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path: root/data/maps/the_great/rooms/Question Room Who.txtpb
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* Changed how door location names are formattedStar Rauchenberger2025-08-301-1/+2
| | | | | | | | | | | | | | | | | | 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.
* [Data] Made proxies with the same answer as the panel explicitStar Rauchenberger2025-08-301-1/+1
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* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-1/+1
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* Added the_greatStar Rauchenberger2025-08-141-0/+15
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syntax = "proto2";

import "data.proto";

package com.fourisland.lingo2_archipelago;

message RoomIdentifier {
  optional string map = 1;
  optional string name = 2;
}

message DoorIdentifier {
  optional string map = 1;
  optional string name = 2;
}

message PortIdentifier {
  optional string map = 1;
  optional string room = 2;
  optional string name = 3;
}

message PaintingIdentifier {
  optional string map = 1;
  optional string room = 2;
  optional string name = 3;
}

message PanelIdentifier {
  optional string map = 1;
  optional string room = 2;
  optional string name = 3;
  optional string answer = 4;
}

message KeyholderIdentifier {
  optional string map = 1;
  optional string room = 2;
  optional string name = 3;
  optional string key = 4;
}

message HumanConnection {
  message Endpoint {
    oneof endpoint {
      RoomIdentifier room = 1;
      PortIdentifier port = 2;
      PaintingIdentifier painting = 3;
      PanelIdentifier panel = 4;
    }
  }

  oneof From {
    Endpoint from = 1;
    string from_room = 5;
  }

  oneof To {
    Endpoint to = 2;
    string to_room = 6;
  }

  optional bool oneway = 3;
  optional DoorIdentifier door = 4;
}

message HumanConnections {
  repeated HumanConnection connections = 1;
}

message HumanDoor {
  optional string name = 1;

  repeated string receivers = 2;
  repeated PaintingIdentifier move_paintings = 8;

  // The set of panels that must be solved to open this door.
  repeated PanelIdentifier panels = 3;

  // If set, the number of panels from the above set that need to be solved.
  // Warning: this is a messy kind of OR logic! Consider if there's another way.
  optional uint64 complete_at = 9;

  optional string control_center_color = 6;
  repeated string switches = 7;
  repeated KeyholderIdentifier keyholders = 10;
  repeated RoomIdentifier rooms = 11;
  repeated DoorIdentifier doors = 12;
  repeated string endings = 13;

  optional DoorType type = 4;
  optional string location_room = 5;
  optional string location_name = 14;
}

message HumanDoors {
  repeated HumanDoor doors = 1;
}

message HumanPanel {
  optional string name = 1;
  optional string path = 5;
  
  optional string clue = 2;
  optional string answer = 3;
  repeated PuzzleSymbol symbols = 4;

  repeated Proxy proxies = 6;

  optional DoorIdentifier required_door = 7;
  optional RoomIdentifier required_room = 8;

  optional string display_name = 9;
}

message HumanPainting {
  optional string name = 1;
  optional string path = 2;

  optional string display_name = 4;

  optional string orientation = 3;
  optional bool move = 6;
  optional bool enter_only = 7;
  optional AxisDirection gravity = 8 [default = Y_MINUS];
  optional bool exit_only = 9;
  
  optional DoorIdentifier required_door = 5;
}

message HumanPort {
  optional string name = 1;
  optional string path = 2;

  optional string orientation = 3;
  optional AxisDirection gravity = 5 [default = Y_MINUS];

  optional DoorIdentifier required_door = 4;
}

message HumanKeyholder {
  optional string name = 1;
  optional string path = 2;
}

message HumanLetter {
  optional string key = 1;
  optional bool level2 = 2;

  optional string path = 3;
}

message HumanMastery {
  optional string name = 1;
  optional string path = 2;
}

message HumanEnding {
  optional string name = 1;
  optional string path = 2;
}

message HumanRoom {
  optional string name = 1;
  optional string display_name = 2;

  // This is used in panelsanity location names and location names for STANDARD
  // doors generated from panels in the same area.
  optional string panel_display_name = 10;

  repeated HumanPanel panels = 3;
  repeated HumanPainting paintings = 4;
  repeated HumanLetter letters = 5;
  repeated HumanPort ports = 6;
  repeated HumanKeyholder keyholders = 7;
  repeated HumanMastery masteries = 8;
  repeated HumanEnding endings = 9;
}

message HumanMap {
  optional string display_name = 1;
  repeated string excluded_nodes = 2;
}

message IdMappings {
  message RoomIds {
    map<string, uint64> panels = 1;
    map<string, uint64> masteries = 2;
  }

  message MapIds {
    map<string, uint64> doors = 1;
    map<string, RoomIds> rooms = 2;
  }

  map<string, MapIds> maps = 1;
  map<string, uint64> special = 2;
  map<string, uint64> letters = 3;
  map<string, uint64> endings = 4;
}