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* [Data] Fixed connection target required door logic bugsStar Rauchenberger2025-09-111-0/+3
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* Added door groupsStar Rauchenberger2025-09-071-0/+9
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* [Data] Strip unnecessary AP IDsStar Rauchenberger2025-09-041-0/+6
| | | | This was causing issues in the client, specifically for The Ancient.
* Added progressive doorsStar Rauchenberger2025-09-011-0/+8
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* Changed how door location names are formattedStar Rauchenberger2025-08-301-0/+7
| | | | | | | | | | | | | | | | | | 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.
* Added control_centerStar Rauchenberger2025-08-271-0/+2
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* Added "endings" object typeStar Rauchenberger2025-08-201-0/+5
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* Validate that nodes in game files are usedStar Rauchenberger2025-08-181-0/+1
| | | | You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet.
* Validate that node paths aren't used multiple timesStar Rauchenberger2025-08-171-0/+9
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* Started writing a data validatorStar Rauchenberger2025-08-161-0/+97
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).
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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;

  // If true, this connection will only be logically allowed if the Daedalus
  // Roof Access option is enabled.
  optional bool roof_access = 7;
}

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 KeyholderIdentifier keyholders = 10;
  repeated RoomIdentifier rooms = 11;
  repeated DoorIdentifier doors = 12;
  repeated string endings = 13;
  optional bool double_letters = 15;

  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;

  // If this is set, the keyholder will become a location when keyholder shuffle
  // is enabled. This value specifies the key that is required to clear the
  // location. It should be the same as the key needed for Green Ending. The
  // only cases when this shouldn't be set is the two disappearing keyholders in
  // The Congruent.
  optional string key = 3;
}

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 HumanProgressive {
  optional string name = 1;
  repeated DoorIdentifier doors = 2;
}

message HumanProgressives {
  repeated HumanProgressive progressives = 1;
}

message HumanDoorGroup {
  optional string name = 1;
  optional DoorGroupType type = 2;
  repeated DoorIdentifier doors = 3;
}

message HumanDoorGroups {
  repeated HumanDoorGroup door_groups = 1;
}

message HumanGlobalMetadata {
  repeated string special_names = 1;
  optional uint64 version = 2;
}

message IdMappings {
  message RoomIds {
    map<string, uint64> panels = 1;
    map<string, uint64> masteries = 2;
    map<string, uint64> keyholders = 3;
  }

  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;
  map<string, uint64> progressives = 5;
  map<string, uint64> door_groups = 6;
}