delvewright_dsl/stages.rs
1//! serde types for the six stage `content` payloads (spec-0001 v0.2).
2//!
3//! Every struct is `deny_unknown_fields`. Reserved enum values (objective and
4//! effect types a campaign's `dsl_version` is too low for) parse successfully
5//! and are checked by validation ([`crate::validate`]).
6
7use std::collections::{BTreeMap, BTreeSet};
8
9use schemars::JsonSchema;
10use serde::{Deserialize, Serialize};
11
12use crate::layout::StationKind;
13
14use crate::ids::{
15 ActorId, AmbushId, AnchorId, AreaId, BranchId, BranchPointId, ClassId, DialogueId, EditBatchId,
16 EndingId, FlagId, LethalVolumeId, LootId, NpcId, ObjectiveId, PoolId, PrefabId, QuestId,
17 RegionId, ShopId, ShortcutId, StakeId, StateId, TimedGateId, TrapId, TriggerId, WaveId,
18};
19
20/// serde default helper: `true` (used by DSL v0.4 `trigger.once`).
21fn default_true() -> bool {
22 true
23}
24
25/// serde `skip_serializing_if` helper: skip a `false` bool (DSL v0.4
26/// `objective.stealth`), keeping older campaigns byte-identical.
27fn is_false(b: &bool) -> bool {
28 !*b
29}
30
31// ---------------------------------------------------------------------------
32// Stage 1 — world
33// ---------------------------------------------------------------------------
34
35/// Stage 1 payload: setting, seed and the areas that make up the delve.
36#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
37#[serde(deny_unknown_fields)]
38pub struct WorldContent {
39 /// Player-facing delve title.
40 pub title: String,
41 /// One-line thematic description.
42 pub theme: String,
43 /// Short narrative premise.
44 pub premise: String,
45 /// The single downstream randomness source (ADR-0006).
46 pub seed: u64,
47 /// Informational pacing target in minutes (v0: not enforced).
48 pub target_minutes: u32,
49 /// The areas the delve is made of; each binds exactly one of `prefab` /
50 /// `prefab_pool`.
51 ///
52 /// **A campaign declares its placement in exactly one document, so this
53 /// list is empty on a site-plan campaign** (`DW0839`): where a
54 /// `site-plan.json` is present the plan is the placement authority, its one
55 /// place is `area/site`, and declaring `areas[]` as well gives every
56 /// question about where something is two answers. Empty is therefore a
57 /// legitimate and common value, not a campaign that forgot to place
58 /// anything.
59 pub areas: Vec<Area>,
60 /// Additional author-declared translation languages (BCP-47-style codes, e.g.
61 /// `["zh-cn"]`). English (`en`) is implicit, always canonical, and is **never**
62 /// listed here (spec-0001 i18n addendum). Absent or empty = English-only. Every
63 /// declared language must ship a fully-covering `l10n/<code>.json` sidecar
64 /// (`DW0180`/`DW0181`). Stage docs themselves stay pure English.
65 #[serde(default, skip_serializing_if = "Vec::is_empty")]
66 pub languages: Vec<String>,
67 /// Declared initial world time (DSL v0.5, spec-0010). Dimension-global; frozen
68 /// by environment sealing (`advance_time false`) so the set state persists.
69 /// Absent = `noon` (the v0 default). Affects sky attenuation in the compiler's
70 /// assembled-light model.
71 #[serde(default, skip_serializing_if = "Option::is_none")]
72 pub time: Option<WorldTime>,
73 /// Declared initial weather (DSL v0.5, spec-0010). Dimension-global; frozen by
74 /// environment sealing (`advance_weather false`). Absent = `clear`. Rain and
75 /// thunder attenuate effective sky brightness in the assembled-light model.
76 #[serde(default, skip_serializing_if = "Option::is_none")]
77 pub weather: Option<WorldWeather>,
78 /// Declared combat difficulty (DSL v0.6). Absent =
79 /// the compiler's historical derivation — `easy` when the campaign fields any
80 /// wave, `peaceful` when it fields none — which is what keeps every campaign
81 /// written before this field byte-identical. Declaring it overrides the
82 /// derivation for **both** the shipped `server.properties` and a `/difficulty`
83 /// in the sealing baseline, so the declaration also holds when the datapack is
84 /// dropped into somebody else's world.
85 ///
86 /// `peaceful` is rejected (`DW0468`). Raising difficulty changes the damage
87 /// players take — easy halves it — so combat arithmetic tuned under the old
88 /// implicit `easy` must be redone.
89 #[serde(default, skip_serializing_if = "Option::is_none")]
90 pub difficulty: Option<WorldDifficulty>,
91 /// The scenic horizon: the ground and the sky the map stands in
92 /// (spec-0026). Absent or `void` is the void world. `ocean` swaps the world
93 /// generator for a deterministic superflat sea (bedrock/stone/water, sea
94 /// level y=62) and drops the area datum to y=60 so island pieces meet the
95 /// sea at their authored waterline. `valley` rings the map in a generated
96 /// mountain annulus — the one base that builds terrain rather than picking
97 /// a generator. Either a string shorthand or the object form
98 /// `{base, …params}`; see [`Horizon`].
99 #[serde(default, skip_serializing_if = "Option::is_none")]
100 pub horizon: Option<Horizon>,
101 /// Playable-region boundary (DSL v0.6, spec-0013). When present, the compiler
102 /// derives a region from the placed geometry and a per-second clock returns any
103 /// player who leaves it to the last checkpoint. Required when `horizon` is
104 /// `ocean` (an infinite swimmable sea with no return rule is `DW0320`).
105 #[serde(default, skip_serializing_if = "Option::is_none")]
106 pub boundary: Option<Boundary>,
107 /// The closing line on the campaign-completion advancement — the last
108 /// player-visible sentence of the delve (DSL v0.6). Player-visible, so it is
109 /// l10n-inventoried as `world.outro` and sidecars translate it. Absent = the
110 /// finale quest's `goal`, which is already both campaign-derived and
111 /// inventoried; the description was previously the hardcoded English
112 /// "You left the keep." on *every* delve, whatever its theme or language.
113 #[serde(default, skip_serializing_if = "Option::is_none")]
114 pub outro: Option<String>,
115 /// The party size this delve **requires** (DSL v0.6, spec-0018). Absent = 1: a
116 /// party of one is always legal and every pre-0.6 campaign keeps that reading.
117 /// A design whose beats genuinely need `n` players — two rooms whose switches
118 /// are two arms of one AND-join — declares `min_players: n` (max 4), and the
119 /// lobby then refuses to start below it: the class-selection dialog stays shut
120 /// and the waiting players get a party-count actionbar instead.
121 ///
122 /// Progression is party state either way (spec-0018), so this is a *declaration
123 /// of intent*, not a mechanism: it makes a mandatory-n design first-class
124 /// and turns on the analyzer's n-agent division
125 /// proof. Out of `1..=4` is `DW0370`.
126 #[serde(default, skip_serializing_if = "Option::is_none")]
127 pub min_players: Option<u8>,
128}
129
130/// Who a granted item goes to (DSL v0.6, spec-0018).
131///
132/// Progression is a fact about the party, so the default for every `give-item` and
133/// every class-kit entry is **all**: a quest beat that arms the party arms all of
134/// it. `one` is the deliberate exception for a single quest prop (the wine-skin,
135/// the stake): exactly one copy enters the party, handed to the player whose action
136/// earned it, and the party passes it around physically.
137#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
138#[serde(rename_all = "kebab-case")]
139pub enum Carrier {
140 /// Every party member receives the item (the default).
141 #[default]
142 All,
143 /// Exactly one copy, to the player whose action fired the effect.
144 One,
145}
146
147/// A declared world time state (DSL v0.5, spec-0010). The sole difference from
148/// vanilla is that the daylight cycle is frozen (`advance_time false`), so a set
149/// state persists for the whole delve until a `set-time` effect cuts to another.
150///
151/// Vanilla's `/time set` primitive takes **either** one of four keywords or a raw
152/// tick count, and the tick form is the general one — so the states worth naming
153/// for a delve's pacing are not limited to the four keywords. `dusk` and `dawn`
154/// are the tick form exposed first-class, per the
155/// no-hack rule: the DSL names the beat, the compiler emits `/time set <ticks>`.
156/// Every keyword-to-tick mapping lives in exactly one table ([`WorldTime::spec`]),
157/// and the four vanilla keywords still emit their keyword verbatim, so existing
158/// campaigns are byte-identical.
159#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
160#[serde(rename_all = "kebab-case")]
161pub enum WorldTime {
162 /// Morning daylight (`/time set day`, 1000 ticks).
163 Day,
164 /// Midday, brightest (`/time set noon`, 6000 ticks) — the default.
165 #[default]
166 Noon,
167 /// Sunset — the sky visibly going orange and the day ending
168 /// (`/time set 12000`). Deliberately NOT 13000: that is the instant the sun
169 /// has finished setting, which is what the `night` keyword already sets, so
170 /// 13000 would make `dusk` a synonym rather than its own beat.
171 Dusk,
172 /// Night, sun fully down (`/time set night`, 13000 ticks).
173 Night,
174 /// Deep night, darkest (`/time set midnight`, 18000 ticks).
175 Midnight,
176 /// First light, just before sunrise (`/time set 23000`). Spelled `dawn`;
177 /// `sunrise` is accepted as a synonym on input.
178 #[serde(alias = "sunrise")]
179 Dawn,
180}
181
182impl WorldTime {
183 /// The single keyword/tick table: `(the /time set argument, daytime ticks)`.
184 ///
185 /// A state vanilla names keeps its keyword — the argument the compiler has
186 /// always emitted — so no shipped campaign's bytes move. A state vanilla does
187 /// not name emits the equivalent tick count, which is the same primitive.
188 const fn spec(self) -> (&'static str, i64) {
189 match self {
190 WorldTime::Day => ("day", 1000),
191 WorldTime::Noon => ("noon", 6000),
192 WorldTime::Dusk => ("12000", 12000),
193 WorldTime::Night => ("night", 13000),
194 WorldTime::Midnight => ("midnight", 18000),
195 WorldTime::Dawn => ("23000", 23000),
196 }
197 }
198
199 /// The vanilla `/time set` argument — a keyword for the four states vanilla
200 /// names, a tick count otherwise.
201 pub fn token(self) -> &'static str {
202 self.spec().0
203 }
204
205 /// The `daytime` tick value this state sets (the `time query daytime`
206 /// read-back). Vanilla constants: day=1000, noon=6000, dusk=12000 (sunset
207 /// onset), night=13000, midnight=18000, dawn=23000.
208 pub fn daytime_ticks(self) -> i64 {
209 self.spec().1
210 }
211}
212
213/// A declared weather state (DSL v0.5, spec-0010). Values are the vanilla
214/// `/weather` keywords; frozen (`advance_weather false`), so a set state persists.
215#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
216#[serde(rename_all = "kebab-case")]
217pub enum WorldWeather {
218 /// Clear sky (`/weather clear`) — the default.
219 #[default]
220 Clear,
221 /// Rain (`/weather rain`).
222 Rain,
223 /// Thunderstorm (`/weather thunder`).
224 Thunder,
225}
226
227impl WorldWeather {
228 /// The vanilla `/weather` keyword.
229 pub fn token(self) -> &'static str {
230 match self {
231 WorldWeather::Clear => "clear",
232 WorldWeather::Rain => "rain",
233 WorldWeather::Thunder => "thunder",
234 }
235 }
236}
237
238/// The declared combat difficulty of the delve (DSL v0.6). Values are the
239/// vanilla `/difficulty` keywords.
240///
241/// Difficulty is the single largest lever on how hard a delve *feels*, so the
242/// campaign declares it rather than letting the compiler choose. Easy **halves
243/// incoming player damage** — `min(dmg / 2 + 1, dmg)` — so a campaign tuned
244/// under `easy` is tuned against a halved world. A campaign that
245/// raises this must redo that arithmetic.
246///
247/// [`WorldDifficulty::Peaceful`] parses but is **rejected** by validation
248/// (`DW0468`): peaceful makes the engine discard every hostile-category mob on
249/// the tick it is ticked, summoned or not, so every wave, actor and ambush in the
250/// campaign would silently vanish. It is a variant only so the compiler can say
251/// that in a diagnostic instead of a serde "unknown variant" parse error.
252#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
253#[serde(rename_all = "kebab-case")]
254pub enum WorldDifficulty {
255 /// `/difficulty easy` — the compiler's historical choice for a wave
256 /// campaign, and the default reading of an absent field. Incoming player
257 /// damage is halved (`min(dmg / 2 + 1, dmg)`).
258 #[default]
259 Easy,
260 /// `/difficulty normal` — vanilla-baseline damage. The souls-style baseline.
261 Normal,
262 /// `/difficulty hard` — amplified damage, and zombies reinforce.
263 Hard,
264 /// `/difficulty peaceful` — **always rejected** (`DW0468`). Present only so
265 /// the rejection can be a diagnostic with a rationale.
266 Peaceful,
267}
268
269impl WorldDifficulty {
270 /// The vanilla `/difficulty` keyword.
271 pub fn token(self) -> &'static str {
272 match self {
273 WorldDifficulty::Peaceful => "peaceful",
274 WorldDifficulty::Easy => "easy",
275 WorldDifficulty::Normal => "normal",
276 WorldDifficulty::Hard => "hard",
277 }
278 }
279
280 /// The vanilla `Difficulty#getId()` ordinal, which is also what the bare
281 /// `/difficulty` query command returns — the only vanilla read-back path for
282 /// the setting, and so what the generated PackTest asserts on.
283 pub fn id(self) -> i32 {
284 match self {
285 WorldDifficulty::Peaceful => 0,
286 WorldDifficulty::Easy => 1,
287 WorldDifficulty::Normal => 2,
288 WorldDifficulty::Hard => 3,
289 }
290 }
291}
292
293/// A scenic horizon (spec-0026). A horizon is a **composition of orthogonal
294/// axes**, not an enum of monoliths: a **base** — what surrounds the map — and
295/// that base's params. The field accepts a plain string shorthand
296/// ([`HorizonName`]) or the object form [`HorizonSpec`] `{base, …params}`.
297///
298/// Consumers never match this wire enum. [`Horizon::resolved`] desugars both
299/// forms into one [`ResolvedHorizon`] with the pinned defaults applied, and
300/// [`horizon_base`] answers the one question most callers have.
301#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
302#[serde(untagged)]
303pub enum Horizon {
304 /// A bare base name — `"ocean"` is exactly `{base: "ocean"}`. The two
305 /// bases that predate the horizon library were spelled this way and still
306 /// are, byte-identically; a base added since is spellable this way too,
307 /// because a base with every param at its default has nothing else to say.
308 Name(HorizonBase),
309 /// The object form `{base, …params}`.
310 Spec(HorizonSpec),
311}
312
313/// What surrounds the map.
314///
315/// **One enumeration of bases, reachable two ways.** The shorthand
316/// `horizon: "ocean"` and the object form `horizon: {base: "ocean"}` name this
317/// same variant, which is what stops a base from existing in one spelling and
318/// not the other. A separate list of "names" beside this one would be two
319/// enumerations of the same thing, and the second base added would land in
320/// whichever of them its author was looking at.
321///
322/// What is deliberately NOT here is a name that stands for a base plus a set of
323/// params. Such a name reads as a thing, and the whole claim of this design is
324/// that it is not one — it is a base with params set. A spelling that hides
325/// which params it sets makes that claim unverifiable by looking at the
326/// document, and buys a few saved keystrokes for it. Each base carries its own params on
327/// [`HorizonSpec`], and a param foreign to the declared base is refused rather
328/// than ignored.
329#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
330#[serde(rename_all = "kebab-case")]
331pub enum HorizonBase {
332 /// Void superflat; no surround. The default.
333 #[default]
334 Void,
335 /// Pinned water superflat, sea level 62; no surround.
336 Ocean,
337 /// A mountain annulus around a flat gap floor, with void ambient below the
338 /// tile skirt. The one base that generates terrain.
339 Valley,
340}
341
342impl HorizonBase {
343 /// The kebab wire name.
344 pub fn token(self) -> &'static str {
345 match self {
346 HorizonBase::Void => "void",
347 HorizonBase::Ocean => "ocean",
348 HorizonBase::Valley => "valley",
349 }
350 }
351
352 /// Whether this base generates a surround — compiler-built terrain outside
353 /// the map's own extent. `void` and `ocean` are pure ambient and build
354 /// nothing.
355 pub fn has_surround(self) -> bool {
356 matches!(self, HorizonBase::Valley)
357 }
358}
359
360/// The `horizon` object form: a `base` plus that base's params, all optional
361/// with pinned defaults ([`horizon_defaults`]).
362///
363/// The `valley` surround generator carries a second flora and a second surface
364/// palette (a cherry grove over `minecraft:cherry_grove`) and **this struct
365/// deliberately does not expose them yet.** Every engine surface owes a gallery
366/// element in the change that lands it, and the element a second flora needs is
367/// a second whole-map campaign — the surround only rings a map that DECLARES
368/// its extent (`DW0855`), so there is no two-file overlay that can write it.
369/// A surface whose element cannot land with it does not land. The shape is flat rather than
370/// per-base tagged, and a param foreign to the declared base is refused
371/// (`DW0853`) — so an `ocean` cannot quietly carry a `rim_height` that nothing
372/// reads.
373#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
374#[serde(deny_unknown_fields)]
375pub struct HorizonSpec {
376 /// The base — what surrounds the map.
377 pub base: HorizonBase,
378 /// `valley`: the surround's total footprint as a multiple of the map's, on
379 /// each axis (`2.0..=3.0`, default 2.5).
380 #[serde(default, skip_serializing_if = "Option::is_none")]
381 pub ratio: Option<f64>,
382 /// `valley`: crest height of the rim over the gap floor (`16..=128`,
383 /// default 48).
384 #[serde(default, skip_serializing_if = "Option::is_none")]
385 pub rim_height: Option<i32>,
386}
387
388/// Pinned horizon param defaults. One table, so the doc comments, the resolver
389/// and the diagnostics cannot drift.
390pub mod horizon_defaults {
391 /// `valley.ratio`.
392 pub const RATIO: f64 = 2.5;
393 /// `valley.ratio` lower bound — below 2.0 the annulus has no room for a
394 /// gap floor and a slope run both.
395 pub const RATIO_MIN: f64 = 2.0;
396 /// `valley.ratio` upper bound — above 3.0 the surround is mostly terrain a
397 /// body never reaches, at a cost that is all shipped bytes.
398 pub const RATIO_MAX: f64 = 3.0;
399 /// `valley.rim_height`.
400 pub const RIM_HEIGHT: i32 = 48;
401 /// `valley.rim_height` lower bound — a rim under 16 does not close the
402 /// horizon from a body standing on the gap floor.
403 pub const RIM_HEIGHT_MIN: i32 = 16;
404 /// `valley.rim_height` upper bound — the build range is 384 blocks tall and
405 /// the surround has to fit under whatever the map puts above it.
406 pub const RIM_HEIGHT_MAX: i32 = 128;
407}
408
409/// A horizon with both wire forms desugared and every default applied — the
410/// only view downstream code reads.
411#[derive(Clone, Copy, Debug, PartialEq)]
412pub struct ResolvedHorizon {
413 /// The base.
414 pub base: HorizonBase,
415 /// `valley.ratio`.
416 pub ratio: f64,
417 /// `valley.rim_height`.
418 pub rim_height: i32,
419}
420
421impl Default for ResolvedHorizon {
422 fn default() -> Self {
423 ResolvedHorizon {
424 base: HorizonBase::Void,
425 ratio: horizon_defaults::RATIO,
426 rim_height: horizon_defaults::RIM_HEIGHT,
427 }
428 }
429}
430
431impl ResolvedHorizon {
432 /// The resolved horizon of `base` with every param at its pinned default.
433 pub fn of_base(base: HorizonBase) -> Self {
434 ResolvedHorizon {
435 base,
436 ..Default::default()
437 }
438 }
439}
440
441impl Horizon {
442 /// Desugar either wire form to the one resolved view, defaults applied.
443 pub fn resolved(&self) -> ResolvedHorizon {
444 match self {
445 Horizon::Name(base) => ResolvedHorizon::of_base(*base),
446 Horizon::Spec(s) => ResolvedHorizon {
447 base: s.base,
448 ratio: s.ratio.unwrap_or(horizon_defaults::RATIO),
449 rim_height: s.rim_height.unwrap_or(horizon_defaults::RIM_HEIGHT),
450 },
451 }
452 }
453
454 /// The resolved base.
455 pub fn base(&self) -> HorizonBase {
456 self.resolved().base
457 }
458
459 /// True when this declaration needs the horizon-library surface: the object
460 /// form, or a bare name for a base that did not exist before it.
461 ///
462 /// The two bases that predate the library stay writable as bare names at
463 /// the version that introduced them, and their emission does not move —
464 /// which is what makes this a widening rather than a break. What is fenced
465 /// is saying something the old surface had no spelling for.
466 pub fn needs_horizon_library(&self) -> bool {
467 match self {
468 Horizon::Spec(_) => true,
469 Horizon::Name(base) => match base {
470 HorizonBase::Void | HorizonBase::Ocean => false,
471 HorizonBase::Valley => true,
472 },
473 }
474 }
475}
476
477/// The resolved base of an optional stage-1 `horizon` field — `Void` when
478/// absent. The one helper every downstream consumer (placement, the ambient
479/// model, emission) goes through, so that a new base cannot be forgotten at one
480/// of them.
481pub fn horizon_base(horizon: &Option<Horizon>) -> HorizonBase {
482 horizon.as_ref().map(|h| h.base()).unwrap_or_default()
483}
484
485/// The resolved view of an optional stage-1 `horizon` field, with defaults
486/// applied for an absent one.
487pub fn resolved_horizon(horizon: &Option<Horizon>) -> ResolvedHorizon {
488 horizon.as_ref().map(|h| h.resolved()).unwrap_or_default()
489}
490
491/// The default boundary `margin` (blocks of horizontal breathing room added
492/// around the derived region). Separate function so `serde(default = …)` and the
493/// documented literal cannot drift.
494fn default_margin() -> u16 {
495 16
496}
497
498/// A playable-region boundary declaration (DSL v0.6, spec-0013). The region
499/// itself is **derived** by the compiler (union of the final placed-piece AABBs,
500/// inflated horizontally by `margin`, unbounded upward, floored at the lowest
501/// placed block − 8) — never authored — so "every anchor is inside" is structural.
502/// Enforcement is a per-second clock that returns any player outside the region to
503/// the last checkpoint (`dw:cp`) with an actionbar message and a soft sound; no
504/// damage, no items lost.
505#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
506#[serde(deny_unknown_fields)]
507pub struct Boundary {
508 /// Horizontal breathing room in blocks added around the derived region on
509 /// every side (default 16). Range-checked to `0..=64` (`DW0321`).
510 #[serde(default = "default_margin")]
511 pub margin: u16,
512 /// Actionbar message shown on return. Absent = the compiler's English default.
513 /// When set, it is inventoried under l10n key `world.boundary.message` and is
514 /// translated like every other player-facing string.
515 #[serde(default, skip_serializing_if = "Option::is_none")]
516 pub message: Option<String>,
517}
518
519/// A supplemental-lighting fixture the relight pass may place (DSL v0.5,
520/// spec-0010 fixture registry v1). The theme choice stays in the DSL layer; the
521/// compiler owns the placement rule and block-light emission.
522#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
523#[serde(rename_all = "kebab-case")]
524pub enum Fixture {
525 /// Floor torch (block light 14); `wall_torch` on a wall face as fallback.
526 Torch,
527 /// Ceiling-hung lantern (block light 15); floor-sitting as fallback.
528 Lantern,
529 /// Floor campfire (block light 15); never on or adjacent to a required path
530 /// cell (it is a damage source).
531 Campfire,
532 /// Embedded shroomlight (block light 15); replaces a solid wall/ceiling block.
533 Shroomlight,
534}
535
536impl Fixture {
537 /// The kebab id (`torch` / `lantern` / `campfire` / `shroomlight`).
538 pub fn token(self) -> &'static str {
539 match self {
540 Fixture::Torch => "torch",
541 Fixture::Lantern => "lantern",
542 Fixture::Campfire => "campfire",
543 Fixture::Shroomlight => "shroomlight",
544 }
545 }
546}
547
548/// A per-area supplemental-lighting declaration (DSL v0.5, spec-0010). Its
549/// presence puts the area on the relight path: the compiler guarantees every
550/// reachable walkable cell reaches `min_light` by placing `fixture`s, or fails
551/// with `DW0211` if it cannot.
552#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
553#[serde(deny_unknown_fields)]
554pub struct AreaLighting {
555 /// The fixture the relight pass places.
556 pub fixture: Fixture,
557 /// The minimum block+sky light guaranteed on reachable walkable cells
558 /// (1..=14, default 7). Range-checked (`DW0196`).
559 #[serde(default = "default_min_light")]
560 pub min_light: u8,
561}
562
563/// Default `min_light` for an [`AreaLighting`] declaration (spec-0010).
564fn default_min_light() -> u8 {
565 7
566}
567
568/// A per-area **darkness mitigation** declaration (DSL v0.6).
569///
570/// The first-class answer to "this area is meant to be dark, and the players are
571/// equipped for it". Declaring it is what makes the compiler *emit* the mitigation
572/// (a clocked `effect give … night_vision` scoped to the area's placed bounds) and
573/// what satisfies the `DW0210` darkness gate — one declaration, one mechanism, no
574/// gap between the check and the feature.
575///
576/// It replaces the pre-0.6 heuristic that read a class kit item's display *name*
577/// for `night vision`: that accepted a renamed water bottle, so the gate passed
578/// while nothing in the world granted night vision (owner, island QA).
579#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
580#[serde(rename_all = "kebab-case")]
581pub enum AreaMitigation {
582 /// Every player inside the area's placed bounds is kept under
583 /// `minecraft:night_vision` by a compiler-emitted 1 s clock.
584 NightVision,
585}
586
587/// One area of the world, bound to a single prefab or a jigsaw prefab pool.
588///
589/// An area binds **exactly one of** `prefab` (single piece) or `prefab_pool`
590/// (+ `pieces`, jigsaw multi-piece assembly, ADR-0004). The exclusivity and
591/// pool-existence rules are enforced by validation (`DW0160` / `DW0161`); the
592/// full jigsaw layout semantics are spec-0002's.
593#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
594#[serde(deny_unknown_fields)]
595pub struct Area {
596 /// Unique area id.
597 pub id: AreaId,
598 /// Player-facing area name.
599 pub name: String,
600 /// The single prefab bound to this area (mutually exclusive with
601 /// `prefab_pool`).
602 #[serde(default, skip_serializing_if = "Option::is_none")]
603 pub prefab: Option<PrefabId>,
604 /// The jigsaw prefab pool bound to this area (mutually exclusive with
605 /// `prefab`); requires `pieces`.
606 #[serde(default, skip_serializing_if = "Option::is_none")]
607 pub prefab_pool: Option<PoolId>,
608 /// Jigsaw piece-count bounds (only with `prefab_pool`).
609 #[serde(default, skip_serializing_if = "Option::is_none")]
610 pub pieces: Option<Pieces>,
611 /// Optional supplemental-lighting declaration (DSL v0.5, spec-0010). When
612 /// present, the compiler's relight pass guarantees `min_light` on every
613 /// reachable walkable cell of this area by placing the declared fixture, or
614 /// fails with `DW0211`. Absent = no relight (the area is judged as-assembled,
615 /// with `DW0210` if a reachable walkable cell is dark and unmitigated).
616 #[serde(default, skip_serializing_if = "Option::is_none")]
617 pub lighting: Option<AreaLighting>,
618 /// Optional darkness-mitigation declaration (DSL v0.6). `night-vision` makes
619 /// the compiler emit a clocked `effect give` over this area's placed bounds and
620 /// is the (only) declaration that satisfies `DW0210` without `lighting`.
621 /// Independent of `lighting`: an area may declare both (fixtures *and* the
622 /// effect), either, or neither.
623 #[serde(default, skip_serializing_if = "Option::is_none")]
624 pub mitigation: Option<AreaMitigation>,
625}
626
627/// Inclusive piece-count bounds for a jigsaw `prefab_pool` area.
628#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
629#[serde(deny_unknown_fields)]
630pub struct Pieces {
631 /// Minimum number of pieces to assemble.
632 pub min: u32,
633 /// Maximum number of pieces to assemble.
634 pub max: u32,
635}
636
637// ---------------------------------------------------------------------------
638// Body traversal — the declaration every body that moves carries (DSL v0.11,
639// spec-0034)
640// ---------------------------------------------------------------------------
641
642/// How a body gets around.
643///
644/// The compiler DERIVES this from the entity id for every body (spiders climb,
645/// ghasts fly, `#minecraft:aquatic` swims, and everything else — including every
646/// id the table has never heard of — is [`Locomotion::Ground`], the checked
647/// class). [`BodyTraversal`] is the author's side of the same vocabulary: one
648/// enum, so a declaration and a derivation can never mean different things.
649///
650/// The vocabulary lives in this crate rather than in the compiler because it is
651/// now DSL surface; the compiler re-exports it and owns the derivation table
652/// (`compiler::traversal`).
653#[derive(
654 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
655)]
656#[serde(rename_all = "kebab-case")]
657pub enum Locomotion {
658 /// Walks, steps and jumps — the default and the CHECKED class.
659 Ground,
660 /// Climbs sheer vertical surfaces (vanilla's `Spider` class).
661 Climber,
662 /// Leaves the ground under its own power.
663 Flier,
664 /// A member of vanilla's `#minecraft:aquatic` tag. A ledger classification
665 /// that exempts nothing, which is why it may not be **declared**
666 /// (`DW0455`) — see [`BodyTraversal`].
667 Aquatic,
668}
669
670impl Locomotion {
671 /// The stable kebab token this class is written and reported under.
672 pub fn token(self) -> &'static str {
673 match self {
674 Locomotion::Ground => "ground",
675 Locomotion::Climber => "climber",
676 Locomotion::Flier => "flier",
677 Locomotion::Aquatic => "aquatic",
678 }
679 }
680
681 /// Every class, in ledger order — so a report can never silently drop a row
682 /// when a class is added.
683 pub const ALL: [Locomotion; 4] = [
684 Locomotion::Ground,
685 Locomotion::Climber,
686 Locomotion::Flier,
687 Locomotion::Aquatic,
688 ];
689}
690
691/// What a body can do when it moves, **declared by the author** (DSL v0.11,
692/// spec-0034).
693///
694/// Carried by every object class in the DSL that has a body and a position and
695/// is walked by a compiler-emitted route — the stage-2 [`Npc`] and the stage-5
696/// [`Actor`]. It is deliberately one shared type on both rather than a field
697/// per consumer: traversal is a property of a body that moves, not of the verb
698/// that first needed it (CLAUDE.md), and a second bespoke field would be the
699/// defect rather than the fix.
700///
701/// **A declaration is a claim the build holds you to, never an opt-out.** The
702/// compiler compares the verdicts this body earns under the declared class
703/// against the ones it earns under its species' derived class; a declaration
704/// that changes no verdict is inert and is `DW0454`. So declaring `climber` on
705/// a sheep is only accepted where that sheep's route really does go over a
706/// barrier line — the exception is authored and proven, instead of happening by
707/// accident and merely rendering.
708///
709/// **What is deliberately NOT here: `opens_gates`.** Passing a closed fence gate
710/// is a right-click, a scripted walk is a compiler-emitted `tp` polyline whose
711/// puppet performs no interaction at all, and no runtime verb changes a fence
712/// gate's block state. Declaring it would not make it true, so the error tier
713/// (`DW0452`) has no authorable exemption and a declaration can never reach it.
714#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
715#[serde(deny_unknown_fields)]
716pub struct BodyTraversal {
717 /// How this body gets around, overriding what its entity id implies.
718 pub locomotion: Locomotion,
719}
720
721/// One object class that has a **body the compiler stages**: a declared
722/// position, a declared species, and a compiler-emitted route.
