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path: root/data/maps/the_hive/rooms/Main Area.txtpb
blob: aaf8e2a727f04d110eface4ec45e2d2ac2ae1ceb (plain) (blame)
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name: "Main Area"
panels {
  name: "ASP"
  path: "Panels/Room 1/panel_1"
  clue: "asp"
  answer: "wasp"
  symbols: QUESTION
}
panels {
  name: "HORN"
  path: "Panels/Room 1/panel_2"
  clue: "horn"
  answer: "hornet"
  symbols: QUESTION
}
panels {
  name: "NET"
  path: "Panels/Room 1/panel_3"
  clue: "net"
  answer: "hornet"
  symbols: QUESTION
}
panels {
  name: "WAS"
  path: "Panels/Room 1/panel_4"
  clue: "was"
  answer: "wasp"
  symbols: QUESTION
}
panels {
  name: "HONE"
  path: "Panels/Room 2/panel_1"
  clue: "hone"
  answer: "honeybee"
  symbols: QUESTION
}
panels {
  name: "MOO"
  path: "Panels/Room 2/panel_2"
  clue: "moo"
  answer: "mosquito"
  symbols: QUESTION
}
panels {
  name: "QUIT"
  path: "Panels/Room 2/panel_3"
  clue: "quit"
  answer: "mosquito"
  symbols: QUESTION
}
panels {
  name: "EYE"
  path: "Panels/Room 2/panel_4"
  clue: "eye"
  answer: "honeybee"
  symbols: QUESTION
}
panels {
  name: "YELL"
  path: "Panels/Room 3/panel_1"
  clue: "yell"
  answer: "yellow"
  symbols: QUESTION
}
panels {
  name: "AT"
  path: "Panels/Room 3/panel_2"
  clue: "at"
  answer: "jacket"
  symbols: QUESTION
}
panels {
  name: "LOW (1)"
  path: "Panels/Room 3/panel_3"
  clue: "low"
  answer: "yellow"
  symbols: QUESTION
}
panels {
  name: "JACK"
  path: "Panels/Room 3/panel_4"
  clue: "jack"
  answer: "jacket"
  symbols: QUESTION
}
panels {
  name: "LOW (2)"
  path: "Panels/Room 4/panel_1"
  clue: "low"
  answer: "flower"
  symbols: QUESTION
}
panels {
  name: "OWE"
  path: "Panels/Room 4/panel_2"
  clue: "owe"
  answer: "flower"
  symbols: QUESTION
}
panels {
  name: "DEN"
  path: "Panels/Room 4/panel_3"
  clue: "den"
  answer: "garden"
  symbols: QUESTION
}
panels {
  name: "AD"
  path: "Panels/Room 4/panel_4"
  clue: "ad"
  answer: "garden"
  symbols: QUESTION
}
panels {
  name: "SITE"
  path: "Panels/Room 5/panel_1"
  clue: "site"
  answer: "parasite"
  symbols: QUESTION
}
panels {
  name: "ATE"
  path: "Panels/Room 5/panel_2"
  clue: "ate"
  answer: "creature"
  symbols: QUESTION
}
panels {
  name: "CURE"
  path: "Panels/Room 5/panel_3"
  clue: "cure"
  answer: "creature"
  symbols: QUESTION
}
panels {
  name: "PAR"
  path: "Panels/Room 5/panel_4"
  clue: "par"
  answer: "parasite"
  symbols: QUESTION
}
panels {
  name: "EEL"
  path: "Panels/Room 6/panel_1"
  clue: "eel"
  answer: "beetle"
  symbols: QUESTION
}
panels {
  name: "SIR"
  path: "Panels/Room 6/panel_2"
  clue: "sir"
  answer: "spider"
  symbols: QUESTION
}
panels {
  name: "PER"
  path: "Panels/Room 6/panel_3"
  clue: "per"
  answer: "spider"
  symbols: QUESTION
}
panels {
  name: "BEE"
  path: "Panels/Room 6/panel_4"
  clue: "bee"
  answer: "beetle"
  symbols: QUESTION
}
panels {
  name: "STEM"
  path: "Panels/Room 7/panel_1"
  clue: "stem"
  answer: "flower"
  symbols: QUESTION
}
panels {
  name: "PETAL"
  path: "Panels/Room 7/panel_2"
  clue: "petal"
  answer: "flower"
  symbols: QUESTION
}
panels {
  name: "SOIL"
  path: "Panels/Room 7/panel_3"
  clue: "soil"
  answer: "garden"
  symbols: QUESTION
}
panels {
  name: "PLANTS"
  path: "Panels/Room 7/panel_4"
  clue: "plants"
  answer: "garden"
  symbols: QUESTION
}
panels {
  name: "COWARDLY"
  path: "Panels/Room 9/panel_1"
  clue: "cowardly"
  answer: "yellow"
  symbols: QUESTION
}
panels {
  name: "COAT"
  path: "Panels/Room 9/panel_2"
  clue: "coat"
  answer: "jacket"
  symbols: QUESTION
}
panels {
  name: "FLAXEN"
  path: "Panels/Room 9/panel_3"
  clue: "flaxen"
  answer: "yellow"
  symbols: QUESTION
}
panels {
  name: "CASE"
  path: "Panels/Room 9/panel_4"
  clue: "case"
  answer: "jacket"
  symbols: QUESTION
}
panels {
  name: "LEGS"
  path: "Panels/Room 10/panel_1"
  clue: "legs"
  answer: "spider"
  symbols: QUESTION
}
panels {
  name: "EYES"
  path: "Panels/Room 10/panel_2"
  clue: "eyes"
  answer: "spider"
  symbols: QUESTION
}
panels {
  name: "WINGS"
  path: "Panels/Room 10/panel_3"
  clue: "wings"
  answer: "beetle"
  symbols: QUESTION
}
panels {
  name: "ANTENNA"
  path: "Panels/Room 10/panel_4"
  clue: "antenna"
  answer: "beetle"
  symbols: QUESTION
}
panels {
  name: "COFFEE"
  path: "Panels/Others/panel_1"
  clue: "coffee"
  answer: "tea"
  symbols: EXAMPLE
}
panels {
  name: "BEEF"
  path: "Panels/Others/panel_2"
  clue: "beef"
  answer: "ham"
  symbols: EXAMPLE
}
keyholders {
  name: "B"
  path: "Components/KeyHolders/keyHolderB"
  key: "b"
}
ports {
  name: "DAED1"
  display_name: "Blue Area Worldport"
  path: "Components/Warps/worldport"
  destination { x: -1.5 y: 0 z: 24 }
  rotation: 270
}
ports {
  name: "DAED2"
  display_name: "Pink Area South Worldport"
  path: "Components/Warps/worldport2"
  destination { x: -26.5 y: 0 z: -22 }
  rotation: 270
}
ports {
  name: "DAED3"
  display_name: "Lime Area Worldport"
  path: "Components/Warps/worldport3"
  destination { x: -44.5 y: 0 z: -13 }
  rotation: 90
}
ports {
  name: "GREAT"
  display_name: "Pink Area North Worldport"
  path: "Components/Warps/worldport4"
  destination { x: -29.5 y: 0 z: -62 }
  rotation: 270
}
efferburbia@gmail.com> 2025-08-12 16:55:17 -0400 committer Star Rauchenberger <fefferburbia@gmail.com> 2025-08-12 16:55:17 -0400 Converted to proto2' href='/lingo2-archipelago/commit/proto/human.proto?h=apworld-v5.5&id=4c8a38dfc0121343396d2a0d734cf1445d05b60c'>4c8a38d ^
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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 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 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;
}