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path: root/data/maps/the_nuanced/connections.txtpb
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connections {
  from_room: "Main Room"
  to_room: "Back Room"
  door { name: "Main Room Puzzles" }
}
connections {
  from_room: "Back Room"
  to_room: "N2 Room"
  door { name: "Back Room Puzzles" }
}
ground-color: #fff0f0 } /* Literal.String.Doc */ .highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */ .highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
doors {
  name: "Main Room Puzzles"
  type: LOCATION_ONLY
  panels { room: "Obverse Side" name: "PUN" }
  panels { room: "Obverse Side" name: "UP" }
  panels { room: "Obverse Side" name: "PUT" }
  panels { room: "Obverse Side" name: "PUNT" }
  panels { room: "Obverse Side" name: "FIGHT" }
  location_room: "Obverse Side"
}
doors {
  name: "P Door"
  type: STANDARD
  receivers: "Components/Doors/p_enterer"
  panels { room: "Obverse Side" name: "LINT" }
  panels { room: "Obverse Side" name: "TURN" }
  panels { room: "Obverse Side" name: "HOT" }
  panels { room: "Obverse Side" name: "OUT" }
  panels { room: "Obverse Side" name: "TON" }
  panels { room: "Obverse Side" name: "HUT" }
  panels { room: "Obverse Side" name: "ION" }
  panels { room: "Obverse Side" name: "CUT" }
  panels { room: "Obverse Side" name: "FUN" }
  location_room: "Obverse Side"
}
doors {
  name: "Giant P"
  type: EVENT
  doors { name: "P Door" }
  keyholders { room: "Obverse Side" name: "L" key: "r" }
}
doors {
  name: "R Entered"
  type: EVENT
  keyholders { room: "Obverse Side" name: "L" key: "r" }
}
doors {
  name: "P Entered"
  type: EVENT
  keyholders { room: "Obverse Side" name: "L" key: "p" }
}
doors {
  name: "L Entered"
  type: EVENT
  # It does this in vanilla, but I'm specifying it so that the Control Center
  # Entrance door doesn't override it.
  receivers: "Components/Doors/controlDoor"
  keyholders { room: "Obverse Side" name: "L" key: "l" }
}
doors {
  name: "Control Center Entrance"
  type: STANDARD
  receivers: "Components/Doors/controlDoor"
  panels { room: "Control Center Entrance" name: "RETURN" }
  location_room: "Control Center Entrance"
}
doors {
  name: "F Door"
  type: STANDARD
  receivers: "Components/Doors/f_enterer"
  panels { room: "Reverse Side" name: "BRO" }
  panels { room: "Reverse Side" name: "FOUR" }
  panels { room: "Reverse Side" name: "FINCH" }
  panels { room: "Reverse Side" name: "CLOD" }
  location_room: "Reverse Side"
}
doors {
  name: "Giant F"
  type: EVENT
  doors { name: "F Door" }
  keyholders { room: "Obverse Side" name: "L" key: "p" }
}