723///
724/// A sum type rather than a flattened tuple, so **adding a body class is a
725/// compile error at every consumer** until each one says what it does with it.
726/// The alternative — each rule walking the classes it happens to remember — is
727/// the defect class CLAUDE.md names: a hand-rolled walk that
728/// enumerated three of five effect roots.
729///
730/// **Keyed to the object, not to the verb that first needed it.** This type was
731/// introduced for [`BodyTraversal`] and read, for a while, as "one consumer of
732/// `BodyTraversal`" — which is why its only enumeration
733/// ([`body_traversal_sites`]) was filtered to bodies declaring a traversal, and
734/// why the second property a body carries, its [`NpcSkin`], had no enumeration
735/// at all: the bake walked the stage-2 npc list by hand, and an actor's skin was
736/// emitted into the summon, never baked into the pack, and never refused.
737/// A body's properties belong to the body. [`body_sites`] is the unfiltered
738/// walk; a per-property enumeration is a *filter* over it, never a second walk.
739///
740/// Deliberately NOT a member: [`WaveMob`]. A wave mob has a body and a position,
741/// but it is driven by **native vanilla AI**, never by a compiler-emitted route,
742/// so the compiler makes no claim about the moves it makes and a locomotion
743/// declaration on it could change no verdict. It declares no `skin` either — the
744/// exclusion holds for both properties, and the schema says so
745/// (`crates/dsl/tests/body_skin_sites.rs`). It becomes a member the day the lane
746/// proof reasons about how its bodies move — and it joins here, through this
747/// same type, rather than through a field of its own.
748#[derive(Clone, Copy, Debug)]
749pub enum BodyRef<'a> {
750 /// A stage-2 NPC, walked by `move-npc`.
751 Npc(&'a Npc),
752 /// A stage-5 scripted actor, walked by `move-actor`.
753 Actor(&'a Actor),
754}
755
756impl<'a> BodyRef<'a> {
757 /// The declaring stage's wire name (`npcs` / `quests`) — also the stage
758 /// whose `dsl_version` fences this body's declaration.
759 pub fn stage(self) -> &'static str {
760 match self {
761 BodyRef::Npc(_) => "npcs",
762 BodyRef::Actor(_) => "quests",
763 }
764 }
765
766 /// The body's declared id.
767 pub fn id(self) -> &'a str {
768 match self {
769 BodyRef::Npc(n) => n.id.as_str(),
770 BodyRef::Actor(a) => a.id.as_str(),
771 }
772 }
773
774 /// The entity id written on the body. **Not necessarily the body that
775 /// ships**: a `skin` re-dresses it as a `minecraft:mannequin`, which is the
776 /// compiler's rule (`nav::npc_body_entity`) and stays there.
777 pub fn declared_entity(self) -> &'a str {
778 match self {
779 BodyRef::Npc(n) => n.base_entity.as_str(),
780 BodyRef::Actor(a) => a.entity.as_str(),
781 }
782 }
783
784 /// This body's traversal declaration, if it carries one.
785 pub fn traversal(self) -> Option<&'a BodyTraversal> {
786 match self {
787 BodyRef::Npc(n) => n.traversal.as_ref(),
788 BodyRef::Actor(a) => a.traversal.as_ref(),
789 }
790 }
791
792 /// This body's skin declaration, if it carries one.
793 ///
794 /// A skinned body of **either** class ships as a `minecraft:mannequin`
795 /// whose `profile.texture` resolves to `delvewright:npc/<texture_id>`, so
796 /// either one owes the same `skins/<texture_id>.png` under the same refusal
797 /// (`DW0309`). Answering it here is what stops the bake from being a
798 /// property of one class.
799 pub fn skin(self) -> Option<&'a NpcSkin> {
800 match self {
801 BodyRef::Npc(n) => n.skin.as_ref(),
802 BodyRef::Actor(a) => a.skin.as_ref(),
803 }
804 }
805
806 /// This class's name in the JSON Schema export (`delvec schema --stage all`).
807 ///
808 /// The join between the closed Rust set and the schema, which is the only
809 /// authority on *which object classes declare what*. `body_skin_sites.rs`
810 /// compares the two.
811 pub fn class(self) -> &'static str {
812 match self {
813 BodyRef::Npc(_) => "Npc",
814 BodyRef::Actor(_) => "Actor",
815 }
816 }
817
818 /// Every body class, by schema name. The closed set, stated once.
819 pub const ALL_CLASSES: [&'static str; 2] = ["Npc", "Actor"];
820}
821
822/// A staged body declaration, with the JSON pointer at the declaration itself.
823///
824/// The pointer is at the OBJECT (`/content/npcs/3`), not at any one of its
825/// fields: a per-property site appends its own field name. A pointer built per
826/// property is how two walks of one population start disagreeing about where a
827/// thing was declared.
828#[derive(Clone, Debug)]
829pub struct BodySite<'a> {
830 /// Which object class declared it, and the object itself.
831 pub body: BodyRef<'a>,
832 /// JSON pointer at the declaration, for a diagnostic path.
833 pub path: String,
834}
835
836/// **Every** body the campaign declares, in stage order: stage-2 npcs in
837/// declaration order, then stage-5 actors in declaration order.
838///
839/// The one walk of the campaign's bodies. A rule about a property a body carries
840/// is a *filter* over this ([`body_traversal_sites`], [`body_skin_sites`]) — never
841/// a second traversal, and never a hand-written loop over one stage's list,
842/// which is exactly how an actor's skin came to be emitted but never baked.
843pub fn body_sites(c: &crate::envelope::Campaign) -> Vec<BodySite<'_>> {
844 let mut out: Vec<BodySite<'_>> = Vec::new();
845 for (i, n) in c.npcs.content.npcs.iter().enumerate() {
846 out.push(BodySite {
847 body: BodyRef::Npc(n),
848 path: format!("/content/npcs/{i}"),
849 });
850 }
851 for (i, a) in c.quests.content.actors.iter().enumerate() {
852 out.push(BodySite {
853 body: BodyRef::Actor(a),
854 path: format!("/content/actors/{i}"),
855 });
856 }
857 out
858}
859
860/// A body that carries a [`BodyTraversal`] declaration, with the JSON pointer at
861/// it.
862#[derive(Clone, Debug)]
863pub struct BodyTraversalSite<'a> {
864 /// Which object class declared it, and the object itself.
865 pub body: BodyRef<'a>,
866 /// JSON pointer at the `traversal` field, for a diagnostic path.
867 pub path: String,
868 /// The declaration.
869 pub traversal: &'a BodyTraversal,
870}
871
872/// Every body in the campaign that DECLARES a traversal, in stage order.
873///
874/// The one enumeration of the declaration's consumers, shared by the DSL's value
875/// check (`DW0455`) and by the compiler's proof (`DW0454`), so "which object
876/// classes carry this" is answered in exactly one place.
877pub fn body_traversal_sites(c: &crate::envelope::Campaign) -> Vec<BodyTraversalSite<'_>> {
878 body_sites(c)
879 .into_iter()
880 .filter_map(|s| {
881 s.body.traversal().map(|t| BodyTraversalSite {
882 body: s.body,
883 path: format!("{}/traversal", s.path),
884 traversal: t,
885 })
886 })
887 .collect()
888}
889
890/// A body that carries an [`NpcSkin`] declaration, with the JSON pointer at it.
891#[derive(Clone, Debug)]
892pub struct BodySkinSite<'a> {
893 /// Which object class declared it, and the object itself.
894 pub body: BodyRef<'a>,
895 /// JSON pointer at the `skin` field, for a diagnostic path.
896 pub path: String,
897 /// The declaration.
898 pub skin: &'a NpcSkin,
899}
900
901/// Every body in the campaign that DECLARES a skin, in stage order.
902///
903/// The one enumeration of what the resource-pack bake must serve and what
904/// `DW0309` must refuse, for every class alike — a skinned npc and a skinned
905/// actor are the same fact about two bodies.
906///
907/// **Declarations, not textures.** Two bodies may name one `texture_id` (an npc
908/// and the puppet that plays it), and the caller decides what that means; the
909/// bake reads each file once.
910pub fn body_skin_sites(c: &crate::envelope::Campaign) -> Vec<BodySkinSite<'_>> {
911 body_sites(c)
912 .into_iter()
913 .filter_map(|s| {
914 s.body.skin().map(|k| BodySkinSite {
915 body: s.body,
916 path: format!("{}/skin", s.path),
917 skin: k,
918 })
919 })
920 .collect()
921}
922
923// ---------------------------------------------------------------------------
924// Stage 2 — npcs
925// ---------------------------------------------------------------------------
926
927/// Stage 2 payload: the campaign's NPCs (casting sheets).
928#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
929#[serde(deny_unknown_fields)]
930pub struct NpcsContent {
931 /// All NPCs in the campaign.
932 pub npcs: Vec<Npc>,
933}
934
935/// A stationary NPC bound to an area anchor (a casting sheet, spec-0001 v0.2).
936///
937/// Stage 2 carries **no dialogue** — the structured [`Persona`] is the character
938/// contract the stage-6 `dialogue` tree must honor.
939#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
940#[serde(deny_unknown_fields)]
941pub struct Npc {
942 /// Unique NPC id.
943 pub id: NpcId,
944 /// Player-facing name.
945 pub name: String,
946 /// NPC role.
947 pub role: Role,
948 /// The area this NPC stands in (stage-1 ref).
949 pub area: AreaId,
950 /// The prefab anchor this NPC stands on.
951 pub anchor: AnchorId,
952 /// The vanilla entity to re-dress, e.g. `minecraft:villager`.
953 pub base_entity: String,
954 /// The structured persona (character contract for stage 6).
955 pub persona: Persona,
956 /// Optional player-model skin (DSL v0.4, spec-0008 §6 / spec-0009). When set,
957 /// the compiler emits a `minecraft:mannequin` body carrying this skin profile
958 /// instead of re-dressing `base_entity`; the interaction hitbox is unchanged.
959 /// Non-skinned NPCs are byte-identical to v0.3.
960 #[serde(default, skip_serializing_if = "Option::is_none")]
961 pub skin: Option<NpcSkin>,
962 /// Deferred entrance (DSL v0.6): when `true` the NPC is **not** summoned at
963 /// world init — its body and interaction hitbox only appear when a
964 /// [`QuestEffect::SpawnNpc`] fires, at this same `anchor`. The dual of
965 /// `despawn-npc`: a character with a scripted entrance must not stand at its
966 /// mark as a statue from minute one. A deferred NPC that no `spawn-npc` ever
967 /// spawns is unreachable content (`DW0197`). Default `false` = summoned at
968 /// init, byte-identical to pre-0.6.
969 #[serde(default, skip_serializing_if = "is_false")]
970 pub deferred: bool,
971 /// What this body can do when it moves (DSL v0.11, spec-0034). Absent = the
972 /// class the compiler derives from `base_entity` (or from `minecraft:mannequin`
973 /// when `skin` is set — the body that actually ships). See [`BodyTraversal`]:
974 /// the declaration must change a verdict or it is `DW0454`, and it can never
975 /// reach the error tier.
976 #[serde(default, skip_serializing_if = "Option::is_none")]
977 pub traversal: Option<BodyTraversal>,
978}
979
980/// A mannequin NPC's player-model skin (DSL v0.4). The skin PNG ships in the
981/// per-delve resource pack at `assets/delvewright/textures/npc/<texture_id>.png`
982/// (sourced from the campaign dir's `skins/<texture_id>.png`); the mannequin's
983/// `profile.texture` resolves to `delvewright:npc/<texture_id>`.
984#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
985#[serde(deny_unknown_fields)]
986pub struct NpcSkin {
987 /// Skin id: the PNG basename under `skins/` and the resource-pack texture
988 /// path segment (a bare kebab token; validated by `DW0190`).
989 pub texture_id: String,
990 /// Player model. **Required** (spec-0009): an omitted model renders slim, so
991 /// a wide skin on a slim model is distorted — the compiler always emits it.
992 pub model: SkinModel,
993}
994
995/// Player-model shape for a mannequin skin (`wide` = classic/Steve, `slim` =
996/// Alex). Emitted verbatim into the mannequin `profile.model`.
997#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
998#[serde(rename_all = "kebab-case")]
999pub enum SkinModel {
1000 /// Classic 4-pixel arms (Steve).
1001 Wide,
1002 /// Slim 3-pixel arms (Alex).
1003 Slim,
1004}
1005
1006impl SkinModel {
1007 /// The vanilla `profile.model` token.
1008 pub fn token(self) -> &'static str {
1009 match self {
1010 SkinModel::Wide => "wide",
1011 SkinModel::Slim => "slim",
1012 }
1013 }
1014}
1015
1016/// A structured casting sheet. Structure lives in the
1017/// keys; every value is free text. `archetype`, `speech_style` and `motivation`
1018/// are required; the rest are optional.
1019#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1020#[serde(deny_unknown_fields)]
1021pub struct Persona {
1022 /// One-line character archetype (required).
1023 pub archetype: String,
1024 /// How the NPC speaks — register, tics, formality (required).
1025 pub speech_style: String,
1026 /// Emotional bearing toward the player (optional).
1027 #[serde(default, skip_serializing_if = "Option::is_none")]
1028 pub demeanor: Option<String>,
1029 /// What the NPC wants (required).
1030 pub motivation: String,
1031 /// Something the NPC hides (optional).
1032 #[serde(default, skip_serializing_if = "Option::is_none")]
1033 pub secret: Option<String>,
1034 /// Backstory colour (optional).
1035 #[serde(default, skip_serializing_if = "Option::is_none")]
1036 pub backstory: Option<String>,
1037 /// Attitudes toward other same-stage NPCs (optional; refs validated).
1038 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1039 pub relationships: Vec<Relationship>,
1040}
1041
1042/// One persona relationship: an attitude toward another same-stage NPC.
1043#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1044#[serde(deny_unknown_fields)]
1045pub struct Relationship {
1046 /// The other NPC (stage-2 ref, validated within stage 2).
1047 pub npc: NpcId,
1048 /// Free-text attitude toward that NPC.
1049 pub attitude: String,
1050}
1051
1052/// What a speaking part does. A schema enum offers what the engine accepts,
1053/// so there are two of them: how hard a fight is billed is [`EncounterTier`] on
1054/// the body that fights (a `waves[]` entry or a stage-5 actor), not a role here.
1055#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1056#[serde(rename_all = "kebab-case")]
1057pub enum Role {
1058 /// Gives and advances quests.
1059 QuestGiver,
1060 /// Flavor only.
1061 Flavor,
1062}
1063
1064// ---------------------------------------------------------------------------
1065// Stage 6 — dialogue
1066// ---------------------------------------------------------------------------
1067
1068/// Stage 6 payload: one dialogue tree per stage-2 NPC (spec-0001 v0.2).
1069#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1070#[serde(deny_unknown_fields)]
1071pub struct DialogueContent {
1072 /// One tree per NPC (1:1 with stage 2, both directions).
1073 pub dialogues: Vec<NpcDialogue>,
1074}
1075
1076impl DialogueContent {
1077 /// The dialogue tree for an NPC id, if present.
1078 pub fn tree_for(&self, npc: &str) -> Option<&NpcDialogue> {
1079 self.dialogues.iter().find(|t| t.npc.as_str() == npc)
1080 }
1081}
1082
1083/// One NPC's dialogue tree: a root node plus a set of nodes.
1084#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1085#[serde(deny_unknown_fields)]
1086pub struct NpcDialogue {
1087 /// The NPC this tree belongs to (stage-2 ref).
1088 pub npc: NpcId,
1089 /// The entry node id; every node must be reachable from it.
1090 pub root: DialogueId,
1091 /// The dialogue nodes.
1092 pub nodes: Vec<DialogueNode>,
1093}
1094
1095impl NpcDialogue {
1096 /// The ids of the nodes reachable from `roots` by following option `next`
1097 /// edges, ignoring every option gate.
1098 ///
1099 /// **The one authority for "what can this tree show, entered here".** A
1100 /// dialogue tree has more than one entry point — the stage-6 `root`, and
1101 /// every node a quest's `cast` ledger names as a scene — so "reachable" is
1102 /// always relative to a root SET, and each consumer supplies the set its own
1103 /// question is about. `DW0120`/`DW0123` ask about every entry point at once;
1104 /// the cast ledger's `DW0858` asks about the scenes live during one
1105 /// objective. Gates are ignored on purpose: an option's flag gate is
1106 /// `DW0191`'s question, not this one's.
1107 ///
1108 /// Root ids that name no node of this tree contribute nothing (a dangling
1109 /// scene root is `DW0464`, and a dangling stage-6 `root` is `DW0121`).
1110 pub fn reachable_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1111 let by_id: BTreeMap<&'a str, &'a DialogueNode> =
1112 self.nodes.iter().map(|n| (n.id.as_str(), n)).collect();
1113 let mut seen: BTreeSet<&'a str> = BTreeSet::new();
1114 let mut stack: Vec<&'a str> = roots
1115 .iter()
1116 .filter_map(|r| by_id.get_key_value(*r).map(|(k, _)| *k))
1117 .collect();
1118 while let Some(cur) = stack.pop() {
1119 if !seen.insert(cur) {
1120 continue;
1121 }
1122 let Some(node) = by_id.get(cur) else { continue };
1123 for opt in &node.options {
1124 if let Some(next) = &opt.next
1125 && let Some((k, _)) = by_id.get_key_value(next.as_str())
1126 {
1127 stack.push(k);
1128 }
1129 }
1130 }
1131 seen
1132 }
1133
1134 /// The objective ids some option reachable from `roots` completes — what a
1135 /// player entering this tree at those scenes can actually finish.
1136 pub fn completes_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1137 let seen = self.reachable_from(roots);
1138 let mut out: BTreeSet<&'a str> = BTreeSet::new();
1139 for node in &self.nodes {
1140 if !seen.contains(node.id.as_str()) {
1141 continue;
1142 }
1143 for opt in &node.options {
1144 for eff in &opt.effects {
1145 if let DialogueEffect::CompleteObjective { objective } = eff {
1146 out.insert(objective.as_str());
1147 }
1148 }
1149 }
1150 }
1151 out
1152 }
1153}
1154
1155/// One dialogue node: text plus branching options.
1156#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1157#[serde(deny_unknown_fields)]
1158pub struct DialogueNode {
1159 /// Node id (unique within this NPC's dialogue).
1160 pub id: DialogueId,
1161 /// The line the NPC speaks.
1162 pub text: String,
1163 /// Branching options; empty closes the dialog.
1164 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1165 pub options: Vec<DialogueOption>,
1166}
1167
1168/// One selectable dialogue option.
1169#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1170#[serde(deny_unknown_fields)]
1171pub struct DialogueOption {
1172 /// Button label.
1173 pub label: String,
1174 /// The full line this button is the caption of (DSL v0.8). Vanilla's dialog button codec
1175 /// (`CommonButtonData`) carries an optional `tooltip` component beside
1176 /// `label`, and the client hangs it on the button as a real hover tooltip —
1177 /// so a caption on the button and the sentence the character actually says
1178 /// can both exist. **Not** subject to `DW0331`: a tooltip is not drawn on the
1179 /// 150 px button, it is wrapped at 170 px into its own hover box, so it never
1180 /// scrolls. Player-visible, so it translates like the label
1181 /// (`dlg.<npc>.<node>.opt.<i>.tooltip`).
1182 #[serde(default, skip_serializing_if = "Option::is_none")]
1183 pub tooltip: Option<String>,
1184 /// Next node; omitted closes the dialog.
1185 #[serde(default, skip_serializing_if = "Option::is_none")]
1186 pub next: Option<DialogueId>,
1187 /// Flags that must be set for this option to be shown (DSL v0.4). Mirrors an
1188 /// objective's `requires_flags`: an ungated option (empty) is unchanged; a
1189 /// gated option is hidden until every referenced flag has been set by a
1190 /// `set-flag` effect (quest or dialogue). Validation guarantees a flag-gated
1191 /// option cannot make a critical-path node unreachable (`DW0191`).
1192 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1193 pub requires_flags: Vec<FlagId>,
1194 /// Negative flag gate (DSL v0.6): the option is
1195 /// **hidden** (and its `/trigger` handler inert) while ANY listed flag is set
1196 /// for the player — the dual of `requires_flags`. A `forbids_flags`-gated
1197 /// option counts as *gated* for the `DW0191` deadlock guard: it can be
1198 /// suppressed at any point, so it cannot be the only completing path.
1199 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1200 pub forbids_flags: Vec<FlagId>,
1201 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
1202 /// hold for this gate to be open. The third field of the one gate, carried by
1203 /// every gate consumer — never by the verb that first wanted it. Default
1204 /// empty, so a pre-0.10 campaign is byte-identical.
1205 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1206 pub requires_state: Vec<StateCompare>,
1207 /// Effects fired when this option is chosen.
1208 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1209 pub effects: Vec<DialogueEffect>,
1210 /// What choosing this option does to the story (spec-0025). Required for a
1211 /// **story-weight** beat
1212 /// — an option carrying a `set-flag` effect, which is how a player's choice
1213 /// forks the world (`DW0481`). An option that only walks the tree or
1214 /// completes an objective needs none: the objective already declares one.
1215 #[serde(default, skip_serializing_if = "Option::is_none")]
1216 pub happening: Option<Happening>,
1217}
1218
1219/// Effect fired by a dialogue option. `complete-objective` (v0.2) and, from DSL
1220/// v0.4, `set-flag` (mirrors the quest effect — sets a campaign flag from a
1221/// dialogue choice, enabling flag-gated options/objectives/triggers).
1222#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1223#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
1224pub enum DialogueEffect {
1225 /// Marks a stage-5 objective complete.
1226 CompleteObjective {
1227 /// The objective to complete (resolved at the stage-5 boundary).
1228 objective: ObjectiveId,
1229 },
1230 /// Sets a campaign flag (DSL v0.4), mirroring [`QuestEffect::SetFlag`].
1231 SetFlag {
1232 /// The flag to set.
1233 flag: FlagId,
1234 },
1235 /// Cuts the world time (DSL v0.5), mirroring [`QuestEffect::SetTime`].
1236 SetTime {
1237 /// The time state to cut to.
1238 time: WorldTime,
1239 },
1240 /// Cuts the weather (DSL v0.5), mirroring [`QuestEffect::SetWeather`].
1241 SetWeather {
1242 /// The weather state to cut to.
1243 weather: WorldWeather,
1244 },
1245 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012), mirroring
1246 /// [`QuestEffect::SetCheckpoint`] — usable from a dialogue outcome.
1247 SetCheckpoint {
1248 /// The prefab checkpoint anchor the party respawns at.
1249 anchor: AnchorId,
1250 /// Per-player effects re-run on respawn while this checkpoint is active
1251 /// (scene reset). Empty = no hook.
1252 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1253 on_respawn: Vec<QuestEffect>,
1254 },
1255 /// Summons a `deferred` stage-2 NPC (DSL v0.6), mirroring
1256 /// [`QuestEffect::SpawnNpc`] — a character who walks in mid-conversation.
1257 SpawnNpc {
1258 /// The NPC (stage-2 ref) to summon.
1259 npc: NpcId,
1260 },
1261}
1262
1263impl DialogueEffect {
1264 /// The v0.5 effect name if this dialogue effect is one introduced in DSL v0.5
1265 /// (`set-time`/`set-weather`, spec-0010).
1266 pub fn v05_effect(&self) -> Option<&'static str> {
1267 match self {
1268 DialogueEffect::SetTime { .. } => Some("set-time"),
1269 DialogueEffect::SetWeather { .. } => Some("set-weather"),
1270 _ => None,
1271 }
1272 }
1273
1274 /// The v0.6 effect name if this dialogue effect is one introduced in DSL v0.6
1275 /// (`set-checkpoint`, spec-0012; `spawn-npc`).
1276 pub fn v06_effect(&self) -> Option<&'static str> {
1277 match self {
1278 DialogueEffect::SetCheckpoint { .. } => Some("set-checkpoint"),
1279 DialogueEffect::SpawnNpc { .. } => Some("spawn-npc"),
1280 _ => None,
1281 }
1282 }
1283
1284 /// The NPC id if this is a v0.6 `spawn-npc` dialogue effect.
1285 pub fn spawn_npc(&self) -> Option<&NpcId> {
1286 match self {
1287 DialogueEffect::SpawnNpc { npc } => Some(npc),
1288 _ => None,
1289 }
1290 }
1291
1292 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` dialogue effect.
1293 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
1294 match self {
1295 DialogueEffect::SetCheckpoint { anchor, on_respawn } => {
1296 Some((anchor, on_respawn.as_slice()))
1297 }
1298 _ => None,
1299 }
1300 }
1301
1302 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect —
1303 /// **effect root 5** ([`crate::effects`]). Named separately from
1304 /// [`Self::set_checkpoint`] so the root walk and its mutable mirror name the
1305 /// same accessor modulo mutability, which is what lets one macro body generate
1306 /// both.
1307 pub fn set_checkpoint_on_respawn(&self) -> Option<&[QuestEffect]> {
1308 match self {
1309 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_slice()),
1310 _ => None,
1311 }
1312 }
1313
1314 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect, exposed
1315 /// mutably so the localization pass can rewrite the player-visible strings
1316 /// nested inside it. Lockstep sibling of [`Self::set_checkpoint`] — the bundle
1317 /// is a plain `Vec<QuestEffect>` that emission really lowers, so every scan
1318 /// that reaches it read-only needs a way to reach it writable too.
1319 pub fn set_checkpoint_on_respawn_mut(&mut self) -> Option<&mut [QuestEffect]> {
1320 match self {
1321 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_mut_slice()),
1322 _ => None,
1323 }
1324 }
1325}
1326
1327impl DialogueEffect {
1328 /// The `set-flag` flag id if this is a v0.4 `set-flag` dialogue effect.
1329 pub fn set_flag(&self) -> Option<&FlagId> {
1330 match self {
1331 DialogueEffect::SetFlag { flag } => Some(flag),
1332 _ => None,
1333 }
1334 }
1335
1336 /// The v0.4 effect name if this dialogue effect is one introduced in DSL v0.4
1337 /// (`set-flag`).
1338 pub fn v04_effect(&self) -> Option<&'static str> {
1339 match self {
1340 DialogueEffect::SetFlag { .. } => Some("set-flag"),
1341 _ => None,
1342 }
1343 }
1344
1345 /// The target time if this is a v0.5 `set-time` dialogue effect.
1346 pub fn set_time(&self) -> Option<WorldTime> {
1347 match self {
1348 DialogueEffect::SetTime { time } => Some(*time),
1349 _ => None,
1350 }
1351 }
1352
1353 /// The target weather if this is a v0.5 `set-weather` dialogue effect.
1354 pub fn set_weather(&self) -> Option<WorldWeather> {
1355 match self {
1356 DialogueEffect::SetWeather { weather } => Some(*weather),
1357 _ => None,
1358 }
1359 }
1360}
1361
1362// ---------------------------------------------------------------------------
1363// Stage 3 — classes
1364// ---------------------------------------------------------------------------
1365
1366/// Stage 3 payload: 1..4 selectable classes.
1367#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1368#[serde(deny_unknown_fields)]
1369pub struct ClassesContent {
1370 /// The selectable classes.
1371 pub classes: Vec<Class>,
1372}
1373
1374/// A player class with a starting kit.
1375#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1376#[serde(deny_unknown_fields)]
1377pub struct Class {
1378 /// Unique class id.
1379 pub id: ClassId,
1380 /// Player-facing name.
1381 pub name: String,
1382 /// Selection-screen blurb.
1383 pub blurb: String,
1384 /// Granted items.
1385 pub kit: Vec<KitItem>,
1386}
1387
1388/// One item in a class kit.
1389///
1390/// Note: `lore`, `enchantments` and `attributes` are reserved for M2/M3
1391/// (spec-0001). They are intentionally *not* defined as fields in v0, so a
1392/// document using them is rejected as an unknown field (`DW0100`).
1393#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1394#[serde(deny_unknown_fields)]
1395pub struct KitItem {
1396 /// Vanilla item id, validated against the pinned 1.21.11 registry.
1397 pub item: String,
1398 /// Stack count.
1399 pub count: u32,
1400 /// Optional display name.
1401 #[serde(default, skip_serializing_if = "Option::is_none")]
1402 pub name: Option<String>,
1403 /// Who gets it (DSL v0.6, spec-0018). Absent = [`Carrier::All`]. A class kit is
1404 /// per-player gear by construction — every player who picks the class gets the
1405 /// kit — so `carrier` here marks a **party-unique** kit item: exactly one copy
1406 /// enters the party, given to the first player to pick this class.
1407 #[serde(default, skip_serializing_if = "Option::is_none")]
1408 pub carrier: Option<Carrier>,
1409 /// **The flask** (DSL v0.8, spec-0016 §1): this kit
1410 /// entry is the class's recovery item, and resting at a bonfire replenishes
1411 /// it to exactly `count`. A campaign that places a `bonfire` and declares no
1412 /// flask anywhere in its kits is `DW0476` — the estus loop is what makes
1413 /// dying an investment, so a souls campaign without one is a build error, not
1414 /// a design choice. Absent on every pre-0.8 kit → emission byte-identical.
1415 #[serde(default, skip_serializing_if = "is_false")]
1416 pub flask: bool,
1417 /// **What is in the bottle** (DSL v0.8, spec-0016 §1): the vanilla
1418 /// `minecraft:potion_contents` component of a
1419 /// potion-bearing item ([`POTION_BEARING_ITEMS`]). Without it a
1420 /// `minecraft:potion` is the *Uncraftable Potion* — a bottle that heals
1421 /// nothing — which is exactly the placeholder flask this field exists to
1422 /// abolish, so at `dsl_version` 0.8.0 a potion-bearing kit item that declares
1423 /// no `contents` is `DW0487`.
1424 #[serde(default, skip_serializing_if = "Option::is_none")]
1425 pub contents: Option<PotionContents>,
1426}
1427
1428/// The items whose vanilla item definition carries a `minecraft:potion_contents`
1429/// component — the only items a kit `contents` may be declared on (`DW0486`).
1430///
1431/// Read off the pinned 1.21.11 `item_components` summary (SHA-256
1432/// `51b191e13f86813ca02f1498942e5bc235947edb71eb8105a78401670b3665c4`, the same
1433/// misode/mcmeta ref `crates/compiler/data/PROVENANCE.md` pins): exactly these
1434/// four items declare the component, and on any other item the game drops the
1435/// data on the floor.
1436pub const POTION_BEARING_ITEMS: &[&str] = &[
1437 "minecraft:lingering_potion",
1438 "minecraft:potion",
1439 "minecraft:splash_potion",
1440 "minecraft:tipped_arrow",
1441];
1442
1443/// True if `item_id` (optionally un-namespaced) is one of the four
1444/// [`POTION_BEARING_ITEMS`].
1445pub fn is_potion_bearing_item(item_id: &str) -> bool {
1446 let norm = if item_id.contains(':') {
1447 item_id.to_string()
1448 } else {
1449 format!("minecraft:{item_id}")
1450 };
1451 POTION_BEARING_ITEMS.contains(&norm.as_str())
1452}
1453
1454/// The two **instantaneous** status effects: they are applied once, on the tick
1455/// the potion is drunk (`PotionContents.applyToLivingEntity` branches on
1456/// `isInstantenous` before any effect instance is ever added), so a `duration` on
1457/// one is a statement the game never reads — `DW0486` says so rather than letting
1458/// an author believe they wrote a thirty-second heal.
1459pub const INSTANT_EFFECTS: &[&str] = &["minecraft:instant_health", "minecraft:instant_damage"];
1460
1461/// A potion-bearing kit item's `minecraft:potion_contents` component (DSL v0.8),
1462/// modelled field for field on vanilla rather than invented: a **named** potion,
1463/// a list of **custom effects**, or both, plus the bottle-colour override.
1464///
1465/// Vanilla resolves a drink as the named potion's effects followed by the custom
1466/// ones, and derives the bottle colour from those effects unless `color`
1467/// overrides it — so `{"potion": "minecraft:strong_healing"}` is literally the
1468/// Potion of Healing II a player would brew, not an approximation of one.
