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name: "Orange Room"
panels {
  name: "YOUNG"
  path: "Panels/Prequel/panel_8"
  clue: "young"
  answer: "o
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;
}