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; // This means that the connection intentionally skips the target object's // required door. optional bool bypass_target_door = 8; // This means that the connection should additionally require all purple // letters when the Strict Purple Ending option is on. optional bool purple_ending = 9; // This means that the connection should additionally require all cyan letters // when the Strict Cyan Ending option is on. optional bool cyan_ending = 10; // This means that the connection only exists when doors are not shuffled. optional bool vanilla_only = 11; } 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; optional bool white_ending = 13; optional bool double_letters = 15; // Sender nodes to be added to the list of requirements for triggering the // location. Only for senders that have no logic requirements. repeated string senders = 16; optional DoorType type = 4; optional string location_room = 5; optional string location_name = 14; // Non-item doors that are latched will stay open once opened, even if the // opening trigger is deactivated. This applies to EVENT/LOCATION_ONLY doors, // as well as item-locked doors when not shuffling doors. optional bool latch = 17; // If true, the client will treat this door like a location, even though no // location is created for it in the generator. This helps provide backwards // compatability with older worlds. optional bool legacy_location = 18; optional bool daedalus_only_allow = 19; optional bool daeda
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