1469#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1470#[serde(deny_unknown_fields)]
1471pub struct PotionContents {
1472 /// A named vanilla potion id (`minecraft:strong_healing`,
1473 /// `minecraft:long_night_vision`, …), validated against the pinned 1.21.11
1474 /// `potion` registry (`DW0486`).
1475 #[serde(default, skip_serializing_if = "Option::is_none")]
1476 pub potion: Option<String>,
1477 /// Custom effects applied on top of (or instead of) the named potion — the
1478 /// escape hatch for a recovery item vanilla has no brew for.
1479 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1480 pub effects: Vec<PotionEffect>,
1481 /// Bottle-colour override, `#rrggbb` (vanilla `custom_color`). Absent → the
1482 /// colour vanilla derives from the effects themselves.
1483 #[serde(default, skip_serializing_if = "Option::is_none")]
1484 pub color: Option<String>,
1485}
1486
1487/// One entry of a potion's `custom_effects` list.
1488#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1489#[serde(deny_unknown_fields)]
1490pub struct PotionEffect {
1491 /// Vanilla status-effect id (e.g. `minecraft:regeneration`), validated
1492 /// against the pinned registry (`DW0486`).
1493 pub effect: String,
1494 /// How long it lasts, in **ticks** (20 = one second). Required for every
1495 /// effect except the two [`INSTANT_EFFECTS`], which must NOT declare one.
1496 #[serde(default, skip_serializing_if = "Option::is_none")]
1497 pub duration: Option<u32>,
1498 /// Amplifier, 0 = level I (vanilla's unsigned byte, so 0–255). Absent = 0.
1499 #[serde(default, skip_serializing_if = "Option::is_none")]
1500 pub amplifier: Option<u32>,
1501}
1502
1503impl PotionEffect {
1504 /// True if this effect is applied once on drinking rather than over time.
1505 pub fn is_instant(&self) -> bool {
1506 let norm = crate::registry::namespaced_effect_id(&self.effect);
1507 INSTANT_EFFECTS.contains(&norm.as_str())
1508 }
1509}
1510
1511/// The largest `duration` a potion effect may declare, in ticks: 1 000 000 ticks
1512/// ≈ 13.9 hours, past the 10-hour delve ceiling, so nothing a delve can legally
1513/// need is refused — while a duration typed in *milliseconds*, or one that would
1514/// overflow vanilla's int, is caught (`DW0486`).
1515pub const MAX_POTION_DURATION_TICKS: u32 = 1_000_000;
1516
1517/// The largest `amplifier` a potion effect may declare: vanilla stores it in an
1518/// unsigned byte, so 255 is not a policy but the end of the field.
1519pub const MAX_POTION_AMPLIFIER: u32 = 255;
1520
1521/// The largest `seconds` a [`QuestEffect::GiveEffect`] may declare, derived from
1522/// [`MAX_POTION_DURATION_TICKS`] rather than chosen again: the two are the same
1523/// quantity in different units, and a second independently-picked ceiling is how
1524/// two limits for one fact drift apart. ≈13.9 hours, past the 10-hour delve
1525/// ceiling, so nothing a delve can legally need is refused — while a duration
1526/// typed in *ticks* or in milliseconds is caught (`DW0541`).
1527pub const MAX_EFFECT_SECONDS: u32 = MAX_POTION_DURATION_TICKS / 20;
1528
1529/// The canonical English title of the bonfire rest dialog. Baked at emit time
1530/// when the campaign authors no `prompt`, in the
1531/// `world.boundary.message` tradition: a compiler default is not inventoried, an
1532/// authored line is — so a delve that wants this sentence in `zh-cn` authors it.
1533pub const BONFIRE_PROMPT_EN: &str = "Bonfire";
1534/// The canonical English label of the **rest and save** option.
1535pub const BONFIRE_REST_LABEL_EN: &str = "Rest and save";
1536/// The canonical English label of the **save only** option.
1537pub const BONFIRE_SAVE_LABEL_EN: &str = "Save only";
1538
1539/// A `bonfire`'s authored rest-dialog strings, each `None` when the campaign
1540/// leaves the compiler's canonical English in place
1541/// ([`QuestEffect::bonfire_labels`]).
1542#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1543pub struct BonfireLabels<'a> {
1544 /// Dialog title; `None` → [`BONFIRE_PROMPT_EN`].
1545 pub prompt: Option<&'a str>,
1546 /// **Rest and save** button label; `None` → [`BONFIRE_REST_LABEL_EN`].
1547 pub rest_label: Option<&'a str>,
1548 /// **Save only** button label; `None` → [`BONFIRE_SAVE_LABEL_EN`].
1549 pub save_label: Option<&'a str>,
1550}
1551
1552impl BonfireLabels<'_> {
1553 /// The dialog title actually emitted.
1554 pub fn prompt_or_default(&self) -> &str {
1555 self.prompt.unwrap_or(BONFIRE_PROMPT_EN)
1556 }
1557 /// The **rest and save** label actually emitted.
1558 pub fn rest_or_default(&self) -> &str {
1559 self.rest_label.unwrap_or(BONFIRE_REST_LABEL_EN)
1560 }
1561 /// The **save only** label actually emitted.
1562 pub fn save_or_default(&self) -> &str {
1563 self.save_label.unwrap_or(BONFIRE_SAVE_LABEL_EN)
1564 }
1565}
1566
1567// ---------------------------------------------------------------------------
1568// Stage 4 — quest-plan
1569// ---------------------------------------------------------------------------
1570
1571/// Stage 4 payload: the quest dependency plan.
1572#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1573#[serde(deny_unknown_fields)]
1574pub struct QuestPlanContent {
1575 /// Planned quests (expanded in stage 5).
1576 pub quests: Vec<PlannedQuest>,
1577 /// The quest whose completion ends the campaign.
1578 pub finale: QuestId,
1579 /// The campaign's declared **story forks** (DSL v0.8, spec-0025). Empty/absent = a campaign that claims to have no
1580 /// branch — which the compiler then *verifies* rather than assumes: any flag
1581 /// that gates casts, staging or structure and is set on some playthroughs and
1582 /// not others belongs to no declared point and is `DW0480`.
1583 ///
1584 /// Enumerated branches are the **product of the declared points**, so the
1585 /// branch set is authored and small — never a combinatorial sweep of every
1586 /// flag in the campaign.
1587 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1588 pub branch_points: Vec<BranchPoint>,
1589}
1590
1591impl QuestPlanContent {
1592 /// **The ONE authority on which quests are the spine**: the finale and every
1593 /// quest its `depends_on` chain transitively demands — the quests a body
1594 /// cannot reach the finale without.
1595 ///
1596 /// The capability belongs here, on the stage-4 document, because the spine is
1597 /// a fact about the quest plan and about nothing else. It had grown two
1598 /// derivations of the same closure in two files — one inline in
1599 /// [`crate::validate`]'s `DW0132` convergence check, one a private
1600 /// `mandatory_quests` in [`crate::layout`] read by the layout binding and by
1601 /// the critical-path spine obligation. Both were correct and neither said it
1602 /// was the authority, which is exactly the shape a later clean merge turns
1603 /// into two rules that disagree.
1604 ///
1605 /// **Why the closure is taken over the raw `depends_on` edges, unfiltered.**
1606 /// The `validate` copy first dropped every dep naming a quest the plan does
1607 /// not declare. That filtering is not this function's question: a dangling
1608 /// `depends_on` is `DW0112`'s finding, and silently pruning it here would
1609 /// make the set disagree with the document it is derived from. So an id the
1610 /// plan does not declare is reported in the spine and expands no further —
1611 /// and the one reader that could care, `DW0132`, only ever asks whether a
1612 /// **declared** quest is a member, so an undeclared member cannot change its
1613 /// verdict.
1614 ///
1615 /// Cycle-safe by construction (a quest already in the set is not expanded
1616 /// again), so a plan `DW0130` will refuse still yields a set rather than
1617 /// hanging.
1618 ///
1619 /// **Not the same question as the `mandatory` field**, and the name says so
1620 /// deliberately. Today the two sets always coincide, because `DW0132` demands
1621 /// every declared quest be a transitive dependency of the finale and `DW0866`
1622 /// demands every quest set `mandatory: true`. If `mandatory: false` ever
1623 /// becomes legal those coincide no longer, and this function keeps answering
1624 /// the graph question it has always answered.
1625 #[must_use]
1626 pub fn spine(&self) -> BTreeSet<&str> {
1627 let deps: BTreeMap<&str, &[QuestId]> = self
1628 .quests
1629 .iter()
1630 .map(|q| (q.id.as_str(), q.depends_on.as_slice()))
1631 .collect();
1632 let mut spine: BTreeSet<&str> = BTreeSet::new();
1633 let mut stack = vec![self.finale.as_str()];
1634 while let Some(q) = stack.pop() {
1635 if !spine.insert(q) {
1636 continue;
1637 }
1638 for dep in deps.get(q).copied().unwrap_or(&[]) {
1639 stack.push(dep.as_str());
1640 }
1641 }
1642 spine
1643 }
1644
1645 /// **The ONE authority on which quests are elective** (spec-0051): the
1646 /// quests declaring `mandatory: false`.
1647 ///
1648 /// The counterpart to [`Self::spine`], and deliberately a *different*
1649 /// question. `spine` asks what the graph demands; this asks what the author
1650 /// claims. `DW0866`/`DW0867` are exactly the rules that keep the two
1651 /// answers honest about each other, and they can only do that while each
1652 /// side has one derivation — which is the defect the spine function was
1653 /// created to end, and which a second private `!q.mandatory` filter in the
1654 /// compiler would re-introduce on the other half.
1655 #[must_use]
1656 pub fn optional(&self) -> BTreeSet<&str> {
1657 self.quests
1658 .iter()
1659 .filter(|q| !q.mandatory)
1660 .map(|q| q.id.as_str())
1661 .collect()
1662 }
1663}
1664
1665/// One declared story fork (DSL v0.8, spec-0025).
1666///
1667/// A branch point names the flag set the story forks on, the quest at which the
1668/// fork opens, and every branch it offers. Each branch pins the point's whole
1669/// flag set: the flags it lists are **set**, and every other flag of `forks_on`
1670/// is **not** — which is what makes exclusive-content leakage (`DW0484`) and
1671/// per-branch cast resolution (`DW0483`) decidable instead of hopeful.
1672#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1673#[serde(deny_unknown_fields)]
1674pub struct BranchPoint {
1675 /// Unique branch-point id.
1676 pub id: BranchPointId,
1677 /// The quest at which the fork opens — every branch's divergent content is at
1678 /// or after it in the stage-4 DAG.
1679 pub opens_at: QuestId,
1680 /// The flag set the story forks on. Every branch's `flags` is a subset of
1681 /// this, and the flags it does not list are pinned **unset** on that branch.
1682 pub forks_on: Vec<FlagId>,
1683 /// The alternatives (≥ 2).
1684 pub branches: Vec<BranchDecl>,
1685}
1686
1687/// One alternative of a [`BranchPoint`] (DSL v0.8, spec-0025).
1688#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1689#[serde(deny_unknown_fields)]
1690pub struct BranchDecl {
1691 /// Unique branch id (campaign-wide — it names the emitted chronicle file).
1692 pub id: BranchId,
1693 /// The subset of the point's `forks_on` that is SET on this branch. The rest
1694 /// of `forks_on` is pinned unset. An empty list is legal — the "took neither
1695 /// option" branch — as long as it is genuinely reachable.
1696 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1697 pub flags: Vec<FlagId>,
1698 /// Where this branch goes: either the `quest/<kebab>` the branches converge
1699 /// at, or the `ending/<kebab>` this branch runs to.
1700 ///
1701 /// One field, not two mutually exclusive ones, because the **id prefix
1702 /// already says which it is** — the same convention every cross-stage
1703 /// reference in the DSL uses. That is what makes "exactly one of them" an
1704 /// unrepresentable state rather than a rule some diagnostic has to police: a
1705 /// value that is neither a syntactically valid `quest/…` nor `ending/…` is
1706 /// the ordinary malformed-id `DW0110`, and one that names nothing is the
1707 /// ordinary dangling-reference `DW0112`.
1708 pub leads_to: String,
1709}
1710
1711impl BranchDecl {
1712 /// The convergence quest, if [`Self::leads_to`] names one.
1713 pub fn converges_at(&self) -> Option<QuestId> {
1714 let q = QuestId(self.leads_to.clone());
1715 q.is_valid_syntax().then_some(q)
1716 }
1717
1718 /// The ending, if [`Self::leads_to`] names one.
1719 pub fn ending(&self) -> Option<EndingId> {
1720 let e = EndingId(self.leads_to.clone());
1721 e.is_valid_syntax().then_some(e)
1722 }
1723}
1724
1725/// What a story node does to the story (DSL v0.8, spec-0025).
1726///
1727/// The generalization of spec-0020's `doing` from NPC presence to event flow: a
1728/// design that never got written down node by node cannot compile. It is
1729/// **node-local on purpose** — there is no parallel per-branch script document
1730/// that could itself drift from the graph.
1731///
1732/// `text` is authoring/validation metadata, never shown to a player, so it is
1733/// deliberately **excluded from the l10n inventory** exactly like `doing`. The
1734/// compiler reads only `verb` and `subject`; `text` is the flesh the per-branch
1735/// chronicle is assembled from.
1736#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1737#[serde(deny_unknown_fields)]
1738pub struct Happening {
1739 /// The structured event verb — the machine-decidable part.
1740 pub verb: HappeningVerb,
1741 /// One line of prose stating what this node does to the story.
1742 pub text: String,
1743 /// What the event happens TO: an `npc/`, `actor/`, `wave/` or `anchor/` id
1744 /// (validated — a dangling one is `DW0112`), or an `item/<kebab>` label for a
1745 /// story token the campaign tracks by hand. Optional, because not every beat
1746 /// is about somebody; the hard-contradiction proof (`DW0485`) reasons only
1747 /// over the beats that name one.
1748 #[serde(default, skip_serializing_if = "Option::is_none")]
1749 pub subject: Option<String>,
1750}
1751
1752/// The structured event vocabulary (DSL v0.8, spec-0025).
1753///
1754/// Deliberately small and closed. These ten verbs are what make a subset of
1755/// narrative errors machine-decidable per branch (`DW0485`); everything else a
1756/// beat means lives in [`Happening::text`], which the compiler never interprets.
1757/// Extend only when a real campaign cannot state its beat with what is here.
1758#[derive(
1759 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
1760)]
1761#[serde(rename_all = "kebab-case")]
1762pub enum HappeningVerb {
1763 /// The subject is killed / destroyed. Terminal: nothing the subject does may
1764 /// follow it on the same branch.
1765 Dies,
1766 /// The subject comes through alive — the explicit counterpart of `dies`,
1767 /// which is what lets a branch state that somebody *did not* die.
1768 Survives,
1769 /// The subject leaves the stage (offstage, not dead). Cleared by `arrives`.
1770 Departs,
1771 /// The subject enters the stage.
1772 Arrives,
1773 /// Somebody learns a fact — the true-information beat.
1774 Learns,
1775 /// Somebody comes to believe something (whether or not it is true) — the beat
1776 /// that carries a wrong belief forward, which is where branch drift shows.
1777 Believes,
1778 /// The party (or the subject) gains a thing.
1779 Gains,
1780 /// The party (or the subject) loses a thing. A second `loses` with no
1781 /// intervening `gains` is spending what is already spent (`DW0485`).
1782 Loses,
1783 /// A way is opened.
1784 Opens,
1785 /// A way is sealed. Cleared by `opens`.
1786 Seals,
1787}
1788
1789/// One planned quest (dependency-graph node).
1790#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1791#[serde(deny_unknown_fields)]
1792pub struct PlannedQuest {
1793 /// Unique quest id.
1794 pub id: QuestId,
1795 /// Human-readable goal.
1796 pub goal: String,
1797 /// Area this quest takes place in (stage-1 ref).
1798 pub area: AreaId,
1799 /// NPCs involved (stage-2 refs).
1800 pub npcs: Vec<NpcId>,
1801 /// Prerequisite quests; edges must form a DAG.
1802 pub depends_on: Vec<QuestId>,
1803 /// `false` declares an optional quest (spec-0051).
1804 pub mandatory: bool,
1805 /// Act number (informational).
1806 pub act: u32,
1807}
1808
1809// ---------------------------------------------------------------------------
1810// Stage 5 — quests
1811// ---------------------------------------------------------------------------
1812
1813/// Stage 5 payload: quest expansions.
1814#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1815#[serde(deny_unknown_fields)]
1816pub struct QuestsContent {
1817 /// The expanded quests (1:1 with stage 4).
1818 pub quests: Vec<Quest>,
1819 /// Combat waves (DSL v0.3). Each wave is spawned by a `spawn-wave` effect and
1820 /// slain to complete a `kill` objective. Empty/absent in v0.2 campaigns.
1821 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1822 pub waves: Vec<Wave>,
1823 /// Environment triggers (DSL v0.4, spec-0008 §7): "the world answers". Each
1824 /// watches an anchor for a strike / use / approach event and fires a bundle
1825 /// of [`QuestEffect`]s. Empty/absent in v0.2/v0.3 campaigns.
1826 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1827 pub triggers: Vec<EnvTrigger>,
1828 /// Scripted actors (DSL v0.6, spec-0014): NoAI/Silent/no-loot puppets moved by
1829 /// compiler-emitted per-tick teleport. Distinct from stage-2 NPCs
1830 /// (no dialogue, any mob type). Summoned/removed/moved/unleashed by the actor
1831 /// staging effects. Empty/absent before v0.6.
1832 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1833 pub actors: Vec<Actor>,
1834 /// Traps (DSL v0.6, spec-0011; command payloads spec-0022): environmental
1835 /// hazards, each at one point anchor an area's prefab provides. Each says
1836 /// what springs the trap, what it then does (a command `payload`, a legacy
1837 /// dispenser `effect`, or both), how dangerous it is, how it is disarmed and
1838 /// whether it re-arms. Empty/absent in pre-0.6 campaigns, so a v0.5-or-earlier campaign that declares none stays
1839 /// byte-identical.
1840 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1841 pub traps: Vec<Trap>,
1842 /// Shortcut doors (spec-0016 §2): a gate that is sealed from world-load and
1843 /// is opened — permanently — from the FAR side. Empty/absent in pre-0.6
1844 /// campaigns, so a campaign that declares none stays
1845 /// byte-identical.
1846 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1847 pub shortcuts: Vec<Shortcut>,
1848 /// Ambushes (spec-0016 §3): sugar over "deferred actors + a trigger that
1849 /// springs them". Empty/absent in pre-0.6 campaigns.
1850 ///
1851 /// **Never serialized.** [`parse_campaign`](crate::parse_campaign) expands
1852 /// each ambush into `triggers`, so the canonical form of a campaign is its
1853 /// **desugared** form. That is what keeps the canonical round-trip idempotent
1854 /// (re-parsing canonical output finds no `ambushes` and so cannot expand a
1855 /// second time and duplicate the trigger ids), and it means the sugar exists
1856 /// at exactly one layer boundary — the authored `.json` — with nothing
1857 /// downstream needing to know it was ever there. The list itself is kept in
1858 /// memory so diagnostics can name the ambush the author wrote.
1859 /// Timed gates (spec-0016 §4): gates on a deterministic open/close clock.
1860 /// Empty/absent in pre-0.6 campaigns.
1861 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1862 pub timed_gates: Vec<TimedGate>,
1863 /// Container fills (spec-0021): pre-placed chests/barrels in the prefabs
1864 /// given contents at world init. Empty/absent in pre-0.6 campaigns
1865 ///.
1866 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1867 pub loot: Vec<Loot>,
1868 /// Runtime state data (DSL v0.10, spec-0031): named, scoped, integer-valued
1869 /// counters the campaign sets, adds to and clears at runtime, and compares
1870 /// against in any gate. A campaign that declares none emits none of it.
1871 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1872 pub state: Vec<StateDecl>,
1873 /// **The campaign's death beat** (DSL v0.10, spec-0031): effects run at the
1874 /// moment a player dies, for that player. Effect root **R7**
1875 /// ([`crate::EffectRootKind::OnDeath`]); a campaign that declares none emits
1876 /// none of it.
1877 ///
1878 /// **Why this is campaign-wide and not a field on a checkpoint.** The engine
1879 /// already has `on_respawn`, and it hangs off a `set-checkpoint` because
1880 /// *where you come back* is a property of the checkpoint. *That you died* is
1881 /// not: it is true at every point of the delve, under every checkpoint, and a
1882 /// bundle repeated on each checkpoint would be the same content written N
1883 /// times with N chances to forget one. So death is a moment in the campaign,
1884 /// and this is the one place it is named. Anything that should only happen in
1885 /// some phase of the delve is expressed by the ordinary per-effect
1886 /// `requires_flags` / `forbids_flags` gate every other root already carries —
1887 /// no second gating surface.
1888 ///
1889 /// **Audience is the dying player** (`Audience::Solo`, the audience
1890 /// `on_respawn` and `on_caught` already use): a death is one player's, and
1891 /// re-broadcasting it to the party would duplicate their narration and their
1892 /// kit. A beat the whole party should see is a `narrate` addressed by the
1893 /// author to the party through the effect's own vocabulary, not a different
1894 /// default here.
1895 ///
1896 /// **Timing.** It fires on the death edge while the player is still a corpse
1897 /// (`Health: 0.0f`, on the death screen) — see
1898 /// `emit::emit_checkpoint_functions`. That is the difference between this and
1899 /// `on_respawn`, which deliberately waits for the player to come back.
1900 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1901 pub on_death: Vec<QuestEffect>,
1902 /// Lethal volumes (DSL v0.10, spec-0031): declared boxes that kill whatever
1903 /// enters them. Empty/absent in pre-0.10 campaigns, so a
1904 /// campaign that declares none stays byte-identical.
1905 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1906 pub lethal_volumes: Vec<LethalVolume>,
1907 /// Shops (DSL v0.10, spec-0032): interaction points that open a list of
1908 /// gated offers. Empty/absent in pre-0.10 campaigns, so a
1909 /// campaign that declares none stays byte-identical.
1910 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1911 pub shops: Vec<Shop>,
1912 /// Recovery stakes (DSL v0.10, spec-0032): what a death forfeits, where the
1913 /// marker lands, and how it comes back. Empty/absent in pre-0.10 campaigns
1914 ///, so a campaign that declares none stays byte-identical.
1915 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1916 pub stakes: Vec<Stake>,
1917 #[serde(default, skip_serializing)]
1918 pub ambushes: Vec<Ambush>,
1919 /// Whether [`Self::expand_ambushes`] has already run (never serialized). The
1920 /// authored `ambushes` are deliberately KEPT after expansion so validation
1921 /// and the counterplay proof can attribute diagnostics to the ambush the
1922 /// author actually wrote; this flag is what makes a second expansion a no-op.
1923 #[serde(skip)]
1924 pub ambushes_expanded: bool,
1925}
1926
1927impl QuestsContent {
1928 /// Every environment trigger this stage produces: the authored `triggers`
1929 /// followed by the ones each `ambush` desugars to (spec-0016 §3), in
1930 /// declared order.
1931 ///
1932 /// **This is the single trigger authority.** Validation, the l10n
1933 /// inventory, the flag/wave producer scans, the nav proofs and emission all
1934 /// read triggers through it, so an ambush behaves exactly like the trigger
1935 /// an author would otherwise hand-write — there is no second code path for
1936 /// the sugar to drift down. Deterministic (declaration order, no hashing).
1937 pub fn all_triggers(&self) -> Vec<EnvTrigger> {
1938 let mut out = self.triggers.clone();
1939 out.extend(self.ambushes.iter().map(Ambush::to_trigger));
1940 out
1941 }
1942
1943 /// **Does the campaign itself answer a right-click at `anchor`?**
1944 ///
1945 /// One predicate, read by both consumers of the press-answer rule, so they can
1946 /// never disagree about what "the campaign answered it" means: the compiler's
1947 /// synthesis (`plan::collect_press_answers`, which stands down where this is
1948 /// true) and the obligation on a shortcut door (`DW0429`, which fires where it
1949 /// is false). Split across the two crates they would drift, and the drift
1950 /// would read as "the compiler refused a door I answered".
1951 ///
1952 /// Deliberately the widest reading — *any* `use` trigger anchored there.
1953 /// Pressing it already does something the author chose, and the engine does
1954 /// not adjudicate whether what they chose counts as an answer.
1955 pub fn answers_press_at(&self, anchor: &str) -> bool {
1956 self.all_triggers()
1957 .iter()
1958 .any(|t| matches!(t.on, TriggerOn::Use) && t.at_anchor() == Some(anchor))
1959 }
1960
1961 /// Desugar every `ambush` into a real environment trigger and clear the
1962 /// ambush list (spec-0016 §3). Called once, by
1963 /// [`parse_campaign`](crate::parse_campaign); idempotent by construction
1964 /// (a second call sees no ambushes left to expand).
1965 pub fn expand_ambushes(&mut self) {
1966 if self.ambushes_expanded || self.ambushes.is_empty() {
1967 return;
1968 }
1969 self.triggers = self.all_triggers();
1970 self.ambushes_expanded = true;
1971 }
1972
1973 /// The declared datum with this id, if any (DSL v0.10).
1974 pub fn state_decl(&self, id: &str) -> Option<&StateDecl> {
1975 self.state.iter().find(|s| s.id.as_str() == id)
1976 }
1977
1978 /// The declared stake with this id, if any (DSL v0.10, spec-0032).
1979 pub fn stake_decl(&self, id: &str) -> Option<&Stake> {
1980 self.stakes.iter().find(|s| s.id.as_str() == id)
1981 }
1982}
1983
1984// ---------------------------------------------------------------------------
1985// Stage 5 — runtime state (DSL v0.10, spec-0031)
1986// ---------------------------------------------------------------------------
1987
1988/// Who holds a datum's value (DSL v0.10, spec-0031).
1989///
1990/// **Declared, never inferred.** A datum's multiplayer semantics is the one
1991/// thing about it that cannot be recovered from its uses: a purse read on a
1992/// `talk-to` looks identical whether every player has their own or the party
1993/// shares one, and the difference decides the whole design. spec-0031 states it
1994/// as a rule, and the type makes it un-omittable — there is no default.
1995#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1996#[serde(rename_all = "kebab-case")]
1997pub enum StateScope {
1998 /// Each player holds their own value. Read and written against the acting
1999 /// player, so a bundle with no acting player (the scheduler) cannot touch one
2000 /// (`DW0503`).
2001 Player,
2002 /// One value the whole party shares — the same holder story flags use
2003 /// (spec-0018). Readable and writable from every audience, including the
2004 /// scheduler.
2005 Party,
2006}
2007
2008impl StateScope {
2009 /// The wire token (`player` / `party`).
2010 pub fn token(self) -> &'static str {
2011 match self {
2012 StateScope::Player => "player",
2013 StateScope::Party => "party",
2014 }
2015 }
2016}
2017
2018/// One declared runtime datum (DSL v0.10, spec-0031): a named, scoped,
2019/// integer-valued counter.
2020///
2021/// This is what [`FlagId`] is not. A flag is boolean, party-wide and
2022/// **monotonic** — no verb clears one — which is exactly right for "this has
2023/// happened" and useless for a balance, a floor number, or "a ride is in
2024/// progress". A datum clears, counts down as well as up, and states its scope.
2025#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2026#[serde(deny_unknown_fields)]
2027pub struct StateDecl {
2028 /// Unique datum id (`state/<kebab>`).
2029 pub id: StateId,
2030 /// Who holds the value. Required — see [`StateScope`].
2031 pub scope: StateScope,
2032 /// The value the datum starts at, and the value `clear-state` returns it to.
2033 /// Defaults to `0`.
2034 ///
2035 /// One field rather than a separate `initial` and `cleared`: "the value this
2036 /// datum has when nothing has happened to it yet" is one fact, and two fields
2037 /// would let a campaign declare a datum that can never be returned to its own
2038 /// starting state.
2039 #[serde(default, skip_serializing_if = "is_zero_i32")]
2040 pub initial: i32,
2041 /// Free prose: what this datum means. Never machine-checked, never shown to a
2042 /// player — the forcing function that makes an author say what the number is,
2043 /// the same role `cast[].doing` plays.
2044 #[serde(default, skip_serializing_if = "Option::is_none")]
2045 pub note: Option<String>,
2046 /// The player-visible name of this datum (DSL v0.10, spec-0032).
2047 ///
2048 /// **A named datum is a currency.** There is no separate `currencies` section
2049 /// and there deliberately is not: a purse is a runtime datum that the player
2050 /// can see, and "the player can see it" is a property of the datum, not a
2051 /// different object class. A second struct carrying `id` + `scope` +
2052 /// `initial` + `name` would be a private copy of this one, which is the defect
2053 /// CLAUDE.md names second.
2054 ///
2055 /// Present ⇒ every `set-state` / `add-state` / `clear-state` on this datum
2056 /// also states the new balance to whoever holds it, on the action bar, as
2057 /// `<name>: <value>` with the value carried by vanilla's own `score`
2058 /// component. Absent ⇒ the datum is silent bookkeeping and emission is exactly
2059 /// what it was.
2060 ///
2061 /// Player-visible, so it is inventoried under `state.<id>.name` and
2062 /// translated like any other authored line.
2063 #[serde(default, skip_serializing_if = "Option::is_none")]
2064 pub name: Option<String>,
2065}
2066
2067/// serde `skip_serializing_if` helper: skip a zero `i32` (`StateDecl.initial`).
2068fn is_zero_i32(v: &i32) -> bool {
2069 *v == 0
2070}
2071
2072/// How a [`StateCompare`] relates a datum to its operand (DSL v0.10).
2073///
2074/// Four operators, not six: over integers `less-than n` is `at-most n-1` and
2075/// `greater-than n` is `at-least n+1`, so the extra spellings would add a second
2076/// way to say one thing and a second emission path to keep honest.
2077#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2078#[serde(rename_all = "kebab-case")]
2079pub enum CompareOp {
2080 /// The datum is exactly `value`.
2081 Equals,
2082 /// The datum is anything but `value`.
2083 NotEquals,
2084 /// The datum is `value` or more.
2085 AtLeast,
2086 /// The datum is `value` or less.
2087 AtMost,
2088}
2089
2090impl CompareOp {
2091 /// The wire token (`equals` / `not-equals` / `at-least` / `at-most`).
2092 pub fn token(self) -> &'static str {
2093 match self {
2094 CompareOp::Equals => "equals",
2095 CompareOp::NotEquals => "not-equals",
2096 CompareOp::AtLeast => "at-least",
2097 CompareOp::AtMost => "at-most",
2098 }
2099 }
2100}
2101
2102/// What one of the DSL v0.10 state verbs does to a datum — the value half of
2103/// [`QuestEffect::writes_state`].
2104#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2105pub enum StateWrite {
2106 /// `set-state`: the datum becomes this value.
2107 Set(i32),
2108 /// `add-state`: the datum moves by this signed amount.
2109 Add(i32),
2110 /// `clear-state`: the datum returns to its declared `initial`.
2111 Clear,
2112}
2113
2114/// One numeric term of a gate (DSL v0.10, spec-0031): *this datum compares thus
2115/// to this value*.
2116///
2117/// It rides [`Gate`](crate::gate::Gate) — the shared gate, carried by every
2118/// consumer of `requires_flags`/`forbids_flags` — and not any one verb. The
2119/// comparison's consumers are exactly the gate's consumers ("this door opens at
2120/// 500", "this line is withheld below 200", "this lever does nothing while the
2121/// car is moving"), so hanging it off the first verb that asked would leave the
2122/// second with no surface and make a second bespoke field look like the fix.
2123#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2124#[serde(deny_unknown_fields)]
2125pub struct StateCompare {
2126 /// The datum to read. Must be declared in the stage-5 `state` list
2127 /// (`DW0502`).
2128 pub state: StateId,
2129 /// How to compare it.
