#ifndef TOOLS_UTIL_IDENTIFIERS_H_
#define TOOLS_UTIL_IDENTIFIERS_H_
#include <optional>
#include <string>
#include <utility>
#include "proto/human.pb.h"
namespace com::fourisland::lingo2_archipelago {
class RoomIdentifierLess {
public:
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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;
repeated string endings = 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;
}
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 display_name = 8;
optional string path = 2;
optional bool no_shuffle = 7;
// These specify how the player should be placed when a randomized entrance
// sends them to this port. "rotation" is in degrees and is counter-clockwise
// from the positive X axis.
optional Vec3d destination = 3;
optional double rotation = 6;
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;
optional MapType type = 4;
optional PortIdentifier worldport_entrance = 3;
// These two fields are used by the validator and nothing else. excluded_nodes
// are objects in the tscn that are intentionally not mentioned in the txtpb.
// custom_nodes are the reverse of that; objects that are mentioned in the
// txtpb but not present in the tscn. These are generally created dynamically
// by the game mod, but may also be used for places where the validator is
// just wrong about the contents of the map file.
repeated string excluded_nodes = 2;
repeated string custom_nodes = 5;
}
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 VersionNumber 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;
}