about summary refs log tree commit diff stats
path: root/data/maps/the_owl
Commit message (Collapse)AuthorAgeFilesLines
* [Data] Bad logic in the_owl due to missing warpStar Rauchenberger2025-08-305-22/+23
|
* Changed how door location names are formattedStar Rauchenberger2025-08-309-9/+0
| | | | | | | | | | | | | | | | | | 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] Replace move_paintings with receiversStar Rauchenberger2025-08-281-1/+2
| | | | Also fixed castle stairs.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-208-32/+32
|
* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added the_owlStar Rauchenberger2025-08-1711-0/+630
8' href='#n168'>168 169 170 171 172 173 174 175 176 177 178
edition = "2023";

import "common.proto";

package com.fourisland.lingo2_archipelago;

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

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

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

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

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

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

  bool oneway = 3;
  DoorIdentifier door = 4;
}

message HumanConnections {
  repeated HumanConnection connections = 1;
}

message HumanDoor {
  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.
  uint64 complete_at = 9;

  string control_center_color = 6;
  repeated string switches = 7;
  repeated KeyholderIdentifier keyholders = 10;
  repeated RoomIdentifier rooms = 11;

  DoorType type = 4;
  string location_room = 5;
}

message HumanDoors {
  repeated HumanDoor doors = 1;
}

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

  repeated Proxy proxies = 6;

  DoorIdentifier required_door = 7;
  RoomIdentifier required_room = 8;
}

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

  string display_name = 4;

  string orientation = 3;
  bool move = 6;
  bool enter_only = 7;
  bool flipped = 8;
  bool exit_only = 9;
  
  DoorIdentifier required_door = 5;
}

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

  string orientation = 3;

  DoorIdentifier required_door = 4;
}

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

message HumanLetter {
  string key = 1;
  bool double = 2;

  string path = 3;
}

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

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

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

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;
}