2130 pub op: CompareOp,
2131 /// What to compare it against.
2132 pub value: i32,
2133}
2134
2135/// A stage-5 container fill (DSL v0.6, spec-0021): contents for a chest or
2136/// barrel the prefab already placed.
2137///
2138/// The container is **hardware the prefab authored**, exactly like a trap's
2139/// dispenser: this declaration gives an already-placed, already-lit, already
2140/// composed piece of furniture its contents. The compiler never places the
2141/// container itself — if the anchor's cell does not already hold one, that is a
2142/// content defect and a build error (`DW0431`), not something to paper over by
2143/// setblock-ing a chest into a wall.
2144#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2145#[serde(deny_unknown_fields)]
2146pub struct Loot {
2147 /// Unique loot id (`loot/<kebab>`).
2148 pub id: LootId,
2149 /// The anchor whose cell holds the container to fill.
2150 pub anchor: AnchorId,
2151 /// Contents, in declaration order. Slot assignment is positional and
2152 /// deterministic — the first entry lands in `container.0`, the second in
2153 /// `container.1`, and so on (ADR-0006: no RNG, no loot tables).
2154 pub items: Vec<LootItem>,
2155}
2156
2157/// One stack inside a [`Loot`] container.
2158#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2159#[serde(deny_unknown_fields)]
2160pub struct LootItem {
2161 /// Item id (e.g. `minecraft:cooked_cod`). Validated against the pinned
2162 /// 1.21.11 item registry (`DW0143`).
2163 pub item: String,
2164 /// Stack size. Defaults to 1.
2165 #[serde(default = "one_u32")]
2166 pub count: u32,
2167 /// Optional custom item name. Enters the l10n string inventory exactly like
2168 /// a class kit item's name.
2169 #[serde(default, skip_serializing_if = "Option::is_none")]
2170 pub name: Option<String>,
2171 /// Enchantments on this stack (`{"minecraft:sharpness": 3}`), emitted as the
2172 /// 1.21 `minecraft:enchantments` item component.
2173 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
2174 pub enchantments: BTreeMap<String, u32>,
2175}
2176
2177fn one_u32() -> u32 {
2178 1
2179}
2180
2181/// A stage-5 trap (DSL v0.6, spec-0011; command payloads spec-0022): an
2182/// environmental hazard at one cell of a placed piece.
2183///
2184/// **What the prefab has to provide is one point anchor, and for most traps that
2185/// is all.** [`Trap::at`] names the trigger/hazard cell; the compiler models it
2186/// as a hazard for the completability proofs (`DW0342`) and, for a disarmable
2187/// trap, emits the disarm affordance. A [`payload`](Trap::payload) trap needs
2188/// nothing else: **the compiler owns the detection**, emitting a per-tick,
2189/// edge-latched `execute … if entity @a[<cell>]` and running the authored effect
2190/// bundle from it.
2191///
2192/// Two things a piece must pre-wire, each for one case and neither for the
2193/// common one:
2194///
2195/// * the legacy [`effect`](Trap::effect) — a `dispense` payload the prefab's own
2196/// redstone fires — needs the anchor's `dispenser` socket cell, which the
2197/// compiler fills. That is the case "harm is redstone-native" (spec-0011) was
2198/// written about, and the only one in which no detection is emitted.
2199/// * a **flag-gated** trap ([`requires_flags`](Trap::requires_flags) /
2200/// [`forbids_flags`](Trap::forbids_flags)) needs the anchor's `trigger_block`,
2201/// because gating removes the trigger block from the world while the gate is
2202/// shut and puts it back verbatim (`DW0363`).
2203///
2204/// Player-vs-mob distinguishing matters in a sealed box-garden with controlled
2205/// mobs, so `trapped-chest` (opened by a player) is called out as the only
2206/// player-distinct trigger.
2207#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2208#[serde(deny_unknown_fields)]
2209pub struct Trap {
2210 /// Unique trap id (`trap/<kebab>`).
2211 pub id: TrapId,
2212 /// **The point anchor this trap sits on** — any anchor an area's prefab
2213 /// provides, whatever it is called. Its cell is the trigger/hazard cell the
2214 /// compiler models, and for a `payload` trap that cell is the whole of what
2215 /// the piece has to provide: detection is the compiler's.
2216 ///
2217 /// The anchor additionally needs a `dispenser` socket for a legacy
2218 /// [`effect`](Trap::effect) trap, and a `trigger_block` for a flag-gated one
2219 /// (`DW0363`). `anchor/trap` is the name the shipped pieces use, and a name
2220 /// is all it is.
2221 pub at: AnchorId,
2222 /// What springs the trap (all redstone-native).
2223 pub trigger: TrapTrigger,
2224 /// The **legacy** redstone consequence (spec-0011): a static dispenser
2225 /// payload the prefab's own wiring fires. Superseded by [`Trap::payload`]
2226 /// (spec-0022) — redstone now keeps only the trigger — but kept meaningful
2227 /// so existing campaigns build unchanged. Optional since spec-0022; a trap
2228 /// must declare `effect`, `payload`, or both (`DW0440`).
2229 #[serde(default, skip_serializing_if = "Option::is_none")]
2230 pub effect: Option<TrapEffect>,
2231 /// The **command payload** (spec-0022): an ordered effect list in the same
2232 /// vocabulary quests use, run when the trigger fires. This is where a trap's
2233 /// consequence lives now — the compiler owns the detection tick and the
2234 /// effect vocabulary, so a trap's payload is authored like any other effect
2235 /// bundle rather than built out of dust and repeaters. Expressiveness moves
2236 /// from "what dust can carry" to "what the effect vocabulary can say":
2237 /// `volley` and `collapse` (spec-0022's trap verbs) join `damage-players`,
2238 /// `play-sound`, `narrate`, `set-flag` and `spawn-wave`.
2239 ///
2240 /// Empty = a pure spec-0011 redstone trap, which emits exactly what it
2241 /// emitted before (byte-identical).
2242 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2243 pub payload: Vec<QuestEffect>,
2244 /// How dangerous the trap is. A `lethal` trap on the forced critical path
2245 /// carries the completability obligation (`DW0342`); `harmful`/`nonlethal`
2246 /// carry none. Defaults to `harmful`.
2247 #[serde(default)]
2248 pub lethality: Lethality,
2249 /// Optional disarm affordance (quest-coupling): an anchor the player acts on to
2250 /// turn the trap off — setting a flag and emptying the dispenser — before the
2251 /// trap cell is forced.
2252 #[serde(default, skip_serializing_if = "Option::is_none")]
2253 pub disarm: Option<TrapDisarm>,
2254 /// Whether the trap re-arms after firing. `once` = single-shot (fires, then
2255 /// spent — the survivability path); `rearm` = re-fires each trigger (default).
2256 #[serde(default)]
2257 pub reset: TrapReset,
2258 /// Flags that must be set before the trap is considered active (mirrors
2259 /// [`EnvTrigger::requires_flags`]). Default empty.
2260 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2261 pub requires_flags: Vec<FlagId>,
2262 /// Negative flag gate (DSL v0.6): the trap is considered inactive while ANY
2263 /// listed flag is set (mirrors [`EnvTrigger::forbids_flags`]). Default empty.
2264 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2265 pub forbids_flags: Vec<FlagId>,
2266 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2267 /// hold for this gate to be open. The third field of the one gate, carried by
2268 /// every gate consumer — never by the verb that first wanted it. Default
2269 /// empty, so a pre-0.10 campaign is byte-identical.
2270 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2271 pub requires_state: Vec<StateCompare>,
2272}
2273
2274impl Trap {
2275 /// `(item, count)` if this trap declares a legacy `dispense` effect.
2276 pub fn dispense(&self) -> Option<(&str, u32)> {
2277 match &self.effect {
2278 Some(TrapEffect::Dispense { item, count }) => Some((item.as_str(), *count)),
2279 None => None,
2280 }
2281 }
2282
2283 /// Whether this trap is `lethal` (carries the `DW0342` obligation on the
2284 /// forced critical path).
2285 pub fn is_lethal(&self) -> bool {
2286 matches!(self.lethality, Lethality::Lethal)
2287 }
2288}
2289
2290/// The mechanism that springs a [`Trap`] (DSL v0.6, spec-0011). All three are
2291/// redstone-native — the hardware fires without any command — so the compiler
2292/// emits no detection for them; it only models the trigger cell as a hazard and
2293/// fills the dispenser payload. (`approach`, the compiler-detected v0.4 primitive,
2294/// is deliberately *not* a trap trigger: it is already fully expressible as an
2295/// [`EnvTrigger`], so admitting it here would only duplicate that surface.)
2296#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2297#[serde(rename_all = "kebab-case")]
2298pub enum TrapTrigger {
2299 /// A pressure plate: any entity stepping on the cell. Auto-rearms on step-off.
2300 PressurePlate,
2301 /// A tripwire line: any entity crossing it. Auto-rearms.
2302 Tripwire,
2303 /// A trapped chest: a *player opening it* (comparator pulse). The only
2304 /// player-distinct trigger — a controlled mob cannot spring it.
2305 TrappedChest,
2306}
2307
2308impl TrapTrigger {
2309 /// The kebab tag (`pressure-plate` / `tripwire` / `trapped-chest`).
2310 pub fn kind(&self) -> &'static str {
2311 match self {
2312 TrapTrigger::PressurePlate => "pressure-plate",
2313 TrapTrigger::Tripwire => "tripwire",
2314 TrapTrigger::TrappedChest => "trapped-chest",
2315 }
2316 }
2317}
2318
2319/// What a [`Trap`] does when sprung (DSL v0.6, spec-0011). Externally tagged so a
2320/// future effect adds a variant; a non-`dispense` key (e.g. `tnt`,
2321/// `release-falling-block`, `crusher`) is an unknown variant → `DW0100`, keeping
2322/// block-destroying and unmodeled effects out of the schema by construction
2323/// (spec-0011 non-goals — no hardware the compiler cannot model reaches a world).
2324#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2325#[serde(rename_all = "kebab-case", deny_unknown_fields)]
2326pub enum TrapEffect {
2327 /// Load the prefab's pre-wired dispenser with `count` of `item` (arrows, tipped
2328 /// arrows, splash potions). The redstone fires it; terrain is untouched
2329 /// (spec-0011 "primary lethal"). The item is round-tripped into the dispenser
2330 /// `Items` NBT — a deterministic, static payload.
2331 Dispense {
2332 /// Vanilla item id (validated against the pinned 1.21.11 registry, `DW0341`).
2333 item: String,
2334 /// How many to load into the dispenser stack.
2335 count: u32,
2336 },
2337}
2338
2339/// How dangerous a [`Trap`] is (DSL v0.6, spec-0011). Only `lethal` carries the
2340/// forced-critical-path completability obligation (`DW0342`).
2341#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2342#[serde(rename_all = "kebab-case")]
2343pub enum Lethality {
2344 /// Can kill a full-health player — carries the `DW0342` obligation on the path.
2345 Lethal,
2346 /// Hurts but is not designed to kill (the default).
2347 #[default]
2348 Harmful,
2349 /// Cosmetic / trivial (a stumble, a scare).
2350 Nonlethal,
2351}
2352
2353/// Whether a [`Trap`] re-arms after firing (DSL v0.6, spec-0011).
2354#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2355#[serde(rename_all = "kebab-case")]
2356pub enum TrapReset {
2357 /// Fires once, then is spent — the survivability path for a forced lethal trap
2358 /// (respawn-safe with `keep_inventory`, non-re-triggering on the walk back; no
2359 /// soft-loop).
2360 Once,
2361 /// Re-fires every time the trigger is met (default). A forced lethal `rearm`
2362 /// trap must be avoidable or disarmable, else `DW0342`.
2363 #[default]
2364 Rearm,
2365}
2366
2367/// A [`Trap`]'s disarm affordance (DSL v0.6, spec-0011): the player acts on the
2368/// `via` anchor (an interaction the compiler emits, reusing the v0.4 interaction
2369/// entity) to turn the trap off — setting `sets_flag` and emptying the dispenser —
2370/// before the trap cell is forced. Discharges the `DW0342` obligation when the
2371/// affordance is reachable ahead of the trap without crossing it.
2372#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2373#[serde(deny_unknown_fields)]
2374pub struct TrapDisarm {
2375 /// The anchor the player interacts with to disarm.
2376 pub via: AnchorId,
2377 /// The flag set when the trap is disarmed (a new flag this trap produces; other
2378 /// objectives/triggers may read it via `requires_flags`).
2379 pub sets_flag: FlagId,
2380}
2381
2382/// A stage-5 **timed gate** (spec-0016 §4): a gate region driven by a
2383/// deterministic open/close clock, so passage is a timing read rather than a
2384/// permanent state.
2385///
2386/// **The proof is deliberately NOT all-phase passability** — a gate that
2387/// punishes bad timing is the entire point. What the
2388/// compiler requires is that the gate is *readable*: the set of entry phases from
2389/// which a walking player clears the span before it shuts must cover **≥ 20% of
2390/// the cycle** (`DW0378`). Below that it is a coin flip, not a skill, and no
2391/// amount of learning the level makes it fair.
2392#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2393#[serde(deny_unknown_fields)]
2394pub struct TimedGate {
2395 /// Unique timed-gate id (`timed-gate/<kebab>`).
2396 pub id: TimedGateId,
2397 /// The gate anchor the clock drives. Its prefab metadata must declare a fill
2398 /// `block` (`DW0343`), the same requirement `close-gate` and `shortcut` have.
2399 pub gate: AnchorId,
2400 /// Ticks the gate stays OPEN each cycle (> 0).
2401 pub open_ticks: u32,
2402 /// Ticks the gate stays CLOSED each cycle (> 0).
2403 pub closed_ticks: u32,
2404 /// Ticks after world init before the first open window begins (default 0) —
2405 /// how two gates in the same room are put out of step with each other. Must
2406 /// be less than the full cycle.
2407 #[serde(default, skip_serializing_if = "is_zero")]
2408 pub phase: u32,
2409 /// Whether the gate **kills** a player caught inside its region when it
2410 /// shuts (spec-0016 §4 addendum). A portcullis
2411 /// that merely shoves you aside teaches nothing; mistiming the crossing is
2412 /// supposed to be a death you learn from, which is the whole point of §4's
2413 /// ≥20%-of-cycle window proof — the window is fair, so the penalty can be
2414 /// absolute.
2415 ///
2416 /// This is a real judgement issued by command on the closing tick, not
2417 /// suffocation: vanilla's in-wall damage is slow, gear-dependent and
2418 /// escapable, so it would make the portcullis a suggestion. `damage` at the
2419 /// closing edge is exact and unarguable.
2420 ///
2421 /// **Defaults to `false`**, so every campaign authored before this field
2422 /// existed compiles byte-identically; a delve opts its portcullis in.
2423 #[serde(default, skip_serializing_if = "is_false")]
2424 pub crush: bool,
2425 /// Optional **disarm** affordance (souls dossier §5.2): the third
2426 /// rung of the hazard ladder — readable, avoidable, and finally *disable-able*.
2427 /// The real games' best timed hazards can be removed for good (Smouldering
2428 /// Lake's ballista, the Fringefolk chariot); a clock the party can only ever
2429 /// dance with is one rung short of the vocabulary.
2430 ///
2431 /// Interacting with the affordance suppresses the clock **permanently, with
2432 /// the gate resting OPEN** — a jammed portcullis stays up. Permanence is
2433 /// structural exactly as a `shortcut`'s is: no emitted function ever re-arms
2434 /// the clock, and `DW0389` refuses a campaign that spells a re-seal.
2435 ///
2436 /// **Defaults to absent**, so every campaign authored before this field
2437 /// existed compiles byte-identically; a delve opts its portcullis in.
2438 #[serde(default, skip_serializing_if = "Option::is_none")]
2439 pub disarm: Option<TimedGateDisarm>,
2440}
2441
2442/// A [`TimedGate`]'s disarm affordance (souls dossier §5.2) — the
2443/// exact shape a trap's [`TrapDisarm`] takes, and deliberately so: one affordance
2444/// grammar for every mechanism the party can switch off.
2445///
2446/// The player acts on the `via` anchor (a compiler-emitted interaction entity
2447/// plus its visible hardware, `DW0420`) to jam the gate. The clock stops with the
2448/// span cleared, `sets_flag` is raised party-wide, and nothing in the delve can
2449/// put the gate back.
2450#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2451#[serde(deny_unknown_fields)]
2452pub struct TimedGateDisarm {
2453 /// The anchor the player interacts with to jam the gate. Must be an anchor
2454 /// some area's prefab provides, and never the gate anchor itself — the
2455 /// mechanism belongs beside the doorway, not inside the span that crushes.
2456 pub via: AnchorId,
2457 /// The flag set when the gate is disarmed (a new flag this gate produces;
2458 /// other objectives/triggers may read it via `requires_flags`).
2459 pub sets_flag: FlagId,
2460}
2461
2462/// serde `skip_serializing_if` helper: skip a `0`.
2463fn is_zero(n: &u32) -> bool {
2464 *n == 0
2465}
2466
2467/// A stage-5 **ambush** (spec-0016 §3) — one declaration for a beat that
2468/// otherwise takes a deferred actor set plus a hand-wired trigger.
2469///
2470/// **`telegraph` is optional, and that is a design ruling, not an oversight.**
2471/// The un-telegraphed ambush — the shove off the cliff you
2472/// could not have known about — is core souls vocabulary: 初见杀 is how the level
2473/// teaches. The engine does not sand that edge off.
2474///
2475/// What the engine *does* owe the player is **counterplay on the retry**: having
2476/// died once, an informed player must have something to do about it. Determinism
2477/// guarantees the second attempt meets the same ambushers in the same cells; the
2478/// compiler adds the missing half — `DW0376` proves the trigger cell is not a
2479/// sealed pocket, i.e. that with every ambusher standing where it will stand,
2480/// a route out still exists (a retreat, luring ground, a positioning line).
2481/// Dying uninformed is a lesson; dying with no play available is a broken beat.
2482#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2483#[serde(deny_unknown_fields)]
2484pub struct Ambush {
2485 /// Unique ambush id (`ambush/<kebab>`).
2486 pub id: AmbushId,
2487 /// The anchor the trigger watches — the corner, doorway or ledge the player
2488 /// walks into.
2489 pub at: AnchorId,
2490 /// The stage-5 actors that spring (1..N). Each is summoned at its own
2491 /// declared anchor and immediately unleashed to real AI.
2492 pub actors: Vec<ActorId>,
2493 /// What springs it (`approach{range}` / `strike` / `use`), exactly the v0.4
2494 /// environment-trigger vocabulary.
2495 pub trigger: TriggerOn,
2496 /// The **optional** tell, fired at the trigger before the ambushers exist:
2497 /// a sound, a shadow, a line of narration. Empty = un-telegraphed, which is
2498 /// fully legal.
2499 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2500 pub telegraph: Vec<QuestEffect>,
2501 /// What the spring does to the story (DSL v0.8, spec-0025; required at
2502 /// 0.8.0, `DW0481`).
2503 ///
2504 /// **The declaration lives here because this is the object the author
2505 /// wrote.** An ambush desugars into a `spawn-actor` plus an `unleash-actor`
2506 /// per listed actor, and every one of those is a story node `DW0481` demands
2507 /// a `happening` from — on effects the author never wrote and cannot reach.
2508 /// So for as long as this field did not exist, an `ambushes[]` entry could
2509 /// not compile at 0.8.0 or above at all: declared in the schema, accepted by
2510 /// the schema check, and refused at validation with a prescription naming a
2511 /// field that was not there. Nothing caught it because no campaign and no
2512 /// fixture had ever written an ambush at a version where the obligation was
2513 /// live — which is the case spec-0039 exists to make impossible.
2514 ///
2515 /// An ambush is **one** beat, not `2N` of them: the ambushers appearing and
2516 /// coming at you is a single dramatic moment, so one declaration covers the
2517 /// whole spring. [`Self::to_trigger`] stamps it onto the first generated
2518 /// `spawn-actor` so the chronicle carries the line at the right position,
2519 /// and `branch::check_happenings` reads the obligation off the ambush rather
2520 /// than off the beats derived from it. Repeating it on all `2N` is the
2521 /// obvious alternative and it is wrong twice over: the chronicle would gain
2522 /// `N` duplicate lines, and `DW0485` would see one subject act repeatedly
2523 /// and be right to call it a contradiction.
2524 #[serde(default, skip_serializing_if = "Option::is_none")]
2525 pub happening: Option<Happening>,
2526}
2527
2528impl Ambush {
2529 /// The environment trigger this ambush desugars to (spec-0016 §3): a
2530 /// one-shot trigger at `at` whose effects are the telegraph, then a
2531 /// `spawn-actor` + `unleash-actor` per listed actor, in declared order.
2532 ///
2533 /// This is the **single** expansion authority. Every consumer — validation,
2534 /// the l10n inventory, the flag/wave producer scans, nav, emission — reads
2535 /// triggers through [`QuestsContent::all_triggers`], so the sugar cannot
2536 /// diverge from a hand-written equivalent, and an ambush is exactly as
2537 /// debuggable as the trigger an author would otherwise type.
2538 pub fn to_trigger(&self) -> EnvTrigger {
2539 let mut effects = self.telegraph.clone();
2540 for (i, a) in self.actors.iter().enumerate() {
2541 effects.push(QuestEffect::SpawnActor {
2542 actor: a.clone(),
2543 // The ambush declaration, on the beat where the spring becomes
2544 // real. Only the FIRST, for the reason the field documents: one
2545 // ambush is one beat, and stamping the line on every generated
2546 // effect would pad the chronicle and trip `DW0485`.
2547 happening: if i == 0 { self.happening.clone() } else { None },
2548 });
2549 }
2550 for a in &self.actors {
2551 effects.push(QuestEffect::UnleashActor {
2552 actor: a.clone(),
2553 happening: None,
2554 });
2555 }
2556 EnvTrigger {
2557 id: TriggerId(format!(
2558 "trigger/{}",
2559 crate::l10n::local_id(self.id.as_str())
2560 )),
2561 at: Some(self.at.clone()),
2562 on: self.trigger.clone(),
2563 requires_flags: Vec::new(),
2564 forbids_flags: Vec::new(),
2565 requires_state: Vec::new(),
2566 once: true,
2567 // An ambush is a party beat by construction — it springs actors at
2568 // the room, not a reply to the one who walked in.
2569 audience: TriggerAudience::Party,
2570 effects,
2571 }
2572 }
2573}
2574
2575/// A stage-5 **shortcut door** (spec-0016 §2) — the souls loop-back.
2576///
2577/// The owner's definition of the pattern: between two rest points there are two
2578/// routes. The **short** one starts sealed and holds nothing; the **long** one is
2579/// full of enemies and mechanisms. You earn the far side the hard way, pull one
2580/// mechanism, and the short route opens **forever**. That moment is the design.
2581///
2582/// The compiler owns three obligations, none of them optional:
2583/// 1. the `unlock` affordance is reachable while the gate is still sealed — the
2584/// long route genuinely exists (`DW0373`);
2585/// 2. opening the gate genuinely shortens the trip across it — a shortcut that
2586/// pays nothing is a leak, not a shortcut (`DW0360`);
2587/// 3. permanence is **structural**: no `close-gate` may target a shortcut gate
2588/// (`DW0372`). There is no re-sealing verb to reach for.
2589///
2590/// `close-gate` on a NON-shortcut gate (the point-of-no-return staging beat) is
2591/// untouched by this — the two verbs are deliberately disjoint.
2592#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2593#[serde(deny_unknown_fields)]
2594pub struct Shortcut {
2595 /// Unique shortcut id (`shortcut/<kebab>`).
2596 pub id: ShortcutId,
2597 /// The gate anchor this shortcut opens. Sealed from world-load (the prefab
2598 /// carries the physical fill), and its metadata must declare the fill `block`
2599 /// the compiler clears — the same requirement `close-gate` has.
2600 pub gate: AnchorId,
2601 /// The FAR-side anchor whose interaction fires the permanent open. The
2602 /// compiler summons the affordance there and polls it, reusing the v0.4
2603 /// interaction-entity `use` primitive.
2604 pub unlock: AnchorId,
2605 /// Effects fired once, when the shortcut opens — the bar lifting, the
2606 /// elevator descending, the sound of a door you will never have to earn
2607 /// again. Emitted server-source-safe (the poll lives on the tick).
2608 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2609 pub on_unlock: Vec<QuestEffect>,
2610}
2611
2612/// A stage-5 environment trigger (DSL v0.4). Emission uses vanilla-intended
2613/// primitives only (spec-0008 §7): `strike`/`use` read a `minecraft:interaction`
2614/// entity's attack/interaction records; `approach` is a `distance` selector on
2615/// the tick. Look-at / break-attempt detection is excluded on principle (no
2616/// vanilla primitive).
2617#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2618#[serde(deny_unknown_fields)]
2619pub struct EnvTrigger {
2620 /// Unique trigger id (`trigger/<kebab>`).
2621 pub id: TriggerId,
2622 /// The anchor this trigger watches. Required for `strike` / `use` /
2623 /// `approach`, which watch a *place*; **absent** for `strike-npc` (DSL
2624 /// v0.6), which watches a *character* and names it in `on.npc` instead —
2625 /// there is no cell for the author to supply and no cell the compiler
2626 /// would use. Either mismatch is `DW0194`.
2627 #[serde(default, skip_serializing_if = "Option::is_none")]
2628 pub at: Option<AnchorId>,
2629 /// The event that fires it.
2630 pub on: TriggerOn,
2631 /// Flags that must be set before the trigger can fire (DSL v0.4).
2632 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2633 pub requires_flags: Vec<FlagId>,
2634 /// Negative flag gate (DSL v0.6): the trigger is
2635 /// **suppressed** while ANY listed flag is set (by any player — flags are
2636 /// campaign state). The dual of `requires_flags`, so an "armed between two
2637 /// story beats" trigger needs no re-arm plumbing: e.g. a strike-the-giant
2638 /// retaliation trigger with `requires_flags: [flag/sealed]` and
2639 /// `forbids_flags: [flag/asleep]` arms when the cave seals and stands down
2640 /// the moment the wake beat takes over.
2641 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2642 pub forbids_flags: Vec<FlagId>,
2643 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2644 /// hold for this gate to be open. The third field of the one gate, carried by
2645 /// every gate consumer — never by the verb that first wanted it. Default
2646 /// empty, so a pre-0.10 campaign is byte-identical.
2647 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2648 pub requires_state: Vec<StateCompare>,
2649 /// Fire at most once (default `true`, mirroring objective completion). Set
2650 /// `false` to allow re-firing every time the condition is met.
2651 #[serde(default = "default_true")]
2652 pub once: bool,
2653 /// **Who the trigger's effects address** (DSL v0.11). Default
2654 /// [`TriggerAudience::Party`], so every campaign written before this field
2655 /// existed is byte-identical.
2656 ///
2657 /// A trigger is two different things depending on what the author means by
2658 /// it. A pressure plate that opens a gate and narrates the room is a **party
2659 /// beat**: everyone should see it, and it does not matter who stepped on the
2660 /// plate. A barred door that answers *"this cannot be opened from this
2661 /// side"* is a **reply to one person**: broadcasting it tells four players
2662 /// about a door three of them are nowhere near.
2663 ///
2664 /// Until this field the second was inexpressible, which is why the two verbs
2665 /// that needed it (`close-gate`'s seal answer, and nothing at all for a
2666 /// shortcut door) grew their own private reply machinery instead. The
2667 /// capability belongs to the press, not to the verb.
2668 #[serde(default, skip_serializing_if = "TriggerAudience::is_party")]
2669 pub audience: TriggerAudience,
2670 /// Effects fired when the trigger matches.
2671 pub effects: Vec<QuestEffect>,
2672}
2673
2674impl EnvTrigger {
2675 /// The anchor this trigger watches, if it watches a place at all. `None`
2676 /// for `strike-npc`, whose target is a character.
2677 pub fn at_anchor(&self) -> Option<&str> {
2678 self.at.as_ref().map(|a| a.as_str())
2679 }
2680
2681 /// Whether this trigger's bundle is addressed to the player who pressed it.
2682 pub fn addresses_presser(&self) -> bool {
2683 self.audience == TriggerAudience::Presser
2684 }
2685}
2686
2687/// Who an [`EnvTrigger`]'s effects address (DSL v0.11).
2688///
2689/// **This is a dispatch decision, not a cosmetic one.** A `party` trigger is
2690/// polled on the tick with no executor, so `@s` does not exist and every
2691/// player-facing command addresses `@a`. A `presser` trigger is dispatched by a
2692/// `minecraft:player_interacted_with_entity` advancement — the one vanilla
2693/// primitive that runs a function *as the player who clicked* — so `@s` is the
2694/// presser and the bundle addresses them alone.
2695///
2696/// That primitive exists for **right-clicks only**. Vanilla records a left-click
2697/// on an interaction entity in NBT (which names a UUID no command can become) and
2698/// offers no criterion for it, so `presser` on a `strike` is refused (`DW0427`)
2699/// rather than approximated: per CLAUDE.md's no-hack rule, a capability with no
2700/// vanilla primitive under it is excluded, never faked downstream.
2701#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2702#[serde(rename_all = "kebab-case")]
2703pub enum TriggerAudience {
2704 /// The whole party (the default, and what every trigger did before v0.11).
2705 #[default]
2706 Party,
2707 /// The one player whose click fired it.
2708 Presser,
2709}
2710
2711impl TriggerAudience {
2712 /// Serde skip predicate: the default needs no field on the wire, so a
2713 /// canonical round-trip of a pre-0.11 campaign is byte-identical.
2714 fn is_party(&self) -> bool {
2715 *self == TriggerAudience::Party
2716 }
2717}
2718
2719/// The event an [`EnvTrigger`] watches (DSL v0.4).
2720#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2721#[serde(tag = "on", rename_all = "kebab-case", deny_unknown_fields)]
2722pub enum TriggerOn {
2723 /// The player attacks (left-clicks) the interaction entity at the anchor.
2724 Strike,
2725 /// The player uses (right-clicks) the interaction entity at the anchor.
2726 Use,
2727 /// The player comes within `range` blocks of the anchor.
2728 Approach {
2729 /// Approach radius (blocks).
2730 range: u32,
2731 },
2732 /// The player attacks (left-clicks) an **NPC's body** (DSL v0.6).
2733 ///
2734 /// The place-based [`TriggerOn::Strike`] cannot express "hit the giant": it
2735 /// summons its own `minecraft:interaction` at a *cell*, and a large NPC's
2736 /// body eclipses that cell (`DW0359`), so the click never reaches the
2737 /// trigger — the owner's island round-7 finding. This form has no cell. It
2738 /// rides the interaction entity the NPC already owns, which is the entity a
2739 /// click on that NPC reaches by construction.
2740 ///
2741 /// Right-click and left-click stay separate all the way down: a
2742 /// `minecraft:interaction` records them in two distinct NBT fields
2743 /// (`interaction` and `attack`), so the NPC's dialogue keeps the right-click
2744 /// and this trigger takes the left-click, on one shared hitbox.
2745 StrikeNpc {
2746 /// The NPC (stage-2 ref) whose body is the target.
2747 npc: NpcId,
2748 },
2749}
2750
2751impl TriggerOn {
2752 /// The kebab tag (`strike` / `use` / `approach` / `strike-npc`).
2753 pub fn kind(&self) -> &'static str {
2754 match self {
2755 TriggerOn::Strike => "strike",
2756 TriggerOn::Use => "use",
2757 TriggerOn::Approach { .. } => "approach",
2758 TriggerOn::StrikeNpc { .. } => "strike-npc",
2759 }
2760 }
2761
2762 /// Whether this event needs an `at` anchor — true for everything that
2763 /// watches a place, false for `strike-npc`, which watches a character.
2764 pub fn needs_anchor(&self) -> bool {
2765 !matches!(self, TriggerOn::StrikeNpc { .. })
2766 }
2767
2768 /// The NPC whose body this event watches (`strike-npc` only).
