letters has changed, so the C++ tools need to be updated.
* Assigned IDs for four_roomsStar Rauchenberger2025-08-073-6/+6
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* Added four_roomsStar Rauchenberger2025-08-079-0/+376
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syntax = "proto2";

package com.fourisland.lingo2_archipelago;

message Proxy {
  optional string answer = 1;
  optional string path = 2;
}

enum DoorType {
  DOOR_TYPE_UNKNOWN = 0;

  // This door is a location unless panelsanity is on, and it is an item as long as door shuffle is on.
  STANDARD = 1;

  // This door is never an item or a location.
  EVENT = 2;

  // This door is never a location, and is an item as long as door shuffle is on.
  ITEM_ONLY = 3;

  // This door is never a location, and is an item as long as control center color shuffle is on.
  CONTROL_CENTER_COLOR = 4;

  // This door is never an item, and is a location as long as panelsanity is not on.
  LOCATION_ONLY = 5;

  // This door is an item if gravestone shuffle is enabled, and is a location as long as panelsanity is not on.
  GRAVESTONE = 6;
}

enum AxisDirection {
  AXIS_DIRECTION_UNKNOWN = 0;

  X_PLUS = 1;
  X_MINUS = 2;
  Y_PLUS = 3;
  Y_MINUS = 4;
  Z_PLUS = 5;
  Z_MINUS = 6;
}

message ProxyIdentifier {
  optional uint64 panel = 1;
  optional string answer = 2;
}

message KeyholderAnswer {
  optional uint64 keyholder = 1;
  optional string key = 2;
}

message Connection {
  optional uint64 from_room = 1;
  optional uint64 to_room = 2;
  optional uint64 required_door = 3;

  oneof trigger {
    uint64 port = 4;
    uint64 painting = 5;
    ProxyIdentifier panel = 6;
  }
}

message Door {
  optional uint64 id = 1;
  optional uint64 ap_id = 11;
  optional uint64 map_id = 9;
  optional uint64 room_id = 10;
  optional string name = 2;

  repeated string receivers = 3;
  repeated uint64 move_paintings = 4;

  repeated ProxyIdentifier panels = 5;
  optional uint64 complete_at = 12;

  optional string control_center_color = 6;
  repeated string switches = 7;
  repeated KeyholderAnswer keyholders = 13;
  repeated uint64 rooms = 14;
  repeated uint64 doors = 15;

  optional DoorType type = 8;
}

message PanelData {
  optional uint64 id = 1;
  optional uint64 ap_id = 10;
  optional uint64 room_id = 2;
  optional string name = 3;

  optional string path = 4;
  optional string clue = 5;
  optional string answer = 6;
  repeated string symbols = 7;

  repeated Proxy proxies = 8;

  optional uint64 required_door = 9;
  optional uint64 required_room = 11;
}

message Painting {
  optional uint64 id = 1;
  optional uint64 room_id = 2;
  optional string name = 9;

  optional string path = 10;
  optional string display_name = 4;

  optional string orientation = 3;
  optional bool move = 6;
  optional bool enter_only = 7;
  optional AxisDirection gravity = 8;
  optional bool exit_only = 11;
  
  optional uint64 required_door = 5;
}

message Port {
  optional uint64 id = 1;
  optional uint64 room_id = 2;
  optional string name = 3;

  optional string path = 4;
  optional string orientation = 5;
  optional AxisDirection gravity = 7;

  optional uint64 required_door = 6;
}

message Keyholder {
  optional uint64 id = 1;
  optional uint64 room_id = 2;

  optional string name = 3;
  optional string path = 4;
}

message Letter {
  optional uint64 id = 3;
  optional uint64 ap_id = 5;
  optional uint64 room_id = 4;

  optional string key = 1;
  optional bool level2 = 2;

  optional string path = 6;
}

message Mastery {
  optional uint64 id = 1;
  optional uint64 ap_id = 2;
  optional uint64 room_id = 3;

  optional string name = 4;
  optional string path = 5;
}

message Ending {
  optional uint64 id = 1;
  optional uint64 ap_id = 2;
  optional uint64 room_id = 3;

  optional string name = 4;

  optional string path = 5;
}

message Room {
  optional uint64 id = 1;
  optional uint64 map_id = 8;
  optional string name = 2;
  optional string display_name = 3;

  repeated uint64 panels = 4;
  repeated uint64 paintings = 5;
  repeated uint64 letters = 6;
  repeated uint64 ports = 7;
  repeated uint64 doors = 9;
  repeated uint64 masteries = 10;
  repeated uint64 keyholders = 11;
  repeated uint64 endings = 12;
}

message Map {
  optional uint64 id = 1;
  optional string name = 2;
}

message AllObjects {
  repeated Map maps = 7;
  repeated Room rooms = 1;
  repeated Door doors = 2;
  repeated PanelData panels = 3;
  repeated Painting paintings = 4;
  repeated Port ports = 5;
  repeated Keyholder keyholders = 11;
  repeated Letter letters = 9;
  repeated Mastery masteries = 10;
  repeated Ending endings = 12;
  repeated Connection connections = 6;
  map<string, uint64> special_ids = 8;
}