2769 pub fn npc_target(&self) -> Option<&NpcId> {
2770 match self {
2771 TriggerOn::StrikeNpc { npc } => Some(npc),
2772 _ => None,
2773 }
2774 }
2775}
2776
2777/// A combat wave (DSL v0.3): a bundle of mobs spawned at an anchor and slain to
2778/// complete a `kill` objective. Emission (spec-0002): a `spawn-wave` effect
2779/// summons the mobs tagged `dw_wave_<id>` (AI enabled — they fight); a
2780/// `player_killed_entity` advancement per tag decrements a scoreboard countdown,
2781/// and the `kill` objective completes when the count reaches zero.
2782#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2783#[serde(deny_unknown_fields)]
2784pub struct Wave {
2785 /// Unique wave id.
2786 pub id: WaveId,
2787 /// The anchor the wave's mobs spawn at.
2788 pub anchor: AnchorId,
2789 /// The mobs that make up the wave (1..N).
2790 pub mobs: Vec<WaveMob>,
2791 /// Re-seat this wave every time the party rests at (or respawns from) a
2792 /// bonfire (spec-0016 §1) — the souls contract: progress is kept, the
2793 /// enemies come back. The compiler kills any survivor carrying the wave tag
2794 /// and re-runs the wave's own spawn function, so the room is restored to its
2795 /// authored composition and spawn cells.
2796 ///
2797 /// Inert without a `bonfire` in the campaign, which is a compile error
2798 /// (`DW0370`) rather than a silent no-op.
2799 #[serde(default, skip_serializing_if = "is_false")]
2800 pub respawns_on_rest: bool,
2801 /// Tower-defense lane routing (spec-0016 §6): march this wave along a
2802 /// waypoint polyline while distant, hand it to native AI the instant a
2803 /// player is inside `aggro_radius`. Absent = today's behaviour (spawn and
2804 /// stand), byte-identical.
2805 #[serde(default, skip_serializing_if = "Option::is_none")]
2806 pub lane: Option<WaveLane>,
2807 /// Where the wave's mobs materialize (spec-0016 §6). Absent =
2808 /// [`WaveSummon::Anchor`], the pre-0.6 behaviour: standable cells around the
2809 /// wave `anchor`.
2810 #[serde(default, skip_serializing_if = "Option::is_none")]
2811 pub summon: Option<WaveSummon>,
2812 /// How hard this encounter is *meant* to be (DSL v0.7, spec-0023). Absent =
2813 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.7 campaign.
2814 ///
2815 /// This is a **declaration, not a knob**: the compiler never scales content
2816 /// from it (spec-0023 "Out of scope"). It exists because the validation
2817 /// ladder's inverted floor gate needs to know which fights the content
2818 /// *claims* are hard — an `elite`/`boss` encounter the unassisted bot beats
2819 /// on its first attempt is reported as too easy for its billing. Marking it
2820 /// is how the author opts into that scrutiny; the alternative — inferring
2821 /// "elite" from how tuned a stack looks — is exactly the downstream folklore
2822 /// CLAUDE.md's no-hack rule forbids.
2823 ///
2824 /// **It does reach emission in exactly one place** (spec-0016 §1): in a
2825 /// campaign with a `bonfire`, a billed `elite`/
2826 /// `boss` wave that does not declare `respawns_on_rest` is refreshed by a
2827 /// rest *while it is still standing* — deleted and re-seated at full count
2828 /// and full health, so chipping it down one life at a time is never a path.
2829 /// Beat it and it stays beaten. `DW0499` forbids billing a wave `boss` and
2830 /// `respawns_on_rest` at once.
2831 #[serde(default, skip_serializing_if = "Option::is_none")]
2832 pub tier: Option<EncounterTier>,
2833}
2834
2835/// What a wave is billed as (DSL v0.7, spec-0023). Consumed by the validation
2836/// ladder (the run's combat plan) and — since spec-0016 §1's undefeated re-seat
2837/// — by one emission site: a bonfire refreshes a billed wave that is still
2838/// standing. Nothing about the encounter itself is scaled from it.
2839#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2840#[serde(rename_all = "kebab-case")]
2841pub enum EncounterTier {
2842 /// Trash / pressure. No floor expectation: a bot that wins it cold proves
2843 /// nothing either way. The default.
2844 #[default]
2845 Ordinary,
2846 /// A set-piece the content bills as a hard fight (spec-0016's optional-elite
2847 /// and spawn-and-unleash vocabulary).
2848 Elite,
2849 /// A campaign's named fight. Same floor rule as `elite`; the distinction is
2850 /// for the run report a human reads.
2851 Boss,
2852}
2853
2854impl EncounterTier {
2855 /// The kebab tag, as it appears in the DSL and in the emitted combat plan.
2856 pub fn token(self) -> &'static str {
2857 match self {
2858 EncounterTier::Ordinary => "ordinary",
2859 EncounterTier::Elite => "elite",
2860 EncounterTier::Boss => "boss",
2861 }
2862 }
2863
2864 /// Does the inverted floor gate (spec-0023) apply to this tier? A fight the
2865 /// content bills as hard carries an expectation the bot can measure; an
2866 /// ordinary one does not.
2867 pub fn has_floor_expectation(self) -> bool {
2868 matches!(self, EncounterTier::Elite | EncounterTier::Boss)
2869 }
2870}
2871
2872/// Where a wave's mobs materialize (spec-0016 §6).
2873#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2874#[serde(rename_all = "kebab-case")]
2875pub enum WaveSummon {
2876 /// Standable cells around the wave `anchor`, nearest first — the pre-0.6
2877 /// behaviour and the default.
2878 Anchor,
2879 /// **Spirit-summoned at the edge of perception**:
2880 /// each mob appears on the ring at its own `attributes.follow_range` from
2881 /// the wave `anchor`, so it acquires a target the instant it exists and
2882 /// closes under pure native AI. Species without patrol AI never march a
2883 /// lane; this is what they do instead — never a spawn on top of the party,
2884 /// never a mob that brushes past.
2885 ///
2886 /// With this mode the wave `anchor` is the **defended point** (what the ring
2887 /// is drawn around), not the spawn point. Each mob stack must declare its
2888 /// own `attributes.follow_range` (`DW0385`) — the ring radius is authored,
2889 /// never guessed from a vanilla defaults table the compiler cannot verify.
2890 AggroEdge,
2891}
2892
2893/// Tower-defense lane routing for a wave (spec-0016 §6), built on vanilla's
2894/// **Raider patrol system** — the intended primitive, live-verified on 1.21.11
2895/// (`docs/notes/td-routing-spike.md`).
2896///
2897/// The squad spawns `Patrolling:1b` with one `PatrolLeader:1b` and a snake_case
2898/// `patrol_target` int-array; a compiler-emitted clock walks the shared waypoint
2899/// index forward, and per mob a player-proximity check releases `Patrolling:0b`.
2900/// From that instant the mob is a plain native hostile. "Combat preempts
2901/// routing" is engine semantics — vanilla's patrol goal is hard-gated on having
2902/// no target — so the owner's rule (march while distant, fight with NATIVE AI
2903/// once aggroed, never brush past) falls out of the primitive unforced.
2904///
2905/// Lanes are raider-family only (`DW0382`), squad ≥ 2 (`DW0383`), and a lane
2906/// pillager must keep its crossbow (`DW0384`).
2907#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2908#[serde(deny_unknown_fields)]
2909pub struct WaveLane {
2910 /// The lane polyline, in march order: anchors some area's prefab provides.
2911 /// At least one; consecutive legs (counting the wave `anchor` as the origin)
2912 /// must be more than 10 blocks apart — vanilla re-rolls a patrol target
2913 /// within 10 blocks of arrival, so a tighter lane is a lane the engine
2914 /// quietly stops following (`DW0386`).
2915 pub waypoints: Vec<AnchorId>,
2916 /// The release radius, in blocks: the compiler sets every lane mob's
2917 /// `follow_range` attribute to exactly this and releases `Patrolling:0b`
2918 /// at the same distance. The two MUST be equal — a patrolling raider that
2919 /// targets a player it cannot engage holds ground instead of marching, so a
2920 /// per-mob `attributes.follow_range` that disagrees is `DW0381`.
2921 pub aggro_radius: u32,
2922}
2923
2924/// One mob stack in a [`Wave`].
2925#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2926#[serde(deny_unknown_fields)]
2927pub struct WaveMob {
2928 /// Vanilla entity id, validated against the pinned 1.21.11 registry.
2929 pub entity: String,
2930 /// How many to spawn.
2931 pub count: u32,
2932 /// Optional custom name (shown above the mob).
2933 #[serde(default, skip_serializing_if = "Option::is_none")]
2934 pub name: Option<String>,
2935 /// Optional attribute overrides (DSL v0.4), emitted as 1.21.11 attribute
2936 /// components. Enables e.g. a weakened live warden as a survivable stealth
2937 /// threat. Omitted = vanilla defaults.
2938 #[serde(default, skip_serializing_if = "Option::is_none")]
2939 pub attributes: Option<MobAttributes>,
2940 /// Optional permanent, ambient status effects (DSL v0.4).
2941 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2942 pub effects: Vec<MobEffect>,
2943 /// Optional worn/held equipment (DSL v0.6). A helmet is the
2944 /// sanctioned fix for daylight-burning undead — never
2945 /// `set-time`. Item ids validate against the pinned 1.21.11 item registry
2946 /// (`DW0143`, the give-item family); every emitted slot carries drop
2947 /// chance 0 so players can never farm wave gear (no-grind constitution).
2948 #[serde(default, skip_serializing_if = "Option::is_none")]
2949 pub equipment: Option<MobEquipment>,
2950 /// What this mob leaves behind when it dies (DSL v0.9). Only an `elite`/`boss` wave may declare it (`DW0491`)
2951 /// — an ordinary mob's kit is never farmable. Empty = drop chance 0 on
2952 /// every slot.
2953 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2954 pub drops: Vec<MobDrop>,
2955}
2956
2957/// Worn/held equipment for a wave mob (DSL v0.6). Each field is a vanilla item
2958/// id for the matching vanilla equipment slot; an unset slot stays empty —
2959/// except `main_hand`, where the compiler's armed-mob default (skeleton bow,
2960/// wither-skeleton sword) still applies unless overridden. Emitted as the
2961/// component-era `equipment`/`drop_chances` summon NBT (1.21.11 silently
2962/// ignores legacy `ArmorItems`/`HandItems` on `/summon`), all drop chances 0.
2963#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2964#[serde(deny_unknown_fields)]
2965pub struct MobEquipment {
2966 /// Head slot.
2967 #[serde(default, skip_serializing_if = "Option::is_none")]
2968 pub head: Option<EquipItem>,
2969 /// Chest slot.
2970 #[serde(default, skip_serializing_if = "Option::is_none")]
2971 pub chest: Option<EquipItem>,
2972 /// Legs slot.
2973 #[serde(default, skip_serializing_if = "Option::is_none")]
2974 pub legs: Option<EquipItem>,
2975 /// Feet slot.
2976 #[serde(default, skip_serializing_if = "Option::is_none")]
2977 pub feet: Option<EquipItem>,
2978 /// Main-hand slot. Overrides the compiler's armed-mob default.
2979 #[serde(default, skip_serializing_if = "Option::is_none")]
2980 pub main_hand: Option<EquipItem>,
2981 /// Off-hand slot.
2982 #[serde(default, skip_serializing_if = "Option::is_none")]
2983 pub off_hand: Option<EquipItem>,
2984}
2985
2986impl MobEquipment {
2987 /// Every slot as `(dsl_field_name, piece)`, in the fixed schema order —
2988 /// the single iteration source for validation paths and emission.
2989 pub fn slots(&self) -> [(&'static str, Option<&EquipItem>); 6] {
2990 [
2991 ("head", self.head.as_ref()),
2992 ("chest", self.chest.as_ref()),
2993 ("legs", self.legs.as_ref()),
2994 ("feet", self.feet.as_ref()),
2995 ("main_hand", self.main_hand.as_ref()),
2996 ("off_hand", self.off_hand.as_ref()),
2997 ]
2998 }
2999
3000 /// The piece this equipment declaration puts in `slot`, if any. The single
3001 /// question a `drops[]` `slot` entry asks: a mob can only drop a piece it
3002 /// actually wears (`DW0490`).
3003 pub fn filled(&self, slot: EquipSlot) -> Option<&EquipItem> {
3004 match slot {
3005 EquipSlot::Head => self.head.as_ref(),
3006 EquipSlot::Chest => self.chest.as_ref(),
3007 EquipSlot::Legs => self.legs.as_ref(),
3008 EquipSlot::Feet => self.feet.as_ref(),
3009 EquipSlot::MainHand => self.main_hand.as_ref(),
3010 EquipSlot::OffHand => self.off_hand.as_ref(),
3011 }
3012 }
3013}
3014
3015/// One vanilla equipment slot, named exactly as the [`MobEquipment`] field that
3016/// fills it (DSL v0.9). The DSL name and the summon-NBT key differ
3017/// (`main_hand` vs `mainhand`), so both live here and nowhere else.
3018#[derive(
3019 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
3020)]
3021#[serde(rename_all = "snake_case")]
3022pub enum EquipSlot {
3023 /// Head slot.
3024 Head,
3025 /// Chest slot.
3026 Chest,
3027 /// Legs slot.
3028 Legs,
3029 /// Feet slot.
3030 Feet,
3031 /// Main-hand slot.
3032 MainHand,
3033 /// Off-hand slot.
3034 OffHand,
3035}
3036
3037impl EquipSlot {
3038 /// The DSL field name (`main_hand`), for diagnostics and JSON pointers.
3039 pub fn field(self) -> &'static str {
3040 match self {
3041 EquipSlot::Head => "head",
3042 EquipSlot::Chest => "chest",
3043 EquipSlot::Legs => "legs",
3044 EquipSlot::Feet => "feet",
3045 EquipSlot::MainHand => "main_hand",
3046 EquipSlot::OffHand => "off_hand",
3047 }
3048 }
3049
3050 /// The 1.21.11 `equipment` / `drop_chances` NBT key (`mainhand`).
3051 pub fn nbt(self) -> &'static str {
3052 match self {
3053 EquipSlot::Head => "head",
3054 EquipSlot::Chest => "chest",
3055 EquipSlot::Legs => "legs",
3056 EquipSlot::Feet => "feet",
3057 EquipSlot::MainHand => "mainhand",
3058 EquipSlot::OffHand => "offhand",
3059 }
3060 }
3061}
3062
3063/// One declared drop of an elite or boss (DSL v0.9).
3064///
3065/// A mob may wear many pieces; what it *leaves behind* is a **declared subset**,
3066/// usually one piece and never automatically everything. Two forms, told apart
3067/// by which field is present:
3068///
3069/// ```json
3070/// { "slot": "main_hand" } // its axe
3071/// { "item": "minecraft:tripwire_hook", "name": "Gate Key" } // a quest item
3072/// ```
3073///
3074/// A `slot` entry must name a slot the same entity's `equipment` really fills
3075/// (`DW0490`) — the drop is the piece the player has been *looking at* through
3076/// the whole fight, so the two declarations cannot disagree. An `item` entry is
3077/// a token the fight *yields* rather than wears, and rides the entity's own
3078/// death loot table.
3079///
3080/// Undeclared slots keep drop chance `0.0` — byte-for-byte today's behaviour, and
3081/// the no-grind constitution's guarantee that an ordinary kit is never farmable.
3082#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3083#[serde(untagged)]
3084pub enum MobDrop {
3085 /// A worn/held piece, named by its equipment slot.
3086 Slot(SlotDrop),
3087 /// A quest token the fight yields (not worn).
3088 Item(ItemDrop),
3089}
3090
3091/// The worn-piece form of a [`MobDrop`].
3092#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3093#[serde(deny_unknown_fields)]
3094pub struct SlotDrop {
3095 /// The equipment slot whose piece drops. Must be filled by the entity's own
3096 /// `equipment` declaration (`DW0490`).
3097 pub slot: EquipSlot,
3098}
3099
3100/// The quest-token form of a [`MobDrop`].
3101#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3102#[serde(deny_unknown_fields)]
3103pub struct ItemDrop {
3104 /// Vanilla item id, validated against the pinned 1.21.11 registry
3105 /// (`DW0143`, the give-item family).
3106 pub item: String,
3107 /// Display name the dropped stack carries as a `custom_name` component.
3108 /// Player-visible, so it enters the l10n string inventory and translates
3109 /// like any other line.
3110 #[serde(default, skip_serializing_if = "Option::is_none")]
3111 pub name: Option<String>,
3112}
3113
3114impl MobDrop {
3115 /// The equipment slot this entry names, or `None` for a quest-item drop.
3116 pub fn slot(&self) -> Option<EquipSlot> {
3117 match self {
3118 MobDrop::Slot(s) => Some(s.slot),
3119 MobDrop::Item(_) => None,
3120 }
3121 }
3122
3123 /// The item id this entry names, or `None` for a worn-piece drop.
3124 pub fn item(&self) -> Option<&str> {
3125 match self {
3126 MobDrop::Slot(_) => None,
3127 MobDrop::Item(i) => Some(&i.item),
3128 }
3129 }
3130
3131 /// The declared display name of a quest-item drop, when set.
3132 pub fn name(&self) -> Option<&String> {
3133 match self {
3134 MobDrop::Slot(_) => None,
3135 MobDrop::Item(i) => i.name.as_ref(),
3136 }
3137 }
3138
3139 /// Mutable access to the display name — the l10n traversal's hook.
3140 pub fn name_mut(&mut self) -> Option<&mut String> {
3141 match self {
3142 MobDrop::Slot(_) => None,
3143 MobDrop::Item(i) => i.name.as_mut(),
3144 }
3145 }
3146}
3147
3148/// One equipped item: either a bare item id, or an id carrying enchantments.
3149///
3150/// The plain form is the common case and stays a plain JSON string, which is
3151/// what keeps every campaign written before enchantments existed byte-identical
3152/// on re-serialisation:
3153///
3154/// ```json
3155/// "main_hand": "minecraft:netherite_sword"
3156/// "head": { "item": "minecraft:netherite_helmet",
3157/// "enchantments": { "minecraft:protection": 4 } }
3158/// ```
3159#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3160#[serde(untagged)]
3161pub enum EquipItem {
3162 /// A bare item id — no enchantments.
3163 Plain(String),
3164 /// An item id plus its enchantments.
3165 Enchanted(EnchantedItem),
3166}
3167
3168impl EquipItem {
3169 /// The item id, whichever form was authored.
3170 pub fn item(&self) -> &str {
3171 match self {
3172 EquipItem::Plain(s) => s,
3173 EquipItem::Enchanted(e) => &e.item,
3174 }
3175 }
3176
3177 /// The enchantments on this piece — empty for the plain form. `BTreeMap`
3178 /// ordered, so emission order is the id order and never hash order
3179 /// (ADR-0006).
3180 pub fn enchantments(&self) -> &BTreeMap<String, u32> {
3181 static EMPTY: std::sync::LazyLock<BTreeMap<String, u32>> =
3182 std::sync::LazyLock::new(BTreeMap::new);
3183 match self {
3184 EquipItem::Plain(_) => &EMPTY,
3185 EquipItem::Enchanted(e) => &e.enchantments,
3186 }
3187 }
3188}
3189
3190/// The enchanted form of [`EquipItem`].
3191#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3192#[serde(deny_unknown_fields)]
3193pub struct EnchantedItem {
3194 /// Item id (e.g. `minecraft:netherite_chestplate`).
3195 pub item: String,
3196 /// Enchantment id → level (e.g. `{"minecraft:protection": 4}`). Emitted as
3197 /// the 1.21 `minecraft:enchantments` item component.
3198 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3199 pub enchantments: BTreeMap<String, u32>,
3200}
3201
3202/// Attribute overrides for a wave mob (DSL v0.4). Each field maps to a 1.21.11
3203/// `minecraft:` attribute component; an unset field keeps the vanilla base value.
3204#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3205#[serde(deny_unknown_fields)]
3206pub struct MobAttributes {
3207 /// `minecraft:max_health` base value.
3208 #[serde(default, skip_serializing_if = "Option::is_none")]
3209 pub max_health: Option<f64>,
3210 /// `minecraft:attack_damage` base value.
3211 #[serde(default, skip_serializing_if = "Option::is_none")]
3212 pub attack_damage: Option<f64>,
3213 /// `minecraft:movement_speed` base value.
3214 #[serde(default, skip_serializing_if = "Option::is_none")]
3215 pub movement_speed: Option<f64>,
3216 /// `minecraft:follow_range` base value.
3217 #[serde(default, skip_serializing_if = "Option::is_none")]
3218 pub follow_range: Option<f64>,
3219}
3220
3221/// One permanent status effect on a wave mob (DSL v0.4), emitted as an ambient,
3222/// non-expiring `effect give`.
3223#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3224#[serde(deny_unknown_fields)]
3225pub struct MobEffect {
3226 /// Vanilla effect id (e.g. `minecraft:slowness`), validated against the
3227 /// pinned registry (`DW0192`).
3228 pub effect: String,
3229 /// Amplifier (0 = level I).
3230 pub amplifier: u32,
3231}
3232
3233/// One expanded quest.
3234#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3235#[serde(deny_unknown_fields)]
3236pub struct Quest {
3237 /// Quest id (matches a stage-4 planned quest).
3238 pub id: QuestId,
3239 /// What starts the quest.
3240 pub trigger: Trigger,
3241 /// Ordered objectives (intra-quest DAG via `after`).
3242 pub objectives: Vec<Objective>,
3243 /// Effects fired when a given objective completes.
3244 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3245 pub on_objective_complete: BTreeMap<ObjectiveId, Vec<QuestEffect>>,
3246 /// Effects fired when the whole quest completes.
3247 pub on_complete: Vec<QuestEffect>,
3248 /// The **cast ledger** (DSL v0.7, spec-0020): for every stage-2 NPC that is
3249 /// live during this quest — spawned and not explicitly removed — where it
3250 /// stands, what it is doing, and what its right-click offers *for this
3251 /// quest's duration*.
3252 ///
3253 /// The ledger exists because an NPC's dialogue used to be one tree for the
3254 /// whole campaign: after the climactic escape a crew member still offered
3255 /// "Tell me what he is." — a premise question absurd once the story moved on.
3256 /// Declaring the scene per quest makes the compiler able to check it
3257 /// (`DW0460`–`DW0467`) and makes the declaration itself the gate: the
3258 /// emitted right-click shows the root this quest declares, so a stale root
3259 /// retires *because the ledger says so*, not because an author remembered a
3260 /// flag.
3261 ///
3262 /// Every NPC live during the quest owes an entry (`DW0460`).
3263 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3264 pub cast: BTreeMap<NpcId, CastEntry>,
3265 /// What this quest does to the story (DSL v0.8, spec-0025; required at 0.8.0,
3266 /// `DW0481`).
3267 #[serde(default, skip_serializing_if = "Option::is_none")]
3268 pub happening: Option<Happening>,
3269}
3270
3271/// One NPC's entry in a quest's [`cast`](Quest::cast) ledger.
3272///
3273/// Three authored shapes, tried in order (untagged): the bare keyword `"dead"` /
3274/// `"offstage"`, a single flat [`CastPlacement`], or a **list** of placements —
3275/// per-branch casts, each gated by the flags that select its branch (spec-0020
3276/// proof 4: where the effect history is branch-dependent, a single flat
3277/// declaration cannot hold on every reachable branch, and `DW0462` says so).
3278#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3279#[serde(untagged)]
3280pub enum CastEntry {
3281 /// The bare keyword form: `"npc/antiphos": "dead"`. Shorthand for a
3282 /// placement whose `at` is that keyword and which carries no `doing` or
3283 /// `dialogue` — a character who is not in the world has no business and
3284 /// answers no right-click.
3285 Absent(CastAbsence),
3286 /// A single placement that must hold on every reachable branch.
3287 Placement(CastPlacement),
3288 /// Per-branch placements (spec-0020 proof 4). Each carries the
3289 /// `requires_flags`/`forbids_flags` that select its branch.
3290 Branches(Vec<CastPlacement>),
3291}
3292
3293impl CastEntry {
3294 /// Every placement this entry declares, in declared order. The bare-keyword
3295 /// form yields none — there is no scene to check.
3296 pub fn placements(&self) -> Vec<&CastPlacement> {
3297 match self {
3298 CastEntry::Absent(_) => Vec::new(),
3299 CastEntry::Placement(p) => vec![p],
3300 CastEntry::Branches(ps) => ps.iter().collect(),
3301 }
3302 }
3303
3304 /// Every placement this entry declares, mutably (the l10n traversal).
3305 pub fn placements_mut(&mut self) -> Vec<&mut CastPlacement> {
3306 match self {
3307 CastEntry::Absent(_) => Vec::new(),
3308 CastEntry::Placement(p) => vec![p],
3309 CastEntry::Branches(ps) => ps.iter_mut().collect(),
3310 }
3311 }
3312
3313 /// The bare-keyword absence this entry declares, if it is that form.
3314 pub fn absence(&self) -> Option<CastAbsence> {
3315 match self {
3316 CastEntry::Absent(a) => Some(*a),
3317 _ => None,
3318 }
3319 }
3320
3321 /// True if this entry declares the NPC out of the world entirely — the bare
3322 /// keyword, or every placement's `at` being a keyword.
3323 pub fn is_absent(&self) -> bool {
3324 match self {
3325 CastEntry::Absent(_) => true,
3326 CastEntry::Placement(p) => p.at.absence().is_some(),
3327 CastEntry::Branches(ps) => {
3328 !ps.is_empty() && ps.iter().all(|p| p.at.absence().is_some())
3329 }
3330 }
3331 }
3332}
3333
3334/// A declared absence: the NPC is deliberately not in the world.
3335#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3336#[serde(rename_all = "kebab-case")]
3337pub enum CastAbsence {
3338 /// Removed from the story for good (must match a `despawn-npc` with no later
3339 /// `spawn-npc`).
3340 Dead,
3341 /// Not in the world for this quest, but may return (must match a
3342 /// `despawn-npc`).
3343 Offstage,
3344}
3345
3346impl CastAbsence {
3347 /// The authored keyword (`dead` / `offstage`).
3348 pub fn token(self) -> &'static str {
3349 match self {
3350 CastAbsence::Dead => "dead",
3351 CastAbsence::Offstage => "offstage",
3352 }
3353 }
3354}
3355
3356/// Where a cast entry puts an NPC: a prefab anchor, or a declared absence.
3357#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3358#[serde(untagged)]
3359pub enum CastPlace {
3360 /// `"dead"` or `"offstage"` — explicitly not in the world.
3361 Absent(CastAbsence),
3362 /// The anchor the NPC stands on for this quest's duration. Must equal the
3363 /// position the effect history actually produces (`DW0461`): declaring an
3364 /// anchor does not teleport anybody.
3365 Anchor(AnchorId),
3366}
3367
3368impl CastPlace {
3369 /// The anchor this place names, if it is an anchor.
3370 pub fn anchor(&self) -> Option<&AnchorId> {
3371 match self {
3372 CastPlace::Anchor(a) => Some(a),
3373 CastPlace::Absent(_) => None,
3374 }
3375 }
3376
3377 /// The declared absence, if this place is one.
3378 pub fn absence(&self) -> Option<CastAbsence> {
3379 match self {
3380 CastPlace::Absent(a) => Some(*a),
3381 CastPlace::Anchor(_) => None,
3382 }
3383 }
3384
3385 /// The authored token, for diagnostics.
3386 pub fn token(&self) -> &str {
3387 match self {
3388 CastPlace::Absent(a) => a.token(),
3389 CastPlace::Anchor(a) => a.as_str(),
3390 }
3391 }
3392}
3393
3394/// One declared scene for one NPC in one quest.
3395#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3396#[serde(deny_unknown_fields)]
3397pub struct CastPlacement {
3398 /// Where the NPC is: an anchor, or `"offstage"` / `"dead"`.
3399 pub at: CastPlace,
3400 /// What the character is *doing* — free prose, never machine-checked.
3401 ///
3402 /// This field is the forcing function, which is the whole reason it is
3403 /// required (`DW0463`) despite being unverifiable: you cannot fill it in
3404 /// without deciding the character's business in this beat, and stage 6
3405 /// receives it as the context the NPC's lines are written against.
3406 #[serde(default, skip_serializing_if = "Option::is_none")]
3407 pub doing: Option<String>,
3408 /// What right-click offers during this quest. Required for an on-stage
3409 /// placement (`DW0463`) — including the explicit `"none"`.
3410 #[serde(default, skip_serializing_if = "Option::is_none")]
3411 pub dialogue: Option<CastDialogue>,
3412 /// Branch gate (per-branch casts): this placement describes the world only
3413 /// once every listed flag is set. Mirrors an option's `requires_flags`.
3414 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3415 pub requires_flags: Vec<FlagId>,
3416 /// Negative branch gate: this placement describes the world only while no
3417 /// listed flag is set. Mirrors an option's `forbids_flags`.
3418 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3419 pub forbids_flags: Vec<FlagId>,
3420 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
3421 /// hold for this gate to be open. The third field of the one gate, carried by
3422 /// every gate consumer — never by the verb that first wanted it. Default
3423 /// empty, so a pre-0.10 campaign is byte-identical.
3424 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3425 pub requires_state: Vec<StateCompare>,
3426}
3427
3428/// What an NPC's right-click offers for a quest's duration.
3429///
3430/// Untagged, tried in order: the keywords `"none"` / `"unchanged"`, a
3431/// `{"barks": […]}` pool, then a dialogue root id.
3432#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3433#[serde(untagged)]
3434pub enum CastDialogue {
3435 /// A keyword: `"none"` or `"unchanged"`.
3436 Keyword(CastDialogueKeyword),
3437 /// A bark pool: right-click yields one inconsequential in-character line —
3438 /// no tree, no options, no consequences.
3439 Barks(CastBarks),
3440 /// A dialogue root id: right-click opens this node of the NPC's stage-6
3441 /// tree. Must be a node of *that* NPC's tree (`DW0464`).
3442 Root(DialogueId),
3443}
3444
3445/// The keyword forms of [`CastDialogue`].
3446#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3447#[serde(rename_all = "kebab-case")]
3448pub enum CastDialogueKeyword {
3449 /// Genuinely no reaction: the right-click is recorded and consumed, and
3450 /// nothing opens. Legal, but a last resort — if a body is clickable, the
3451 /// world should answer; prefer a bark.
3452 None,
3453 /// Carry forward whatever this NPC's dialogue was at its **previous**
3454 /// appearance in the quest-DAG ordering.
3455 ///
3456 /// The point is that carrying dialogue forward is a *conscious, declared
3457 /// act*. It is never an implicit default — an omitted `dialogue` is
3458 /// `DW0463`, not a carry-forward — and writing `"unchanged"` states the
3459 /// intent without re-spelling a root id that then drifts out of sync. It
3460 /// resolves transitively (`unchanged` → `unchanged` → a root), and using it
3461 /// at an NPC's first appearance is `DW0466`: there is nothing to carry.
3462 ///
3463 /// Emission is a **no-op** — no root swap is emitted for that NPC at that
3464 /// quest — which is what makes the sugar cheap and byte-stable.
3465 Unchanged,
3466}
3467
3468/// A bark pool: inconsequential in-character lines, cycled deterministically.
3469#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3470#[serde(deny_unknown_fields)]
3471pub struct CastBarks {
3472 /// The lines, in cycle order. At least one (`DW0464`). Player-visible, so
3473 /// they enter the l10n inventory like any narrate text.
3474 pub barks: Vec<String>,
3475}
3476
3477/// What triggers a quest.
3478#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3479#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3480pub enum Trigger {
3481 /// Fires when the campaign starts.
3482 CampaignStart,
3483 /// Fires when another quest completes.
3484 QuestComplete {
3485 /// The prerequisite quest.
3486 quest: QuestId,
3487 },
3488}
3489
3490/// A quest objective.
3491///
3492/// Every variant may carry `requires_flags`:
3493/// flag-gated activation, satisfied only once each referenced flag has been set
3494/// by a `set-flag` effect.
3495#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3496#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3497pub enum Objective {
3498 /// Completed by a dialogue option's `complete-objective` effect.
3499 TalkTo {
3500 /// Objective id.
3501 id: ObjectiveId,
3502 /// Short player-facing objective name (v0.3, optional).
3503 #[serde(default, skip_serializing_if = "Option::is_none")]
3504 title: Option<String>,
3505 /// One-line location/direction hint (v0.3, optional).
3506 #[serde(default, skip_serializing_if = "Option::is_none")]
3507 hint: Option<String>,
3508 /// The NPC to talk to.
3509 npc: NpcId,
3510 /// Prerequisite objectives (intra-quest ordering).
3511 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3512 after: Vec<ObjectiveId>,
3513 /// Flags that must be set before this objective activates (v0.3).
3514 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3515 requires_flags: Vec<FlagId>,
3516 /// Negative flag gate (DSL v0.6): the
3517 /// objective is suppressed (cannot activate or complete) while ANY listed
3518 /// flag is set for the player — the dual of `requires_flags`.
3519 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3520 forbids_flags: Vec<FlagId>,
3521 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3522 /// must hold for this gate to be open. The third field of the one gate,
3523 /// carried by every gate consumer — never by the verb that first wanted
3524 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3525 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3526 requires_state: Vec<StateCompare>,
3527 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3528 /// bot should traverse sneaking (sprint disabled). Emitted into
3529 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3530 /// hint; no datapack effect.
3531 #[serde(default, skip_serializing_if = "is_false")]
3532 stealth: bool,
3533 /// What this objective does to the story (DSL v0.8, spec-0025; required
3534 /// at 0.8.0, `DW0481`).
3535 #[serde(default, skip_serializing_if = "Option::is_none")]
3536 happening: Option<Happening>,
3537 },
3538 /// Completed by reaching an anchor once prerequisites are met.
3539 ReachAnchor {
3540 /// Objective id.
3541 id: ObjectiveId,
3542 /// Short player-facing objective name (v0.3, optional).
3543 #[serde(default, skip_serializing_if = "Option::is_none")]
3544 title: Option<String>,
3545 /// One-line location/direction hint (v0.3, optional).
3546 #[serde(default, skip_serializing_if = "Option::is_none")]
3547 hint: Option<String>,
3548 /// The anchor to reach.
3549 anchor: AnchorId,
3550 /// Completion radius (blocks).
3551 radius: u32,
3552 /// Prerequisite objectives (intra-quest ordering).
3553 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3554 after: Vec<ObjectiveId>,
3555 /// Flags that must be set before this objective activates (v0.3).
3556 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3557 requires_flags: Vec<FlagId>,
3558 /// Negative flag gate (DSL v0.6): the
3559 /// objective is suppressed (cannot activate or complete) while ANY listed
3560 /// flag is set for the player — the dual of `requires_flags`.
3561 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3562 forbids_flags: Vec<FlagId>,
3563 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3564 /// must hold for this gate to be open. The third field of the one gate,
3565 /// carried by every gate consumer — never by the verb that first wanted
3566 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3567 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3568 requires_state: Vec<StateCompare>,
3569 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3570 /// bot should traverse sneaking (sprint disabled). Emitted into
3571 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3572 /// hint; no datapack effect.
3573 #[serde(default, skip_serializing_if = "is_false")]
3574 stealth: bool,
3575 /// What this objective does to the story (DSL v0.8, spec-0025; required
3576 /// at 0.8.0, `DW0481`).
3577 #[serde(default, skip_serializing_if = "Option::is_none")]
3578 happening: Option<Happening>,
3579 },
3580 /// Completed when the referenced wave is fully slain (v0.3).
3581 Kill {
3582 /// Objective id.
3583 id: ObjectiveId,
3584 /// Short player-facing objective name (v0.3, optional).
3585 #[serde(default, skip_serializing_if = "Option::is_none")]
3586 title: Option<String>,
3587 /// One-line location/direction hint (v0.3, optional).
3588 #[serde(default, skip_serializing_if = "Option::is_none")]
3589 hint: Option<String>,
3590 /// The wave (stage-5 `waves` ref) whose mobs must be slain.
3591 wave: WaveId,
3592 /// Prerequisite objectives.
3593 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3594 after: Vec<ObjectiveId>,
3595 /// Flags that must be set before this objective activates (v0.3).
3596 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3597 requires_flags: Vec<FlagId>,
3598 /// Negative flag gate (DSL v0.6): the
3599 /// objective is suppressed (cannot activate or complete) while ANY listed
3600 /// flag is set for the player — the dual of `requires_flags`.
3601 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3602 forbids_flags: Vec<FlagId>,
3603 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3604 /// must hold for this gate to be open. The third field of the one gate,
3605 /// carried by every gate consumer — never by the verb that first wanted
3606 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3607 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3608 requires_state: Vec<StateCompare>,
3609 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3610 /// bot should traverse sneaking (sprint disabled). Emitted into
3611 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3612 /// hint; no datapack effect.
3613 #[serde(default, skip_serializing_if = "is_false")]
3614 stealth: bool,
3615 /// What this objective does to the story (DSL v0.8, spec-0025; required
3616 /// at 0.8.0, `DW0481`).
3617 #[serde(default, skip_serializing_if = "Option::is_none")]
3618 happening: Option<Happening>,
3619 },
3620 /// Completed when `count` of `item` have been collected (v0.3).
3621 ///
3622 /// The items are provided in a container: the compiler's own chest at
3623 /// `anchor` by default, or — since DSL v0.8 — the prefab's existing
3624 /// chest/barrel at [`Objective::Collect::container`], optionally carrying an
3625 /// [`Objective::Collect::item_name`] and padded to read full with
3626 /// [`Objective::Collect::fill_count`].
3627 Collect {
3628 /// Objective id.
3629 id: ObjectiveId,
3630 /// Short player-facing objective name (v0.3, optional).
3631 #[serde(default, skip_serializing_if = "Option::is_none")]
3632 title: Option<String>,
3633 /// One-line location/direction hint (v0.3, optional).
3634 #[serde(default, skip_serializing_if = "Option::is_none")]
3635 hint: Option<String>,
3636 /// Vanilla item id to collect (validated against the registry).
3637 item: String,
3638 /// How many are required.
3639 count: u32,
3640 /// The anchor items are provided at (chest / pickup).
3641 anchor: AnchorId,
3642 /// **Adopt the container the prefab already placed**: the anchor whose
3643 /// assembled-world cell holds
3644 /// a `chest` / `trapped_chest` / `barrel` this collect fills instead of
3645 /// conjuring its own chest at [`Objective::Collect::anchor`].
3646 ///
3647 /// Same division of labour a `loot` entry and a trap's dispenser already
3648 /// keep with the prefab: furniture belongs in the piece. A beach camp's
3649 /// barrel is scenery the player has been walking past since minute one —
3650 /// having the compiler `setblock` a *second*, floating chest beside it to
3651 /// hold the quest item is exactly the downstream workaround the no-hack
3652 /// rule forbids. A `container` whose cell holds no container is a build
3653 /// error (`DW0438`), never a silent fill into a wall.
3654 ///
3655 /// The critical-path step's position follows the container (the bot opens
3656 /// *this* block), and no chest is placed at `anchor` when it is set.
3657 #[serde(default, skip_serializing_if = "Option::is_none")]
3658 container: Option<AnchorId>,
3659 /// **The item comes off a body, not out of a box**: the wave whose
3660 /// declared `drops[]` yield
3661 /// this objective's item. No container is placed — not the compiler's own
3662 /// chest at `anchor`, not a prefab one — and `container` is therefore
3663 /// mutually exclusive with it (`DW0100`-adjacent; `DW0492`).
3664 ///
3665 /// This is what makes "kill the boss → pick up its key → open the door"
3666 /// a *proved* chain rather than an authoring intention. The compiler
3667 /// requires (a) that the named wave really declares an `{item}` drop of
3668 /// this item (`DW0492`), and (b) that a `kill` objective for that wave
3669 /// precedes this collect in the objective graph (`DW0493`). The existing
3670 /// flow machinery then carries the ordering the rest of the way: the
3671 /// door's `requires_flags` hangs off this collect exactly as it would off
3672 /// a chest one.
3673 ///
3674 /// **Waves only.** An actor's death is not observable by any objective —
3675 /// there is no vanilla-side signal the flow machinery could consume — so
3676 /// an actor-gated collect would be an unprovable claim, and per the
3677 /// no-hack doctrine it is excluded rather than approximated. An actor may
3678 /// still declare `drops[]`; those drops just cannot gate a quest.
3679 #[serde(default, skip_serializing_if = "Option::is_none")]
3680 dropped_by: Option<WaveId>,
3681 /// Display name for the collected item (DSL v0.8), emitted as the vanilla `custom_name` item component.
3682 ///
3683 /// A quest item is a *named thing* in the story ("Cheese", "Tide
3684 /// Ledger"), and a player who opens the barrel must read that name — an
3685 /// unnamed `minecraft:pumpkin_pie` says nothing about what the quest asked
3686 /// for. Player-visible, so it enters the l10n string inventory
3687 /// (`obj.<quest>.<obj>.item_name`) and translates like any other line.
3688 ///
3689 /// Naming changes nothing about adjudication: the completion advancement
3690 /// and the per-tick held check both match on the ITEM ID, which a named
3691 /// stack still carries.
3692 #[serde(default, skip_serializing_if = "Option::is_none")]
3693 item_name: Option<String>,
3694 /// Padding stacks that make the container **read full**. Default `0` =
3695 /// the single required
3696 /// stack and nothing else.
3697 ///
3698 /// A barrel of cheese that opens on one lonely wheel reads as a bug, and
3699 /// vanilla's notion of "full" is *occupied slots*, not stack size — so
3700 /// this counts SLOTS: the objective's own stack lands in `container.0` and
3701 /// each padding stack repeats it in `container.1`, `container.2`, … Slot
3702 /// assignment is positional and total, the same determinism story `loot`
3703 /// tells (ADR-0006): no RNG, no loot tables, nothing to reseed.
3704 ///
3705 /// The padding is the same item, so taking the whole barrel still
3706 /// completes the objective and never over- or under-counts it.
3707 #[serde(default, skip_serializing_if = "is_zero")]
3708 fill_count: u32,
3709 /// Prerequisite objectives.
3710 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3711 after: Vec<ObjectiveId>,
3712 /// Flags that must be set before this objective activates (v0.3).
3713 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3714 requires_flags: Vec<FlagId>,
3715 /// Negative flag gate (DSL v0.6): the
3716 /// objective is suppressed (cannot activate or complete) while ANY listed
3717 /// flag is set for the player — the dual of `requires_flags`.
3718 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3719 forbids_flags: Vec<FlagId>,
3720 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3721 /// must hold for this gate to be open. The third field of the one gate,
3722 /// carried by every gate consumer — never by the verb that first wanted
3723 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3724 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3725 requires_state: Vec<StateCompare>,
3726 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3727 /// bot should traverse sneaking (sprint disabled). Emitted into
3728 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3729 /// hint; no datapack effect.
3730 #[serde(default, skip_serializing_if = "is_false")]
3731 stealth: bool,
3732 /// What this objective does to the story (DSL v0.8, spec-0025; required
3733 /// at 0.8.0, `DW0481`).
3734 #[serde(default, skip_serializing_if = "Option::is_none")]
3735 happening: Option<Happening>,
3736 },
3737 /// Completed by interacting with an entity at `anchor`; if `requires_item` is
3738 /// set, the item must be **held in the main hand** (v0.3; held semantics since
3739 /// DSL v0.7 — see [`Objective::Interact::requires_item`]).
3740 Interact {
3741 /// Objective id.
3742 id: ObjectiveId,
3743 /// Short player-facing objective name (v0.3, optional).
3744 #[serde(default, skip_serializing_if = "Option::is_none")]
3745 title: Option<String>,
3746 /// One-line location/direction hint (v0.3, optional).
3747 #[serde(default, skip_serializing_if = "Option::is_none")]
3748 hint: Option<String>,
3749 /// The anchor the interaction entity stands at.
3750 anchor: AnchorId,
3751 /// Item the player must be **holding in the main hand** for the
3752 /// interaction to complete (optional).
3753 ///
3754 /// Held, not merely possessed: presenting the
3755 /// item IS the action — a player who right-clicks a sleeping giant with a
3756 /// sharpened stake buried in their backpack has not stabbed anything.
3757 /// Before this ruling the gate read the whole inventory, which made every
3758 /// `requires_item` interaction fire the moment the item was picked up
3759 /// anywhere, whatever the player was actually doing with their hands.
3760 #[serde(default, skip_serializing_if = "Option::is_none")]
3761 requires_item: Option<String>,
3762 /// Diegetic feedback for a click that arrives without the required item in
3763 /// hand (DSL v0.7): narrated to that player in
3764 /// chat instead of the silence the gate used to answer with. Requires
3765 /// `requires_item` (`DW0437`).
3766 ///
3767 /// Only fires while the objective is genuinely open — same activation gate
3768 /// as the affordance itself — so a finished or not-yet-active interaction
3769 /// stays quiet.
3770 #[serde(default, skip_serializing_if = "Option::is_none")]
3771 missing_item_hint: Option<String>,
3772 /// Prop block that IS the interaction affordance (DSL v0.4, spec-0008
3773 /// §2): the compiler `setblock`s it at the anchor on activation (exactly
3774 /// as `collect` uses a real chest). Omitted = the glowing-lantern
3775 /// hologram marker (the v0.3 fallback).
3776 #[serde(default, skip_serializing_if = "Option::is_none")]
3777 prop: Option<Prop>,
3778 /// Prerequisite objectives.
3779 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3780 after: Vec<ObjectiveId>,
3781 /// Flags that must be set before this objective activates (v0.3).
3782 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3783 requires_flags: Vec<FlagId>,
3784 /// Negative flag gate (DSL v0.6): the
3785 /// objective is suppressed (cannot activate or complete) while ANY listed
3786 /// flag is set for the player — the dual of `requires_flags`.
3787 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3788 forbids_flags: Vec<FlagId>,
3789 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3790 /// must hold for this gate to be open. The third field of the one gate,
3791 /// carried by every gate consumer — never by the verb that first wanted
3792 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3793 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3794 requires_state: Vec<StateCompare>,
3795 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3796 /// bot should traverse sneaking (sprint disabled). Emitted into
3797 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3798 /// hint; no datapack effect.
3799 #[serde(default, skip_serializing_if = "is_false")]
3800 stealth: bool,
3801 /// What this objective does to the story (DSL v0.8, spec-0025; required
3802 /// at 0.8.0, `DW0481`).
3803 #[serde(default, skip_serializing_if = "Option::is_none")]
3804 happening: Option<Happening>,
3805 },
3806}
3807
3808/// A prop block for an `interact` objective (DSL v0.4). The block is the
3809/// affordance the player interacts with; its id is validated against the pinned
3810/// 1.21.11 block registry (`DW0193`).
3811#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3812#[serde(deny_unknown_fields)]
3813pub struct Prop {
3814 /// Vanilla block id (e.g. `minecraft:lever`).
3815 pub block: String,
3816}
3817
3818// ---------------------------------------------------------------------------
3819// Stage 5 — scripted actors (DSL v0.6, spec-0014)
3820// ---------------------------------------------------------------------------
3821
3822/// A scripted stage actor (DSL v0.6, spec-0014): a NoAI/Silent/no-loot puppet,
3823/// distinct from a stage-2 [`Npc`] (no dialogue, any mob type). Emitted with tag
3824/// `dw_actor_<id>`, `Invulnerable` unless `vulnerable` (a damageable puppet stays
3825/// knockback-immune — the tower-defense creep). `skin` re-dresses it as a
3826/// `minecraft:mannequin`, exactly as a stage-2 NPC skin. The puppet is summoned by
3827/// a `spawn-actor` effect (not at load), moved by `move-actor`, and can be replaced
3828/// by a real-AI twin with `unleash-actor`.
3829#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3830#[serde(deny_unknown_fields)]
3831pub struct Actor {
3832 /// Unique actor id (`actor/<kebab>`).
3833 pub id: ActorId,
3834 /// The vanilla entity to puppet, e.g. `minecraft:warden`. Validated against the
3835 /// pinned 1.21.11 entity registry (`DW0173`).
3836 pub entity: String,
3837 /// Optional custom name shown above the puppet.
3838 #[serde(default, skip_serializing_if = "Option::is_none")]
3839 pub name: Option<String>,
3840 /// Optional player-model skin (mannequin), as a stage-2 NPC (`DW0190`).
3841 #[serde(default, skip_serializing_if = "Option::is_none")]
3842 pub skin: Option<NpcSkin>,
3843 /// The anchor the puppet is summoned on (resolved across areas, like an
3844 /// `open-gate` / `move-npc` destination).
3845 pub anchor: AnchorId,
3846 /// Initial facing (default `south`). The puppet spawns yawed this way.
3847 #[serde(default, skip_serializing_if = "Option::is_none")]
3848 pub facing: Option<Facing>,
3849 /// If `true`, the puppet is damageable (a tower-defense creep) but stays
3850 /// knockback-immune; default `false` (fully `Invulnerable`).
3851 #[serde(default, skip_serializing_if = "is_false")]
3852 pub vulnerable: bool,
3853 /// Gear the actor wears and holds, in the same shape a wave mob uses
3854 /// ([`MobEquipment`]). Emitted into BOTH the staged puppet and the
3855 /// unleashed twin, so the dormant elite the player has been circling is
3856 /// visibly the same armoured thing that stands up. Drop chances are zero —
3857 /// wave gear and actor gear are never farmable (no-grind constitution).
3858 #[serde(default, skip_serializing_if = "Option::is_none")]
3859 pub equipment: Option<MobEquipment>,
3860 /// Attribute overrides, in the same shape a wave mob uses ([`MobAttributes`],
3861 /// the v0.4 surface — one type, one rule set, so the two surfaces cannot
3862 /// drift). Emitted into BOTH the staged puppet and the unleashed twin, so the
3863 /// elite the party fights is the elite the author tuned; without it an actor
3864 /// was stuck at vanilla base values while every wave mob could be tuned,
3865 /// which is what blocked elite authoring. A `vulnerable` actor's
3866 /// knockback-immunity is emitted first and is not authorable.
3867 #[serde(default, skip_serializing_if = "Option::is_none")]
3868 pub attributes: Option<MobAttributes>,
3869 /// How hard this actor's fight is *meant* to be (DSL v0.8, spec-0023) — the
3870 /// same [`EncounterTier`] vocabulary a [`Wave`] declares. Absent =
3871 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.8 campaign.
3872 ///
3873 /// A wave is not the only shape an elite takes. The set-piece souls fight —
3874 /// the armoured thing kneeling among the graves that stands up when you hit
3875 /// it — is an **actor**: staged by `spawn-actor`, given AI by
3876 /// `unleash-actor`, killed by hand rather than by a `kill` objective. Before
3877 /// this field the validation ladder's inverted floor gate could only see
3878 /// `waves[].tier`, so such a boss was *structurally invisible* to it and an
3879 /// empty finding list read as a pass while covering nothing.
3880 ///
3881 /// Like the wave field this is a **declaration, not a knob**: the compiler
3882 /// never scales an actor from it, and emission is unchanged whichever tier is
3883 /// declared. What it buys is scrutiny — the actor enters
3884 /// `validation/combat-plan.json`, and the compiler states, per tiered actor,
3885 /// whether the floor gate can measure it and why not when it cannot
3886 /// (`DW0477`).
3887 #[serde(default, skip_serializing_if = "Option::is_none")]
3888 pub tier: Option<EncounterTier>,
3889 /// What this actor leaves behind when a player kills it. Only an
3890 /// `elite`/`boss` actor may
3891 /// declare it (`DW0491`). Emitted into BOTH the staged puppet and the
3892 /// unleashed twin, exactly as `equipment` is — the drop belongs to the body,
3893 /// not to one of its two lifecycles. A `despawn-actor` strips the
3894 /// declaration off the body before removing it, so re-caging an elite (a
3895 /// souls re-seat) never scatters its axe.
3896 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3897 pub drops: Vec<MobDrop>,
3898 /// What this body can do when it moves (DSL v0.11, spec-0034) — the same
3899 /// [`BodyTraversal`] a stage-2 [`Npc`] carries, because traversal belongs to
3900 /// the body and not to the stage that declares it. Absent = the class the
3901 /// compiler derives from `entity` (or from `minecraft:mannequin` when `skin`
3902 /// is set).
3903 #[serde(default, skip_serializing_if = "Option::is_none")]
3904 pub traversal: Option<BodyTraversal>,
3905}
3906
3907/// A cardinal facing keyword (DSL v0.6). Emitted as the puppet's spawn yaw
3908/// (MC: yaw 0 = +z/south).
3909#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3910#[serde(rename_all = "kebab-case")]
3911pub enum Facing {
3912 /// Facing +z (yaw 0) — the default.
3913 South,
3914 /// Facing -z (yaw 180).
3915 North,
3916 /// Facing -x (yaw 90).
3917 West,
3918 /// Facing +x (yaw 270).
3919 East,
3920}
3921
3922impl Facing {
3923 /// The kebab token (`south` / `north` / `west` / `east`).
3924 pub fn token(self) -> &'static str {
3925 match self {
3926 Facing::South => "south",
3927 Facing::North => "north",
3928 Facing::West => "west",
3929 Facing::East => "east",
3930 }
3931 }
3932}
3933
3934/// How a `despawn-actor` removes its puppet (DSL v0.6).
3935#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3936#[serde(rename_all = "kebab-case")]
3937pub enum DespawnStyle {
3938 /// Silent removal (`kill @e` with no death animation is not possible; the
3939 /// compiler removes the entity via `/kill` on an `Invulnerable` puppet, or a
3940 /// data-driven removal — see the emitter — so no death particles/sound show).
3941 Vanish,
3942 /// Plays the vanilla death animation (a cutscene death).
3943 Kill,
3944}
3945
3946impl DespawnStyle {
3947 /// The kebab token (`vanish` / `kill`).
3948 pub fn token(self) -> &'static str {
3949 match self {
3950 DespawnStyle::Vanish => "vanish",
3951 DespawnStyle::Kill => "kill",
3952 }
3953 }
3954}
3955
3956/// One step of a [`QuestEffect::Sequence`] (DSL v0.6): a group of effects fired at
3957/// an exact tick offset from the sequence's start.
3958#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3959#[serde(deny_unknown_fields)]
3960pub struct SequenceStep {
3961 /// Tick offset from the sequence start at which `effects` fire.
3962 pub at_ticks: u32,
3963 /// The effects fired at `at_ticks`. Any stage-5 effect except a nested
3964 /// `sequence` (rejected with `DW0329`).
3965 pub effects: Vec<QuestEffect>,
3966}
3967
3968impl Objective {
3969 /// This objective's id.
3970 pub fn id(&self) -> &ObjectiveId {
3971 match self {
3972 Objective::TalkTo { id, .. }
3973 | Objective::ReachAnchor { id, .. }
3974 | Objective::Kill { id, .. }
3975 | Objective::Collect { id, .. }
3976 | Objective::Interact { id, .. } => id,
3977 }
3978 }
3979
3980 /// This objective's prerequisites.
3981 pub fn after(&self) -> &[ObjectiveId] {
3982 match self {
3983 Objective::TalkTo { after, .. }
3984 | Objective::ReachAnchor { after, .. }
3985 | Objective::Kill { after, .. }
3986 | Objective::Collect { after, .. }
3987 | Objective::Interact { after, .. } => after,
3988 }
3989 }
3990
3991 /// The short player-facing objective title (v0.3, optional).
3992 pub fn title(&self) -> Option<&str> {
3993 match self {
3994 Objective::TalkTo { title, .. }
3995 | Objective::ReachAnchor { title, .. }
3996 | Objective::Kill { title, .. }
3997 | Objective::Collect { title, .. }
3998 | Objective::Interact { title, .. } => title.as_deref(),
3999 }
4000 }
4001
4002 /// The one-line location/direction hint (v0.3, optional).
4003 pub fn hint(&self) -> Option<&str> {
4004 match self {
4005 Objective::TalkTo { hint, .. }
4006 | Objective::ReachAnchor { hint, .. }
4007 | Objective::Kill { hint, .. }
4008 | Objective::Collect { hint, .. }
4009 | Objective::Interact { hint, .. } => hint.as_deref(),
4010 }
4011 }
4012
4013 /// Mutable access to the optional player-facing title (i18n localization).
4014 pub fn title_mut(&mut self) -> &mut Option<String> {
4015 match self {
4016 Objective::TalkTo { title, .. }
4017 | Objective::ReachAnchor { title, .. }
4018 | Objective::Kill { title, .. }
4019 | Objective::Collect { title, .. }
4020 | Objective::Interact { title, .. } => title,
4021 }
4022 }
4023
4024 /// Mutable access to the optional one-line hint (i18n localization).
4025 pub fn hint_mut(&mut self) -> &mut Option<String> {
4026 match self {
4027 Objective::TalkTo { hint, .. }
4028 | Objective::ReachAnchor { hint, .. }
4029 | Objective::Kill { hint, .. }
4030 | Objective::Collect { hint, .. }
4031 | Objective::Interact { hint, .. } => hint,
4032 }
4033 }
4034
4035 /// The flags that must be set before this objective activates (v0.3).
4036 pub fn requires_flags(&self) -> &[FlagId] {
4037 match self {
4038 Objective::TalkTo { requires_flags, .. }
4039 | Objective::ReachAnchor { requires_flags, .. }
4040 | Objective::Kill { requires_flags, .. }
4041 | Objective::Collect { requires_flags, .. }
4042 | Objective::Interact { requires_flags, .. } => requires_flags,
4043 }
4044 }
4045
4046 /// The negative flag gate (DSL v0.6): flags whose being set **suppresses**
4047 /// this objective. The dual of [`Objective::requires_flags`].
4048 pub fn forbids_flags(&self) -> &[FlagId] {
4049 match self {
4050 Objective::TalkTo { forbids_flags, .. }
4051 | Objective::ReachAnchor { forbids_flags, .. }
4052 | Objective::Kill { forbids_flags, .. }
4053 | Objective::Collect { forbids_flags, .. }
4054 | Objective::Interact { forbids_flags, .. } => forbids_flags,
4055 }
4056 }
4057
4058 /// The numeric gate terms (DSL v0.10, spec-0031): comparisons that must hold
4059 /// before this objective activates. See [`StateCompare`].
4060 pub fn requires_state(&self) -> &[StateCompare] {
4061 match self {
4062 Objective::TalkTo { requires_state, .. }
4063 | Objective::ReachAnchor { requires_state, .. }
4064 | Objective::Kill { requires_state, .. }
4065 | Objective::Collect { requires_state, .. }
4066 | Objective::Interact { requires_state, .. } => requires_state,
4067 }
4068 }
4069
4070 /// What this objective does to the story (DSL v0.8, spec-0025).
4071 pub fn happening(&self) -> Option<&Happening> {
4072 match self {
4073 Objective::TalkTo { happening, .. }
4074 | Objective::ReachAnchor { happening, .. }
4075 | Objective::Kill { happening, .. }
4076 | Objective::Collect { happening, .. }
4077 | Objective::Interact { happening, .. } => happening.as_ref(),
4078 }
4079 }
4080
4081 /// The bot stealth hint (DSL v0.4): traverse this leg sneaking.
4082 pub fn stealth(&self) -> bool {
4083 match self {
4084 Objective::TalkTo { stealth, .. }
4085 | Objective::ReachAnchor { stealth, .. }
4086 | Objective::Kill { stealth, .. }
4087 | Objective::Collect { stealth, .. }
4088 | Objective::Interact { stealth, .. } => *stealth,
4089 }
4090 }
4091
4092 /// The container this objective ADOPTS (DSL v0.8), if it is a `collect` that
4093 /// declares one: the anchor whose prefab-placed chest/barrel it fills instead
4094 /// of conjuring its own chest. `None` on every other objective and on a
4095 /// `collect` that keeps the compiler-placed chest.
4096 pub fn collect_container(&self) -> Option<&AnchorId> {
4097 match self {
4098 Objective::Collect { container, .. } => container.as_ref(),
4099 _ => None,
4100 }
4101 }
4102
4103 /// The wave whose declared drops provide this objective's item (DSL v0.9),
4104 /// if it is a `collect` that declares one. `None` on every other objective
4105 /// and on a `collect` fed by a container.
4106 pub fn collect_dropped_by(&self) -> Option<&WaveId> {
4107 match self {
4108 Objective::Collect { dropped_by, .. } => dropped_by.as_ref(),
4109 _ => None,
4110 }
4111 }
4112
4113 /// The padding-stack count of a `collect` (DSL v0.8); `0` for every other
4114 /// objective and for a `collect` that fills the single required stack only.
4115 pub fn collect_fill_count(&self) -> u32 {
4116 match self {
4117 Objective::Collect { fill_count, .. } => *fill_count,
4118 _ => 0,
4119 }
4120 }
4121
4122 /// The `interact` prop block (DSL v0.4), if this is an `interact` with a prop.
4123 pub fn prop(&self) -> Option<&Prop> {
4124 match self {
4125 Objective::Interact { prop, .. } => prop.as_ref(),
4126 _ => None,
4127 }
4128 }
4129
4130 /// The kebab type tag.
4131 pub fn kind(&self) -> &'static str {
4132 match self {
4133 Objective::TalkTo { .. } => "talk-to",
4134 Objective::ReachAnchor { .. } => "reach-anchor",
4135 Objective::Kill { .. } => "kill",
4136 Objective::Collect { .. } => "collect",
4137 Objective::Interact { .. } => "interact",
4138 }
4139 }
4140
4141 /// The v0.3 verb name if this objective is one of the verbs introduced in
4142 /// DSL v0.3 (`kill`/`collect`/`interact`). These validate in v0.3 campaigns
4143 ///.
4144 pub fn v03_verb(&self) -> Option<&'static str> {
4145 match self {
4146 Objective::Kill { .. } => Some("kill"),
4147 Objective::Collect { .. } => Some("collect"),
4148 Objective::Interact { .. } => Some("interact"),
4149 Objective::TalkTo { .. } | Objective::ReachAnchor { .. } => None,
4150 }
4151 }
4152}
4153
4154/// An effect fired by quest progress.
4155///
4156/// `Debug` is hand-written (see the impl below the enum) because it is a
4157/// **stable content-key rendering** — the compiler's `sequence_key` hashes
4158/// `{steps:?}` to name `seq_<hash>` functions, so an effect that uses none of
4159/// the v0.6 `forbids_flags` / `move-npc on_arrive` fields must render
4160/// byte-identically to the pre-addition enum (the [`CameraShot`] rule).
4161#[derive(Clone, PartialEq, Serialize, Deserialize, JsonSchema)]
4162#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
4163pub enum QuestEffect {
4164 /// Opens a prefab-declared gate (one-way).
4165 OpenGate {
4166 /// The gate anchor to open.
4167 anchor: AnchorId,
4168 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4169 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4170 requires_flags: Vec<FlagId>,
4171 /// Per-effect negative flag gate (DSL v0.6); see
4172 /// [`QuestEffect::forbids_flags`].
4173 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4174 forbids_flags: Vec<FlagId>,
4175 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4176 /// must hold for this gate to be open. The third field of the one gate,
4177 /// carried by every gate consumer — never by the verb that first wanted
4178 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4179 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4180 requires_state: Vec<StateCompare>,
4181 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4182 /// 0.8.0, `DW0481`). Deliberately absent from
4183 /// the hand-written `Debug` rendering below: the declaration is
4184 /// validation metadata with no emission of its own, so a content key can
4185 /// never move because a beat gained a line of prose.
4186 #[serde(default, skip_serializing_if = "Option::is_none")]
4187 happening: Option<Happening>,
4188 },
4189 /// Seals a prefab-declared gate — the physical dual of `open-gate` (DSL v0.6):
4190 /// fills the gate anchor's region with the block the anchor declares (e.g. the
4191 /// boulder's `minecraft:basalt`), turning an opened threshold back into a wall.
4192 /// The declared fill block is prefab metadata; a gate anchor with no `block` is
4193 /// rejected (`DW0343`). The completability model treats the region as **solid**
4194 /// from the point in the quest DAG where this fires (mirroring how `open-gate`'s
4195 /// clearing is modelled) — a critical path that must cross a gate after it seals
4196 /// fails the DW0311 reachability proof.
4197 CloseGate {
4198 /// The gate anchor to seal.
4199 anchor: AnchorId,
4200 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4201 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4202 requires_flags: Vec<FlagId>,
4203 /// Per-effect negative flag gate (DSL v0.6); see
4204 /// [`QuestEffect::forbids_flags`].
4205 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4206 forbids_flags: Vec<FlagId>,
4207 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4208 /// must hold for this gate to be open. The third field of the one gate,
4209 /// carried by every gate consumer — never by the verb that first wanted
4210 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4211 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4212 requires_state: Vec<StateCompare>,
4213 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4214 /// 0.8.0, `DW0481`). Deliberately absent from
4215 /// the hand-written `Debug` rendering below: the declaration is
4216 /// validation metadata with no emission of its own, so a content key can
4217 /// never move because a beat gained a line of prose.
4218 #[serde(default, skip_serializing_if = "Option::is_none")]
4219 happening: Option<Happening>,
4220 /// What the seal *says* when a player right-clicks it (DSL v0.8). A sealed gate is a wall the party will walk back to
4221 /// and press: the compiler answers that press on the actionbar. Absent, the
4222 /// compiler's canonical English is baked in (`The way is sealed.`) exactly
4223 /// as `world.boundary.message` does; authored, the line is l10n-inventoried
4224 /// under `<effect-key>.sealed_hint` and translates like every other
4225 /// player-visible string.
4226 ///
4227 /// Unlike `happening`, this **does** print in the hand-written `Debug`
4228 /// below when present — it changes emission, so two otherwise-identical
4229 /// sequences that differ only in their seal's answer are different content.
4230 #[serde(default, skip_serializing_if = "Option::is_none")]
4231 sealed_hint: Option<String>,
4232 },
4233 /// Marks the campaign complete (final advancement + credits). Terminal — not
4234 /// flag-gatable (gating the campaign's own completion is a deadlock footgun),
4235 /// so this variant carries no `requires_flags`.
4236 CampaignComplete {
4237 /// Which ENDING this is (DSL v0.8, spec-0025).
4238 /// A campaign with more than one `campaign-complete` has more than one
4239 /// ending, and a branch that runs to an ending names it here — so the
4240 /// terminality proof (`DW0482`) can state *which* ending a branch reached
4241 /// instead of merely that something ended. There is no separate `endings`
4242 /// section: the set of endings is exactly the set named here, the same
4243 /// rule flags follow.
4244 #[serde(default, skip_serializing_if = "Option::is_none")]
4245 ending: Option<EndingId>,
4246 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4247 /// 0.8.0, `DW0481`). Deliberately absent from
4248 /// the hand-written `Debug` rendering below: the declaration is
4249 /// validation metadata with no emission of its own, so a content key can
4250 /// never move because a beat gained a line of prose.
4251 #[serde(default, skip_serializing_if = "Option::is_none")]
4252 happening: Option<Happening>,
4253 },
4254 /// Gives the party an item (v0.3; party-wide since v0.6/spec-0018).
4255 GiveItem {
4256 /// Vanilla item id to give (validated against the registry).
4257 item: String,
4258 /// How many to give.
4259 count: u32,
4260 /// Optional display name (DSL v0.4), matching [`KitItem::name`].
4261 #[serde(default, skip_serializing_if = "Option::is_none")]
4262 name: Option<String>,
4263 /// Who receives it (DSL v0.6, spec-0018). Absent = [`Carrier::All`] — every
4264 /// party member. `one` hands a single copy to the player whose action fired
4265 /// the effect; it is rejected in a scheduler-only bundle (`DW0371`), which
4266 /// has no acting player.
4267 #[serde(default, skip_serializing_if = "Option::is_none")]
4268 carrier: Option<Carrier>,
4269 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4270 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4271 requires_flags: Vec<FlagId>,
4272 /// Per-effect negative flag gate (DSL v0.6); see
4273 /// [`QuestEffect::forbids_flags`].
4274 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4275 forbids_flags: Vec<FlagId>,
4276 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4277 /// must hold for this gate to be open. The third field of the one gate,
4278 /// carried by every gate consumer — never by the verb that first wanted
4279 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4280 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4281 requires_state: Vec<StateCompare>,
4282 },
4283 /// Sets a campaign flag, enabling flag-gated objectives (v0.3).
4284 SetFlag {
4285 /// The flag to set.
4286 flag: FlagId,
4287 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4288 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4289 requires_flags: Vec<FlagId>,
4290 /// Per-effect negative flag gate (DSL v0.6); see
4291 /// [`QuestEffect::forbids_flags`].
4292 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4293 forbids_flags: Vec<FlagId>,
4294 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4295 /// must hold for this gate to be open. The third field of the one gate,
4296 /// carried by every gate consumer — never by the verb that first wanted
4297 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4298 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4299 requires_state: Vec<StateCompare>,
4300 },
4301 /// Writes a declared datum to an absolute value (DSL v0.10, spec-0031).
4302 SetState {
4303 /// The datum to write (stage-5 `state` ref).
4304 state: StateId,
4305 /// The value to write.
4306 value: i32,
4307 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4308 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4309 requires_flags: Vec<FlagId>,
4310 /// Per-effect negative flag gate (DSL v0.6); see
4311 /// [`QuestEffect::forbids_flags`].
4312 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4313 forbids_flags: Vec<FlagId>,
4314 /// Numeric gate terms (DSL v0.10, spec-0031); see
4315 /// [`QuestEffect::requires_state`].
4316 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4317 requires_state: Vec<StateCompare>,
4318 },
4319 /// Moves a declared datum by a signed amount (DSL v0.10, spec-0031).
4320 ///
4321 /// **Signed on purpose.** A purse that a shop debits and a stake that a death
4322 /// forfeits are the same operation with the sign flipped; a separate
4323 /// `subtract-state` would be a second verb for one mechanism, and the first
4324 /// campaign to need "add a negative" would have to choose between them.
4325 AddState {
4326 /// The datum to move (stage-5 `state` ref).
4327 state: StateId,
4328 /// How far to move it. Negative counts down.
4329 amount: i32,
4330 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4331 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4332 requires_flags: Vec<FlagId>,
4333 /// Per-effect negative flag gate (DSL v0.6); see
4334 /// [`QuestEffect::forbids_flags`].
4335 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4336 forbids_flags: Vec<FlagId>,
4337 /// Numeric gate terms (DSL v0.10, spec-0031); see
4338 /// [`QuestEffect::requires_state`].
4339 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4340 requires_state: Vec<StateCompare>,
4341 },
4342 /// Leaves a declared [`Stake`] behind for the acting player (DSL v0.10,
4343 /// spec-0032): forfeit the declared share of its datum, and place a
4344 /// collectable marker at the compile-time anchor for where they are.
4345 ///
4346 /// **Nothing about this verb says "death".** It is written in `on_death`
4347 /// because that is where a souls-shaped delve wants it, but the mechanism is
4348 /// "leave a recoverable cache where the acting player stands", and the effect
4349 /// carries the ordinary gate so any root may run it. What *is* death-specific
4350 /// — that the corpse stands on the death position, so the placement lookup has
4351 /// a position to key on — is a property of the `on_death` root, not of this
4352 /// verb.
4353 DropStake {
4354 /// The stake (stage-5 `stakes` ref) to leave.
4355 stake: StakeId,
4356 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4357 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4358 requires_flags: Vec<FlagId>,
4359 /// Per-effect negative flag gate (DSL v0.6); see
4360 /// [`QuestEffect::forbids_flags`].
4361 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4362 forbids_flags: Vec<FlagId>,
4363 /// Numeric gate terms (DSL v0.10, spec-0031); see
4364 /// [`QuestEffect::requires_state`].
4365 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4366 requires_state: Vec<StateCompare>,
4367 },
4368 /// Returns a declared datum to its declared `initial` (DSL v0.10,
4369 /// spec-0031) — the verb `FlagId` has never had.
4370 ClearState {
4371 /// The datum to clear (stage-5 `state` ref).
4372 state: StateId,
4373 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4374 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4375 requires_flags: Vec<FlagId>,
4376 /// Per-effect negative flag gate (DSL v0.6); see
4377 /// [`QuestEffect::forbids_flags`].
4378 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4379 forbids_flags: Vec<FlagId>,
4380 /// Numeric gate terms (DSL v0.10, spec-0031); see
4381 /// [`QuestEffect::requires_state`].
4382 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4383 requires_state: Vec<StateCompare>,
4384 },
4385 /// Spawns a stage-5 wave's mobs at its anchor (v0.3).
4386 SpawnWave {
4387 /// The wave (stage-5 `waves` ref) to spawn.
4388 wave: WaveId,
4389 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4390 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4391 requires_flags: Vec<FlagId>,
4392 /// Per-effect negative flag gate (DSL v0.6); see
4393 /// [`QuestEffect::forbids_flags`].
4394 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4395 forbids_flags: Vec<FlagId>,
4396 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4397 /// must hold for this gate to be open. The third field of the one gate,
4398 /// carried by every gate consumer — never by the verb that first wanted
4399 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4400 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4401 requires_state: Vec<StateCompare>,
4402 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4403 /// 0.8.0, `DW0481`). Deliberately absent from
4404 /// the hand-written `Debug` rendering below: the declaration is
4405 /// validation metadata with no emission of its own, so a content key can
4406 /// never move because a beat gained a line of prose.
4407 #[serde(default, skip_serializing_if = "Option::is_none")]
4408 happening: Option<Happening>,
4409 },
4410 /// Narrates a player-visible line (DSL v0.4, spec-0008 §3). `text` enters the
4411 /// l10n key inventory like any player-visible string.
4412 Narrate {
4413 /// The line shown to the player.
4414 text: String,
4415 /// Presentation channel (default `chat`).
4416 #[serde(default, skip_serializing_if = "Option::is_none")]
4417 style: Option<NarrateStyle>,
4418 /// Optional sound id played alongside the line.
4419 #[serde(default, skip_serializing_if = "Option::is_none")]
4420 sound: Option<String>,
4421 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4422 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4423 requires_flags: Vec<FlagId>,
4424 /// Per-effect negative flag gate (DSL v0.6); see
4425 /// [`QuestEffect::forbids_flags`].
4426 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4427 forbids_flags: Vec<FlagId>,
4428 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4429 /// must hold for this gate to be open. The third field of the one gate,
4430 /// carried by every gate consumer — never by the verb that first wanted
4431 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4432 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4433 requires_state: Vec<StateCompare>,
4434 },
4435 /// Sets a block at an anchor (DSL v0.4, spec-0008 §2). General form of a prop
4436 /// placement. Block id validated against the pinned 1.21.11 block registry;
4437 /// a vanilla blockstate suffix (`minecraft:grindstone[face=floor]`) is
4438 /// accepted and passed through verbatim (DSL v0.6).
4439 SetBlock {
4440 /// The anchor to place the block at.
4441 anchor: AnchorId,
4442 /// Vanilla block id to place.
4443 block: String,
4444 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4445 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4446 requires_flags: Vec<FlagId>,
4447 /// Per-effect negative flag gate (DSL v0.6); see
4448 /// [`QuestEffect::forbids_flags`].
4449 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4450 forbids_flags: Vec<FlagId>,
4451 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4452 /// must hold for this gate to be open. The third field of the one gate,
4453 /// carried by every gate consumer — never by the verb that first wanted
4454 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4455 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4456 requires_state: Vec<StateCompare>,
4457 },
4458 /// **Fill a declared region with a block** at runtime (DSL v0.10, spec-0031).
4459 ///
4460 /// The general spelling of the capability `open-gate` / `close-gate` carried
4461 /// privately: a region, filled or cleared, from a point in the quest DAG.
4462 /// `close-gate` is this verb with the region and the block read off a prefab
4463 /// gate anchor instead of authored; `set-block` is the one-cell case at a
4464 /// point anchor. All three lower through one emission
4465 /// (`emit::fill_region_command`) and are modelled by one completability rule
4466 /// (`plan::RegionEvent`), so a third consumer inherits the proof instead of
4467 /// re-deriving it.
4468 ///
4469 /// From the DAG point at which this fires, the completability model treats the
4470 /// filled cells as whatever the **block** makes them. A full-cube block leaves
4471 /// them **solid**, exactly as a `close-gate` seal is: a critical path that must
4472 /// cross the region afterwards fails `DW0311`. `minecraft:water` /
4473 /// `minecraft:lava` leave them **flooded** — impassable and never floor, because
4474 /// nothing stands on a fluid — and because a fill carries no `replace` filter it
4475 /// takes away whatever floor was in the box, so a forced leg that needed that
4476 /// footing fails `DW0544`.
4477 FillRegion {
4478 /// The volume to fill, as an anchor-centred box (`anchor ± extent`).
4479 ///
4480 /// Deliberately the existing [`StealthZone`] — the engine's one
4481 /// anchor-centred box object class, already shared by `damage-players`'s
4482 /// `in` filter, `collapse`'s `region_anchor`, a `volley` kill zone and a
4483 /// `lethal_volumes[]` region, and resolved through the single
4484 /// `Plan::zone_box`. A private twin with the same two fields would be
4485 /// `tools/check-capability-ownership.py` check C by construction.
4486 ///
4487 /// An anchor-centred box rather than a prefab `region` anchor for the
4488 /// reason `collapse` states: the assembled model deletes every gate-region
4489 /// anchor's cells, so a slab declared that way would already be gone.
4490 region: StealthZone,
4491 /// The block the region is filled with (validated against the pinned
4492 /// 1.21.11 block registry, `DW0193`).
4493 block: String,
4494 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4495 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4496 requires_flags: Vec<FlagId>,
4497 /// Per-effect negative flag gate (DSL v0.6); see
4498 /// [`QuestEffect::forbids_flags`].
4499 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4500 forbids_flags: Vec<FlagId>,
4501 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4502 /// must hold for this gate to be open. The third field of the one gate,
4503 /// carried by every gate consumer — never by the verb that first wanted
4504 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4505 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4506 requires_state: Vec<StateCompare>,
4507 },
4508 /// **Clear a declared region to air** at runtime (DSL v0.10, spec-0031) — the
4509 /// physical dual of [`QuestEffect::FillRegion`], and the general spelling of
4510 /// what `open-gate` does to a gate anchor's region.
4511 ///
4512 /// The completability model treats the cleared cells as **passable** from the
4513 /// DAG point at which this fires, with one exception it states out loud: a
4514 /// cleared cell the model already floods stays impassable, because clearing a
4515 /// block does not remove water (`nav::World::with_cleared`).
4516 ClearRegion {
4517 /// The volume to clear, as an anchor-centred box (`anchor ± extent`) —
4518 /// the same object class [`QuestEffect::FillRegion`] fills.
4519 region: StealthZone,
4520 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4521 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4522 requires_flags: Vec<FlagId>,
4523 /// Per-effect negative flag gate (DSL v0.6); see
4524 /// [`QuestEffect::forbids_flags`].
4525 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4526 forbids_flags: Vec<FlagId>,
4527 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4528 /// must hold for this gate to be open. The third field of the one gate,
4529 /// carried by every gate consumer — never by the verb that first wanted
4530 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4531 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4532 requires_state: Vec<StateCompare>,
4533 },
4534 /// **Opens a placed piece's contingent way** (DSL v0.12, spec-0042 §2.4): the
4535 /// broken flight a beat repairs, the bridge a beat lowers, the rubble a beat
4536 /// clears.
4537 ///
4538 /// A piece's spatial contract may declare a traversal edge whose crossability
4539 /// depends on a named region — `laid` (empty as built, opening fills it) or
4540 /// `cleared` (built solid, opening voids it). The prefab checker proves the
4541 /// piece is severed as shipped and joined once that region is opened; this is
4542 /// the verb that opens it, and it is the only one, because a way is the object
4543 /// and opening it is the operation.
4544 ///
4545 /// **There is no region, no block and no sign on this effect, and that is the
4546 /// design rather than an omission.** All three are read from the piece's own
4547 /// exported metadata (`spatial_contract.edges[].way`), so the effect and the
4548 /// building cannot disagree about what a way is — two authorities plus an
4549 /// equality check is the defect this shape avoids, not a variant of the fix
4550 /// (spec-0042 AC8). What the campaign decides is *when*.
4551 ///
4552 /// Completability: the way is **shut until this fires**, and from the DAG
4553 /// point at which it fires the region is solid-and-footing (`laid`) or
4554 /// passable (`cleared`) — the same [`QuestEffect::FillRegion`] /
4555 /// [`QuestEffect::ClearRegion`] model, fed from metadata instead of from an
4556 /// authored box, so this verb inherits the forced-footing rule (`DW0546`)
4557 /// rather than restating it. Required content standing beyond a way that no
4558 /// forced opening precedes is `DW0548`, which names the way, the effect and
4559 /// the element.
4560 OpenWay {
4561 /// The placed piece whose way this opens (`prefab/<name>`).
4562 ///
4563 /// A piece, not an anchor: the way's cells are the contract's, not a gate
4564 /// anchor's, and a piece placed twice has two ways. The reference must
4565 /// name exactly one placement; naming none or several is `DW0547`.
4566 piece: PrefabId,
4567 /// The way's region name, as the piece's contract exports it
4568 /// (`spatial_contract.edges[].way.region`).
4569 way: String,
4570 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4571 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4572 requires_flags: Vec<FlagId>,
4573 /// Per-effect negative flag gate (DSL v0.6); see
4574 /// [`QuestEffect::forbids_flags`].
4575 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4576 forbids_flags: Vec<FlagId>,
4577 /// Numeric gate terms (DSL v0.10, spec-0031); see
4578 /// [`QuestEffect::requires_state`].
4579 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4580 requires_state: Vec<StateCompare>,
4581 },
4582 /// Despawns an NPC and its interaction hitbox (DSL v0.4, spec-0008 §5).
4583 DespawnNpc {
4584 /// The NPC (stage-2 ref) to remove.
4585 npc: NpcId,
4586 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4587 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4588 requires_flags: Vec<FlagId>,
4589 /// Per-effect negative flag gate (DSL v0.6); see
4590 /// [`QuestEffect::forbids_flags`].
4591 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4592 forbids_flags: Vec<FlagId>,
4593 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4594 /// must hold for this gate to be open. The third field of the one gate,
4595 /// carried by every gate consumer — never by the verb that first wanted
4596 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4597 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4598 requires_state: Vec<StateCompare>,
4599 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4600 /// 0.8.0, `DW0481`). Deliberately absent from
4601 /// the hand-written `Debug` rendering below: the declaration is
4602 /// validation metadata with no emission of its own, so a content key can
4603 /// never move because a beat gained a line of prose.
4604 #[serde(default, skip_serializing_if = "Option::is_none")]
4605 happening: Option<Happening>,
4606 },
4607 /// Moves an NPC (and its interaction hitbox in lockstep) to an anchor (DSL
4608 /// v0.4, spec-0008 §5 + addendum). The compiler plans a **collision-safe walked
4609 /// path** by A* over the solved voxel grid and emits per-tick teleport
4610 /// waypoints along it, so the NPC never clips a wall and walks up to (not into)
4611 /// a solid affordance. An unroutable move is a compile error (`DW0307`).
4612 MoveNpc {
4613 /// The NPC (stage-2 ref) to move.
4614 npc: NpcId,
4615 /// The destination anchor.
4616 to_anchor: AnchorId,
4617 /// Optional travel speed in blocks/tick (defaults to ~0.15).
4618 #[serde(default, skip_serializing_if = "Option::is_none")]
4619 speed: Option<f64>,
4620 /// Effects fired once the NPC arrives at the destination cell — exact
4621 /// parity with [`QuestEffect::MoveActor`]
4622 /// `on_arrive`: same arrival detection (the walk driver's final tick), same
4623 /// execution context, and every deep effect walker recurses into it via
4624 /// [`QuestEffect::nested_effect_lists`]. This is what lets content gate a
4625 /// beat on walk *completion* instead of fire-and-forgetting the walk (e.g.
4626 /// `on_arrive: [set-flag]` so a cutscene waits for the NPC to reach its
4627 /// mark).
4628 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4629 on_arrive: Vec<QuestEffect>,
4630 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4631 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4632 requires_flags: Vec<FlagId>,
4633 /// Per-effect negative flag gate (DSL v0.6); see
4634 /// [`QuestEffect::forbids_flags`].
4635 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4636 forbids_flags: Vec<FlagId>,
4637 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4638 /// must hold for this gate to be open. The third field of the one gate,
4639 /// carried by every gate consumer — never by the verb that first wanted
4640 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4641 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4642 requires_state: Vec<StateCompare>,
4643 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4644 /// 0.8.0, `DW0481`). Deliberately absent from
4645 /// the hand-written `Debug` rendering below: the declaration is
4646 /// validation metadata with no emission of its own, so a content key can
4647 /// never move because a beat gained a line of prose.
4648 #[serde(default, skip_serializing_if = "Option::is_none")]
4649 happening: Option<Happening>,
4650 },
4651 /// Plays a scripted camera cutscene (DSL v0.4 addendum). Per player: save
4652 /// gamemode+position, spectator, then dolly two co-located cameras along a
4653 /// straight-line lerp between waypoints and alternate `spectate` between them
4654 /// each tick (the two-camera bounce; the same-entity re-`spectate` is a server
4655 /// no-op and is never emitted), and restore on completion. The compiler
4656 /// validates the dolly path passes only through non-solid blocks — cameras
4657 /// fly but must not clip a solid (`DW0308`).
4658 ///
4659 /// Camera **aim** (DSL v0.6): with `look_at`, every dolly camera is rotated at
4660 /// emission to face that world point from its own position, so the shot keeps
4661 /// its subject framed for the whole move; without it, the camera faces along
4662 /// the direction of travel (the segment it is currently traversing).
4663 ///
4664 /// **Shape** — a cutscene is a list of [`CameraShot`]s played back-to-back
4665 /// inside one save/restore bracket (hard cut between shots). Two accepted,
4666 /// mutually exclusive spellings, both normalized by
4667 /// [`QuestEffect::cutscene_shots`]:
4668 /// - multi-shot (DSL v0.6): `{"shots": [{path, seconds, look_at?}, …]}`;
4669 /// - single-shot (DSL v0.4): `{"path": […], "seconds": n, "look_at"?: …}` —
4670 /// exactly equivalent to a one-entry `shots` list.
4671 ///
4672 /// Mixing or omitting both is `DW0199`.
4673 Cutscene {
4674 /// Multi-shot form (DSL v0.6): the ordered shot list. Mutually exclusive
4675 /// with the single-shot `path`/`seconds` fields (`DW0199`).
4676 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4677 shots: Vec<CameraShot>,
4678 /// Single-shot form (DSL v0.4): ordered camera waypoints (straight-line
4679 /// lerp between them).
4680 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4681 path: Vec<CameraWaypoint>,
4682 /// Single-shot form (DSL v0.4): shot duration in seconds.
4683 #[serde(default, skip_serializing_if = "Option::is_none")]
4684 seconds: Option<u32>,
4685 /// Single-shot form (DSL v0.6): the subject the camera keeps framed.
4686 /// Absent = face along the direction of travel.
4687 #[serde(default, skip_serializing_if = "Option::is_none")]
4688 look_at: Option<CameraTarget>,
4689 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4690 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4691 requires_flags: Vec<FlagId>,
4692 /// Per-effect negative flag gate (DSL v0.6); see
4693 /// [`QuestEffect::forbids_flags`].
4694 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4695 forbids_flags: Vec<FlagId>,
4696 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4697 /// must hold for this gate to be open. The third field of the one gate,
4698 /// carried by every gate consumer — never by the verb that first wanted
4699 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4700 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4701 requires_state: Vec<StateCompare>,
4702 },
4703 /// Cuts the dimension-global world time to a new state (DSL v0.5, spec-0010).
4704 /// Instantaneous (vanilla has no gradual transition); the state persists
4705 /// because the daylight cycle is frozen by sealing.
4706 SetTime {
4707 /// The time state to cut to.
4708 time: WorldTime,
4709 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4710 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4711 requires_flags: Vec<FlagId>,
4712 /// Per-effect negative flag gate (DSL v0.6); see
4713 /// [`QuestEffect::forbids_flags`].
4714 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4715 forbids_flags: Vec<FlagId>,
4716 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4717 /// must hold for this gate to be open. The third field of the one gate,
4718 /// carried by every gate consumer — never by the verb that first wanted
4719 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4720 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4721 requires_state: Vec<StateCompare>,
4722 },
4723 /// Cuts the dimension-global weather to a new state (DSL v0.5, spec-0010).
4724 /// Instantaneous; persists because the weather cycle is frozen by sealing.
4725 SetWeather {
4726 /// The weather state to cut to.
4727 weather: WorldWeather,
4728 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4729 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4730 requires_flags: Vec<FlagId>,
4731 /// Per-effect negative flag gate (DSL v0.6); see
4732 /// [`QuestEffect::forbids_flags`].
4733 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4734 forbids_flags: Vec<FlagId>,
4735 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4736 /// must hold for this gate to be open. The third field of the one gate,
4737 /// carried by every gate consumer — never by the verb that first wanted
4738 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4739 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4740 requires_state: Vec<StateCompare>,
4741 },
4742 /// Plays a vanilla sound event, positionally or per-player (DSL v0.6,
4743 /// spec-0014). `sound` is validated against the vendored pinned-1.21.11
4744 /// sound-event registry (`DW0326` unknown). `at` selects where the sound
4745 /// originates (default: each player's own position); `volume`/`pitch` map to
4746 /// the `playsound` command's trailing args (pitch clamps to 0.0..=2.0 in
4747 /// vanilla).
4748 PlaySound {
4749 /// The vanilla sound-event id (`minecraft:` prefix optional).
4750 sound: String,
4751 /// Where the sound plays from (default: `players`).
4752 #[serde(default, skip_serializing_if = "Option::is_none")]
4753 at: Option<SoundAt>,
4754 /// Playback volume (vanilla default 1.0; > 1.0 only extends audible range).
4755 #[serde(default, skip_serializing_if = "Option::is_none")]
4756 volume: Option<f64>,
4757 /// Playback pitch (vanilla 0.0..=2.0; default 1.0).
4758 #[serde(default, skip_serializing_if = "Option::is_none")]
4759 pitch: Option<f64>,
4760 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4761 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4762 requires_flags: Vec<FlagId>,
4763 /// Per-effect negative flag gate (DSL v0.6); see
4764 /// [`QuestEffect::forbids_flags`].
4765 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4766 forbids_flags: Vec<FlagId>,
4767 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4768 /// must hold for this gate to be open. The third field of the one gate,
4769 /// carried by every gate consumer — never by the verb that first wanted
4770 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4771 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4772 requires_state: Vec<StateCompare>,
4773 },
4774 /// Deals damage to the acting player(s) (DSL v0.6): the real consequence a
4775 /// stealth `on_caught` or a souls-style beat needs — vanilla's `/damage`
4776 /// primitive. Runs in the effect's `as @a` / `as @s` context, so `@s` is each
4777 /// acting player: at top level it damages every player once; inside a stealth
4778 /// `on_caught` it damages the caught player (the "caught → death → respawn at
4779 /// checkpoint" beat). `amount` is in **half-hearts** (1 HP each); an amount ≥ 40
4780 /// is lethal through golden apples / absorption. `within` (JSON `in`) narrows to
4781 /// acting players standing inside an anchor-centred box (the same box model as a
4782 /// stealth zone), keeping the per-`@s` semantics. `damage_type` is the damage
4783 /// type — a curated set of vanilla types that all respect `keepInventory` and do
4784 /// **not** bypass totems (no `out_of_world`/`generic_kill`); default `generic`.
4785 /// (The field is `damage_type`, not `type`, because the effect enum is
4786 /// internally tagged on `type`.)
4787 DamagePlayers {
4788 /// Damage dealt, in half-hearts (1 = 1 HP; ≥ 40 is effectively lethal).
4789 amount: u32,
4790 /// Optional spatial filter: only damage an acting player inside this
4791 /// anchor-centred box (`anchor ± extent`). Absent = every acting player.
4792 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4793 within: Option<StealthZone>,
4794 /// The damage type (default [`DamageKind::Generic`]).
4795 #[serde(default, skip_serializing_if = "Option::is_none")]
4796 damage_type: Option<DamageKind>,
4797 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
4798 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4799 requires_flags: Vec<FlagId>,
4800 /// Per-effect negative flag gate (DSL v0.6); see
4801 /// [`QuestEffect::forbids_flags`].
4802 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4803 forbids_flags: Vec<FlagId>,
4804 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4805 /// must hold for this gate to be open. The third field of the one gate,
4806 /// carried by every gate consumer — never by the verb that first wanted
4807 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4808 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4809 requires_state: Vec<StateCompare>,
4810 },
4811 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012). Emits
4812 /// `spawnpoint @a` at the anchor cell and mirrors the coords into
4813 /// `storage dw:cp pos`. Party-wide and monotonic by quest order (a later
4814 /// `set-checkpoint` always replaces an earlier one). The compiler proves the
4815 /// cell is standable (`DW0316`) and that the remaining critical path stays
4816 /// reachable from it (`DW0315`).
4817 SetCheckpoint {
4818 /// The prefab checkpoint anchor the party respawns at.
4819 anchor: AnchorId,
4820 /// Per-player effects re-run each time a player respawns while this
4821 /// checkpoint is the active one — scene reset (e.g. re-caging an
4822 /// unleashed actor). Emitted idempotently in declared order; empty = no
4823 /// hook. Respawn is detected via the vanilla `deathCount` criterion.
4824 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4825 on_respawn: Vec<QuestEffect>,
4826 },
4827 /// Places a **bonfire** rest point (DSL v0.6, spec-0016 §1) — the sibling of
4828 /// [`QuestEffect::SetCheckpoint`] for souls-mode pacing. The effect *arms*
4829 /// the rest affordance (a `minecraft:interaction` the player right-clicks at
4830 /// the anchor, the campfire prop being prefab dressing); the checkpoint moves
4831 /// only **when the party actually rests**. Resting fires `on_rest` — the
4832 /// scene reset that makes retry cheap: re-arming traps, re-seating waves
4833 /// declared `respawns_on_rest`, restoring actor postures. Death respawns the
4834 /// party at the last-rested bonfire and runs the **same** `on_rest` bundle,
4835 /// so the world's answer to a death and to a rest is identical (spec-0016:
4836 /// death is an investment, never a tax).
4837 ///
4838 /// Proofs are inherited from the checkpoint machinery: the anchor must be
4839 /// standable (`DW0316`) and must not strand the party (`DW0315`), rooted at
4840 /// the beat that arms the bonfire (the earliest moment a rest can happen).
4841 Bonfire {
4842 /// The prefab anchor the rest affordance stands at, and the cell the
4843 /// party respawns at once rested.
4844 anchor: AnchorId,
4845 /// Effects re-run on every rest **and** on every respawn at this bonfire
4846 /// — the scene reset. Emitted in declared order and expected to be
4847 /// idempotent (the same contract as `set-checkpoint`'s `on_respawn`).
4848 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4849 on_rest: Vec<QuestEffect>,
4850 /// Title of the two-option rest dialog (DSL v0.8).
4851 /// Absent = the compiler's canonical English `Bonfire`,
4852 /// baked at emit time (the `world.boundary.message` precedent): an
4853 /// authored line is inventoried and translates like every other
4854 /// player-visible string.
4855 #[serde(default, skip_serializing_if = "Option::is_none")]
4856 prompt: Option<String>,
4857 /// Label of the **rest and save** button. Absent = `Rest and save`.
4858 /// A dialog button is a fixed-width caption, so keep it to ~20 Latin /
4859 /// ~12 Han characters (skill *Writing craft* §C) — a wider label scrolls.
4860 #[serde(default, skip_serializing_if = "Option::is_none")]
4861 rest_label: Option<String>,
4862 /// Label of the **save only** button. Absent = `Save only`.
4863 #[serde(default, skip_serializing_if = "Option::is_none")]
4864 save_label: Option<String>,
4865 },
4866 /// Begins a stealth beat (DSL v0.6, spec-0014):
4867 /// zone presence alone = hidden — no sneak requirement, which collides with
4868 /// the spectator cutscene camera. While active, every player must be
4869 /// inside some `zone` each tick; a player outside every zone for
4870 /// `grace_ticks` fires `on_caught` (typically a kill → checkpoint respawn).
4871 /// Zone membership is read from the player's position. The compiler proves
4872 /// each zone is standable and reachable from the activating beat (`DW0327`).
4873 BeginStealth {
4874 /// The "shadow" regions, each an anchor-centred box (see [`StealthZone`]).
4875 zones: Vec<StealthZone>,
4876 /// Per-player effects fired when a player is caught (out of every zone
4877 /// for `grace_ticks`). Empty = no consequence.
4878 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4879 on_caught: Vec<QuestEffect>,
4880 /// Ticks a player may be exposed before `on_caught` fires (default 20).
4881 #[serde(default = "default_grace_ticks")]
4882 grace_ticks: u32,
4883 },
4884 /// Ends the active stealth beat (DSL v0.6, spec-0014). No-op if none active.
4885 EndStealth,
4886 /// Summons a `deferred` stage-2 NPC (body + interaction hitbox + name display)
4887 /// at its declared anchor (DSL v0.6) — the dual of `despawn-npc`, and the
4888 /// scripted entrance a staged character needs. Idempotent: spawning an NPC
4889 /// already in the world is a no-op. Only meaningful for an NPC declared
4890 /// `deferred: true`; a non-deferred NPC is already in the world from init.
4891 SpawnNpc {
4892 /// The NPC (stage-2 ref) to summon.
4893 npc: NpcId,
4894 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4895 /// 0.8.0, `DW0481`). Deliberately absent from
4896 /// the hand-written `Debug` rendering below: the declaration is
4897 /// validation metadata with no emission of its own, so a content key can
4898 /// never move because a beat gained a line of prose.
4899 #[serde(default, skip_serializing_if = "Option::is_none")]
4900 happening: Option<Happening>,
4901 },
4902 // --- DSL v0.6 actor staging effects (spec-0014) ---
4903 /// Summons a stage-5 actor's puppet at its anchor (DSL v0.6). Idempotent: a
4904 /// spawn of an already-present actor is a no-op (re-caging after `unleash`).
4905 SpawnActor {
4906 /// The actor (stage-5 `actors` ref) to summon.
4907 actor: ActorId,
4908 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4909 /// 0.8.0, `DW0481`). Deliberately absent from
4910 /// the hand-written `Debug` rendering below: the declaration is
4911 /// validation metadata with no emission of its own, so a content key can
4912 /// never move because a beat gained a line of prose.
4913 #[serde(default, skip_serializing_if = "Option::is_none")]
4914 happening: Option<Happening>,
4915 },
4916 /// Removes an actor's puppet (DSL v0.6). `kill` plays the vanilla death
4917 /// animation (cutscene deaths); `vanish` is silent removal.
4918 DespawnActor {
4919 /// The actor (stage-5 `actors` ref) to remove.
4920 actor: ActorId,
4921 /// How the puppet is removed.
4922 style: DespawnStyle,
4923 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4924 /// 0.8.0, `DW0481`). Deliberately absent from
4925 /// the hand-written `Debug` rendering below: the declaration is
4926 /// validation metadata with no emission of its own, so a content key can
4927 /// never move because a beat gained a line of prose.
4928 #[serde(default, skip_serializing_if = "Option::is_none")]
4929 happening: Option<Happening>,
4930 },
4931 /// Walks an actor's puppet to an anchor by A*-planned per-tick teleport over
4932 /// the assembled model, using the actor's hitbox footprint, yawed along the
4933 /// path tangent (DSL v0.6). Concurrent movers are allowed (a herded
4934 /// flock is N synchronized `move-actor`s). Unroutable → `DW0325`. `on_arrive`
4935 /// effects fire once the puppet reaches the destination cell.
4936 MoveActor {
4937 /// The actor (stage-5 `actors` ref) to move.
4938 actor: ActorId,
4939 /// The destination anchor.
4940 to_anchor: AnchorId,
4941 /// Optional travel speed in blocks/tick (defaults to ~0.15).
4942 #[serde(default, skip_serializing_if = "Option::is_none")]
4943 speed: Option<f64>,
4944 /// Effects fired once the puppet arrives at the destination cell.
4945 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4946 on_arrive: Vec<QuestEffect>,
4947 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4948 /// 0.8.0, `DW0481`). Deliberately absent from
4949 /// the hand-written `Debug` rendering below: the declaration is
4950 /// validation metadata with no emission of its own, so a content key can
4951 /// never move because a beat gained a line of prose.
4952 #[serde(default, skip_serializing_if = "Option::is_none")]
4953 happening: Option<Happening>,
4954 },
4955 /// Replaces an actor's puppet with a real-AI twin of the same type / position /
4956 /// name / attributes / tag (DSL v0.6) — the "attack the idle giant → real
4957 /// fight" beat. Re-caging is `despawn-actor` + `spawn-actor` (idempotent), not a
4958 /// special verb.
4959 UnleashActor {
4960 /// The actor (stage-5 `actors` ref) to unleash.
4961 actor: ActorId,
4962 /// What this beat does to the story (DSL v0.8, spec-0025; required at
4963 /// 0.8.0, `DW0481`). Deliberately absent from
4964 /// the hand-written `Debug` rendering below: the declaration is
4965 /// validation metadata with no emission of its own, so a content key can
4966 /// never move because a beat gained a line of prose.
4967 #[serde(default, skip_serializing_if = "Option::is_none")]
4968 happening: Option<Happening>,
4969 },
4970 /// A deterministic timeline (DSL v0.6): one schedule chain firing effect groups
4971 /// at exact tick offsets. Effects are any in the stage-5 set except a nested
4972 /// `sequence` (rejected with `DW0329`).
4973 Sequence {
4974 /// Timeline steps; each fires its `effects` at `at_ticks` from the start.
4975 steps: Vec<SequenceStep>,
4976 },
4977 /// **Saturating projectile volley** (DSL v0.6, spec-0022): command-summoned
4978 /// projectiles with real velocity vectors, fired from a gallery slot into a
4979 /// declared kill zone.
4980 ///
4981 /// The contract is **saturation, not sniping**.
4982 /// Every salvo puts one projectile on the trajectory to **every standable
4983 /// cell of `kill_zone`**, plus one aimed at the triggering player's
4984 /// fire-time position (which punishes standing still). A player therefore
4985 /// cannot dodge a volley by strafing — escaping means *leaving the zone*, a
4986 /// decision rather than a lucky step. Coverage is proven at compile time:
4987 /// `from_anchor` must have clear line of fire to every standable kill-zone
4988 /// cell (`DW0442`), so "the gallery slot can actually hit a player anywhere
4989 /// on the stairs" is a build-time fact, not a hope.
4990 ///
4991 /// Projectiles are summoned `NoGravity` so the flown path is exactly the
4992 /// straight segment the coverage proof checks — proof and runtime share one
4993 /// geometry. Drag scales speed but not direction, so the line is preserved.
4994 Volley {
4995 /// Projectile entity id (default `minecraft:arrow`; validated against
4996 /// the pinned 1.21.11 registry, `DW0441`).
4997 #[serde(default, skip_serializing_if = "Option::is_none")]
4998 projectile: Option<String>,
4999 /// The gallery slot the volley is fired FROM — a point anchor. Its cell
5000 /// must be clear (a projectile spawned inside a wall never leaves it).
5001 from_anchor: AnchorId,
5002 /// The zone the volley must blanket, as an anchor-centred box
5003 /// (`anchor ± extent`) — the same shape `damage-players`'s `in` and
5004 /// `begin-stealth`'s `zones` use. Every standable cell in it receives
5005 /// fire each salvo.
5006 ///
5007 /// Deliberately NOT a bare prefab `region` anchor: the assembled model
5008 /// clears every gate-region anchor's cells unconditionally, so
5009 /// describing a zone that way would delete the geometry it names.
5010 kill_zone: StealthZone,
5011 /// How many rounds the pattern repeats (default 3, `DW0443` bounds it).
5012 #[serde(default, skip_serializing_if = "Option::is_none")]
5013 salvos: Option<u32>,
5014 /// Ticks between salvos (default 10, `DW0443` bounds it).
5015 #[serde(default, skip_serializing_if = "Option::is_none")]
5016 interval: Option<u32>,
5017 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
5018 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5019 requires_flags: Vec<FlagId>,
5020 /// Per-effect negative flag gate (DSL v0.6); see
5021 /// [`QuestEffect::forbids_flags`].
5022 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5023 forbids_flags: Vec<FlagId>,
5024 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
5025 /// must hold for this gate to be open. The third field of the one gate,
5026 /// carried by every gate consumer — never by the verb that first wanted
5027 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
5028 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5029 requires_state: Vec<StateCompare>,
5030 },
5031 /// **Ceiling collapse** (DSL v0.6, spec-0022): delete a region's blocks and
5032 /// drop them as `falling_block` entities — the buried-alive trap redstone
5033 /// cannot express at all.
5034 ///
5035 /// The post-collapse world is **modeled, not guessed**: the compiler clears
5036 /// the region, settles every dropped column through the existing gravity
5037 /// model (spec-0010), optionally paves the landing surface with
5038 /// `then_floor`, and re-runs the critical-path completability proof against
5039 /// that mutated world (`DW0445`). A collapse that buries the only route is a
5040 /// build error, exactly as a `shortcut` seal that strands the party is.
5041 Collapse {
5042 /// The volume whose blocks fall, as an anchor-centred box
5043 /// (`anchor ± extent`). Must hold blocks and sit above standable footing
5044 /// (`DW0444`) — a collapse over nothing is scenery, not a trap.
5045 ///
5046 /// An anchor-centred box rather than a prefab `region` anchor for a
5047 /// load-bearing reason: the assembled model deletes every gate-region
5048 /// anchor's cells, so a ceiling slab declared that way would already be
5049 /// gone before the trap ever fired.
5050 region_anchor: StealthZone,
5051 /// The block the falling entities are made of (default
5052 /// `minecraft:gravel`; validated against the pinned registry, `DW0441`).
5053 #[serde(default, skip_serializing_if = "Option::is_none")]
5054 falling_block: Option<String>,
5055 /// Optional block the landing surface is paved with once the debris
5056 /// settles — the authored post-collapse floor the completability proof
5057 /// reasons over.
5058 #[serde(default, skip_serializing_if = "Option::is_none")]
5059 then_floor: Option<String>,
5060 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
5061 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5062 requires_flags: Vec<FlagId>,
5063 /// Per-effect negative flag gate (DSL v0.6); see
5064 /// [`QuestEffect::forbids_flags`].
5065 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5066 forbids_flags: Vec<FlagId>,
5067 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
5068 /// must hold for this gate to be open. The third field of the one gate,
5069 /// carried by every gate consumer — never by the verb that first wanted
5070 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
5071 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5072 requires_state: Vec<StateCompare>,
5073 },
5074 /// Grants a vanilla **status effect** for a stated duration (DSL v0.10,
5075 /// spec-0031). The engine has emitted status effects since v0.6 — the
5076 /// night-vision area mitigation is a self-rescheduling, region-scoped
5077 /// `effect give` — and exposed none, so an author who wanted blindness for a
5078 /// lift ride, slowness in deep water or regeneration at a shrine had no
5079 /// surface at all. This is that surface, over the whole pinned 1.21.11
5080 /// `mob_effect` registry (`DW0192` rejects an id outside it).
5081 ///
5082 /// **A grant carries a duration, and there is no way to spell one that does
5083 /// not.** Vanilla's `infinite` keyword is deliberately absent from this
5084 /// surface: an effect whose only removal is a later command is an effect the
5085 /// player keeps forever whenever that command does not run — a logout, a
5086 /// crash, a chain interrupted by a death. A duration expires on its own, with
5087 /// no cooperation from anything. `seconds` is therefore required and bounded
5088 /// (1..=[`MAX_EFFECT_SECONDS`], `DW0541`), and the *pattern* that reintroduces
5089 /// the same hazard — pairing a grant with a `clear-effect` that removes it
5090 /// while it is still live — is `DW0540`.
5091 ///
5092 /// `in` narrows to players inside an anchor-centred box, the same
5093 /// [`StealthZone`] a `begin-stealth` zone, a `damage-players` filter and a
5094 /// `lethal_volumes[]` region use, resolved through the one `Plan::zone_box`.
5095 /// It is what makes "blind whoever is riding the car" expressible without
5096 /// blinding the whole party.
5097 GiveEffect {
5098 /// Vanilla status-effect id (e.g. `minecraft:blindness`), validated
5099 /// against the pinned 1.21.11 registry (`DW0192`).
5100 effect: String,
5101 /// Duration in seconds. Required, `1..=`[`MAX_EFFECT_SECONDS`]
5102 /// (`DW0541`) — see the variant docs for why there is no infinite form.
5103 seconds: u32,
5104 /// Amplifier (0 = level I), `0..=`[`MAX_POTION_AMPLIFIER`] (`DW0541`).
5105 /// Absent = 0.
5106 #[serde(default, skip_serializing_if = "Option::is_none")]
5107 amplifier: Option<u32>,
5108 /// Suppress the swirling particles (vanilla's `hideParticles`). Absent =
5109 /// `false`, vanilla's own default.
5110 #[serde(default, skip_serializing_if = "Option::is_none")]
5111 hide_particles: Option<bool>,
5112 /// Optional spatial filter: only grant to a player inside this
5113 /// anchor-centred box (`anchor ± extent`). Absent = every player the
5114 /// effect's audience addresses.
5115 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
5116 within: Option<StealthZone>,
5117 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
5118 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5119 requires_flags: Vec<FlagId>,
5120 /// Per-effect negative flag gate (DSL v0.6); see
5121 /// [`QuestEffect::forbids_flags`].
5122 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5123 forbids_flags: Vec<FlagId>,
5124 /// Numeric gate terms (DSL v0.10, spec-0031); see
5125 /// [`QuestEffect::requires_state`].
5126 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5127 requires_state: Vec<StateCompare>,
5128 },
5129 /// Removes a status effect (DSL v0.10, spec-0031) — vanilla's `effect clear`.
5130 ///
5131 /// This is **not** how a `give-effect` is supposed to end: a duration is. It
5132 /// exists for the effects the engine did not grant — a potion the player
5133 /// drank, a `wither` a mob applied, the whole set at a bonfire — which is why
5134 /// `effect` is optional (absent = clear everything, exactly as vanilla's
5135 /// `effect clear <targets>` does). Pairing it with a live grant of the same
5136 /// effect in the same bundle is `DW0540`.
5137 ClearEffect {
5138 /// The status-effect id to remove (`DW0192`). **Absent clears every
5139 /// effect**, matching `effect clear <targets>` with no id.
5140 #[serde(default, skip_serializing_if = "Option::is_none")]
5141 effect: Option<String>,
5142 /// Optional spatial filter, identical in shape and meaning to
5143 /// [`QuestEffect::GiveEffect`]'s.
5144 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
5145 within: Option<StealthZone>,
5146 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
5147 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5148 requires_flags: Vec<FlagId>,
5149 /// Per-effect negative flag gate (DSL v0.6); see
5150 /// [`QuestEffect::forbids_flags`].
5151 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5152 forbids_flags: Vec<FlagId>,
5153 /// Numeric gate terms (DSL v0.10, spec-0031); see
5154 /// [`QuestEffect::requires_state`].
5155 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5156 requires_state: Vec<StateCompare>,
5157 },
5158 /// Teleports **everything inside a declared volume** to an anchor (DSL v0.10,
5159 /// spec-0031).
5160 ///
5161 /// **The selector is a region, never a block.** "Whoever is standing on this
5162 /// block" has three different answers for a player half a foot over the edge,
5163 /// a player mid-jump and a player sneaking on the lip; a volume has one, and
5164 /// it is the same one every tick. `from` is the anchor-centred
5165 /// [`StealthZone`] box the rest of the engine already uses.
5166 ///
5167 /// **The selection is total over bodies.** Emission is a single `tp
5168 /// @e[<box>,tag=!dw_fixture] <cell>` with no `type=`, no `limit=` and no
5169 /// `sort=` — every body in the volume moves, and
5170 /// `crates/compiler/tests/v10_teleport.rs` asserts that from the emitted
5171 /// selector rather than from anyone's memory. A machinery-**type** exemption
5172 /// of the kind a `lethal_volumes[]` entry must carry was considered and
5173 /// **rejected**: an NPC is a body plus a co-located `minecraft:interaction`
5174 /// hitbox, so exempting `minecraft:interaction` — as the lethal volume does —
5175 /// would teleport the speaker and leave its dialogue box behind. Everyone on
5176 /// the car travels, players and entities
5177 /// alike; totality over bodies is how that is true.
5178 ///
5179 /// The one narrowing is a **class the engine's own furniture declares about
5180 /// itself**: `dw_fixture` means *my position IS engine state*. A bonfire's
5181 /// hitbox, a shortcut lever and a recovery stake's marker are places, not
5182 /// passengers, and carrying one does not move a thing — it rewrites a fact
5183 /// (for a stake, the ledger holds the marker's coordinates, and the next tick
5184 /// retires a marker nobody has a wager at). Places whose cell is known at
5185 /// compile time are refused outright instead, because the author can move
5186 /// them (`DW0542`); places the runtime puts down are excluded by the selector,
5187 /// because nobody can (`DW0545`). Nothing an author writes carries either tag,
5188 /// and no campaign JSON can turn either off.
5189 ///
5190 /// **A teleport is not a rescue.** Accumulated fall distance carries across
5191 /// one unchanged and is charged in full at the destination — measured Δ
5192 /// exactly `0.0000` in 46/46 trials on the pinned 1.21.11, including
5193 /// teleports 143 and 157 blocks straight *up*, with landing damage
5194 /// `floor(fall_distance) − 3` (`docs/notes/death-and-teleport-spike.md` §3).
5195 /// A platform that arrives under a falling player past ~20 blocks of fall is
5196 /// the surface they die on. The compiler does not try to reset the counter:
5197 /// what *does* reset it was explicitly not measured, and inventing a
5198 /// mechanism from recall is the folklore this project forbids.
5199 Teleport {
5200 /// The volume whose contents are moved, as an anchor-centred box
5201 /// (`anchor ± extent`) — the same shape a `begin-stealth` zone, a
5202 /// `damage-players` `in` filter and a `lethal_volumes[]` region take.
5203 ///
5204 /// Deliberately NOT a bare prefab `region` anchor, for the reason
5205 /// [`QuestEffect::Collapse`] records: the assembled model clears every
5206 /// gate-region anchor's cells, so a volume described that way would
5207 /// delete the geometry it names.
5208 from: StealthZone,
5209 /// The destination anchor. Resolved to a literal cell at build time, so
5210 /// the emitted `tp` carries absolute coordinates and no runtime search.
5211 to: AnchorId,
5212 /// Per-effect flag gate (DSL v0.6); see [`QuestEffect::requires_flags`].
5213 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5214 requires_flags: Vec<FlagId>,
5215 /// Per-effect negative flag gate (DSL v0.6); see
5216 /// [`QuestEffect::forbids_flags`].
5217 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5218 forbids_flags: Vec<FlagId>,
5219 /// Numeric gate terms (DSL v0.10, spec-0031); see
5220 /// [`QuestEffect::requires_state`].
5221 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5222 requires_state: Vec<StateCompare>,
5223 },
5224}
5225
5226/// `Debug` is hand-written because it is a **stable content-key rendering**: the
5227/// compiler's `sequence_key` (FNV over `{steps:?}`, where a step's `effects` are
5228/// `QuestEffect`s) names generated `seq_<hash>` functions from it, so an effect
5229/// that uses none of the v0.6 additions (`forbids_flags` anywhere, `on_arrive`
5230/// on `move-npc`) must render byte-identically to the pre-addition derive —
5231/// otherwise every existing sequence would silently churn its function names on
5232/// a purely additive schema change (the [`CameraShot`] precedent). Rules:
5233/// every pre-existing field prints exactly as `#[derive(Debug)]` printed it (in
5234/// declaration order); `forbids_flags` prints only when non-empty; `move-npc`'s
5235/// `on_arrive` prints only when non-empty; and (DSL v0.10) `requires_state`
5236/// prints only when non-empty, on **every** variant that carries it — including
5237/// `volley` and `collapse`, whose other fields print unconditionally, because
5238/// what has to stay stable is what an existing campaign renders, and every
5239/// existing campaign's `requires_state` is empty.
5240///
5241/// It must print at all, though: two effects that differ only in their numeric
5242/// gate are different effects, and a rendering that omitted the difference would
5243/// collide their `seq_<hash>` function names.
5244impl std::fmt::Debug for QuestEffect {
5245 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
5246 /// Append `forbids_flags` only when non-empty (see the impl doc).
5247 fn ff<'c, 'a, 'b: 'a>(
5248 d: &'c mut std::fmt::DebugStruct<'a, 'b>,
5249 forbids_flags: &[FlagId],
5250 ) -> &'c mut std::fmt::DebugStruct<'a, 'b> {
5251 if forbids_flags.is_empty() {
5252 d
5253 } else {
5254 d.field("forbids_flags", &forbids_flags)
5255 }
5256 }
5257 /// Append `requires_state` only when non-empty (DSL v0.10; see the impl
5258 /// doc). Read off `self.requires_state()` rather than bound per arm, so
5259 /// the gate tail is written once for all twenty-one gated variants.
5260 fn rs<'c, 'a, 'b: 'a>(
5261 d: &'c mut std::fmt::DebugStruct<'a, 'b>,
5262 requires_state: &[StateCompare],
5263 ) -> &'c mut std::fmt::DebugStruct<'a, 'b> {
5264 if requires_state.is_empty() {
5265 d
5266 } else {
5267 d.field("requires_state", &requires_state)
5268 }
5269 }
5270 match self {
5271 QuestEffect::OpenGate {
5272 anchor,
5273 requires_flags,
5274 forbids_flags,
5275 ..
5276 } => rs(
5277 ff(
5278 f.debug_struct("OpenGate")
5279 .field("anchor", anchor)
5280 .field("requires_flags", requires_flags),
5281 forbids_flags,
5282 ),
5283 self.requires_state(),
5284 )
5285 .finish(),
5286 QuestEffect::CloseGate {
5287 anchor,
5288 requires_flags,
5289 forbids_flags,
5290 sealed_hint,
5291 ..
5292 } => {
5293 let mut s = f.debug_struct("CloseGate");
5294 let d = rs(
5295 ff(
5296 s.field("anchor", anchor)
5297 .field("requires_flags", requires_flags),
5298 forbids_flags,
5299 ),
5300 self.requires_state(),
5301 );
5302 // Prints only when authored (the additive-field rule): a campaign
5303 // that takes the compiler's canonical seal line renders exactly as
5304 // the pre-0.8 derive did, so no existing `seq_<hash>` moves.
5305 match sealed_hint {
5306 Some(h) => d.field("sealed_hint", h).finish(),
5307 None => d.finish(),
5308 }
5309 }
5310 QuestEffect::CampaignComplete { .. } => f.write_str("CampaignComplete"),
5311 QuestEffect::GiveItem {
5312 item,
5313 count,
5314 name,
5315 carrier,
5316 requires_flags,
5317 forbids_flags,
5318 ..
5319 } => rs(
5320 ff(
5321 f.debug_struct("GiveItem")
5322 .field("item", item)
5323 .field("count", count)
5324 .field("name", name)
5325 .field("carrier", carrier)
5326 .field("requires_flags", requires_flags),
5327 forbids_flags,
5328 ),
5329 self.requires_state(),
5330 )
5331 .finish(),
5332 QuestEffect::SetFlag {
5333 flag,
5334 requires_flags,
5335 forbids_flags,
5336 ..
5337 } => rs(
5338 ff(
5339 f.debug_struct("SetFlag")
5340 .field("flag", flag)
5341 .field("requires_flags", requires_flags),
5342 forbids_flags,
5343 ),
5344 self.requires_state(),
5345 )
5346 .finish(),
5347 QuestEffect::SpawnWave {
5348 wave,
5349 requires_flags,
5350 forbids_flags,
5351 ..
5352 } => rs(
5353 ff(
5354 f.debug_struct("SpawnWave")
5355 .field("wave", wave)
5356 .field("requires_flags", requires_flags),
5357 forbids_flags,
5358 ),
5359 self.requires_state(),
5360 )
5361 .finish(),
5362 QuestEffect::Narrate {
5363 text,
5364 style,
5365 sound,
5366 requires_flags,
5367 forbids_flags,
5368 ..
5369 } => rs(
5370 ff(
5371 f.debug_struct("Narrate")
5372 .field("text", text)
5373 .field("style", style)
5374 .field("sound", sound)
5375 .field("requires_flags", requires_flags),
5376 forbids_flags,
5377 ),
5378 self.requires_state(),
5379 )
5380 .finish(),
5381 QuestEffect::SetBlock {
5382 anchor,
5383 block,
5384 requires_flags,
5385 forbids_flags,
5386 ..
5387 } => rs(
5388 ff(
5389 f.debug_struct("SetBlock")
5390 .field("anchor", anchor)
5391 .field("block", block)
5392 .field("requires_flags", requires_flags),
5393 forbids_flags,
5394 ),
5395 self.requires_state(),
5396 )
5397 .finish(),
5398 QuestEffect::DespawnNpc {
5399 npc,
5400 requires_flags,
5401 forbids_flags,
5402 ..
5403 } => rs(
5404 ff(
5405 f.debug_struct("DespawnNpc")
5406 .field("npc", npc)
5407 .field("requires_flags", requires_flags),
5408 forbids_flags,
5409 ),
5410 self.requires_state(),
5411 )
5412 .finish(),
5413 QuestEffect::MoveNpc {
5414 npc,
5415 to_anchor,
5416 speed,
5417 on_arrive,
5418 requires_flags,
5419 forbids_flags,
5420 ..
5421 } => {
5422 let mut d = f.debug_struct("MoveNpc");
5423 d.field("npc", npc)
5424 .field("to_anchor", to_anchor)
5425 .field("speed", speed);
5426 if !on_arrive.is_empty() {
5427 d.field("on_arrive", on_arrive);
5428 }
5429 d.field("requires_flags", requires_flags);
5430 rs(ff(&mut d, forbids_flags), self.requires_state()).finish()
5431 }
5432 QuestEffect::Cutscene {
5433 shots,
5434 path,
5435 seconds,
5436 look_at,
5437 requires_flags,
5438 forbids_flags,
5439 ..
5440 } => rs(
5441 ff(
5442 f.debug_struct("Cutscene")
5443 .field("shots", shots)
5444 .field("path", path)
5445 .field("seconds", seconds)
5446 .field("look_at", look_at)
5447 .field("requires_flags", requires_flags),
5448 forbids_flags,
5449 ),
5450 self.requires_state(),
5451 )
5452 .finish(),
5453 QuestEffect::SetTime {
5454 time,
5455 requires_flags,
5456 forbids_flags,
5457 ..
5458 } => rs(
5459 ff(
5460 f.debug_struct("SetTime")
5461 .field("time", time)
5462 .field("requires_flags", requires_flags),
5463 forbids_flags,
5464 ),
5465 self.requires_state(),
5466 )
5467 .finish(),
5468 QuestEffect::SetWeather {
5469 weather,
5470 requires_flags,
5471 forbids_flags,
5472 ..
5473 } => rs(
5474 ff(
5475 f.debug_struct("SetWeather")
5476 .field("weather", weather)
5477 .field("requires_flags", requires_flags),
5478 forbids_flags,
5479 ),
5480 self.requires_state(),
5481 )
5482 .finish(),
5483 QuestEffect::PlaySound {
5484 sound,
5485 at,
5486 volume,
5487 pitch,
5488 requires_flags,
5489 forbids_flags,
5490 ..
5491 } => rs(
5492 ff(
5493 f.debug_struct("PlaySound")
5494 .field("sound", sound)
5495 .field("at", at)
5496 .field("volume", volume)
5497 .field("pitch", pitch)
5498 .field("requires_flags", requires_flags),
5499 forbids_flags,
5500 ),
5501 self.requires_state(),
5502 )
5503 .finish(),
5504 QuestEffect::DamagePlayers {
5505 amount,
5506 within,
5507 damage_type,
5508 requires_flags,
5509 forbids_flags,
5510 ..
5511 } => rs(
5512 ff(
5513 f.debug_struct("DamagePlayers")
5514 .field("amount", amount)
5515 .field("within", within)
5516 .field("damage_type", damage_type)
5517 .field("requires_flags", requires_flags),
5518 forbids_flags,
5519 ),
5520 self.requires_state(),
5521 )
5522 .finish(),
5523 QuestEffect::SetCheckpoint { anchor, on_respawn } => f
5524 .debug_struct("SetCheckpoint")
5525 .field("anchor", anchor)
5526 .field("on_respawn", on_respawn)
5527 .finish(),
5528 QuestEffect::Bonfire {
5529 anchor,
5530 on_rest,
5531 prompt,
5532 rest_label,
5533 save_label,
5534 } => f
5535 .debug_struct("Bonfire")
5536 .field("anchor", anchor)
5537 .field("on_rest", on_rest)
5538 .field("prompt", prompt)
5539 .field("rest_label", rest_label)
5540 .field("save_label", save_label)
5541 .finish(),
5542 QuestEffect::BeginStealth {
5543 zones,
5544 on_caught,
5545 grace_ticks,
5546 } => f
5547 .debug_struct("BeginStealth")
5548 .field("zones", zones)
5549 .field("on_caught", on_caught)
5550 .field("grace_ticks", grace_ticks)
5551 .finish(),
5552 QuestEffect::EndStealth => f.write_str("EndStealth"),
5553 QuestEffect::SpawnNpc { npc, .. } => {
5554 f.debug_struct("SpawnNpc").field("npc", npc).finish()
5555 }
5556 QuestEffect::SpawnActor { actor, .. } => {
5557 f.debug_struct("SpawnActor").field("actor", actor).finish()
5558 }
5559 QuestEffect::DespawnActor { actor, style, .. } => f
5560 .debug_struct("DespawnActor")
5561 .field("actor", actor)
5562 .field("style", style)
5563 .finish(),
5564 QuestEffect::MoveActor {
5565 actor,
5566 to_anchor,
5567 speed,
5568 on_arrive,
5569 ..
5570 } => f
5571 .debug_struct("MoveActor")
5572 .field("actor", actor)
5573 .field("to_anchor", to_anchor)
5574 .field("speed", speed)
5575 .field("on_arrive", on_arrive)
5576 .finish(),
5577 QuestEffect::UnleashActor { actor, .. } => f
5578 .debug_struct("UnleashActor")
5579 .field("actor", actor)
5580 .finish(),
5581 QuestEffect::Sequence { steps } => {
5582 f.debug_struct("Sequence").field("steps", steps).finish()
5583 }
5584 // spec-0022 additions. These are NEW variants, so there is no
5585 // pre-addition rendering to preserve — every field prints
5586 // unconditionally, which is the stable choice going forward.
5587 QuestEffect::Volley {
5588 projectile,
5589 from_anchor,
5590 kill_zone,
5591 salvos,
5592 interval,
5593 requires_flags,
5594 forbids_flags,
5595 ..
5596 } => rs(
5597 f.debug_struct("Volley")
5598 .field("projectile", projectile)
5599 .field("from_anchor", from_anchor)
5600 .field("kill_zone", kill_zone)
5601 .field("salvos", salvos)
5602 .field("interval", interval)
5603 .field("requires_flags", requires_flags)
5604 .field("forbids_flags", forbids_flags),
5605 self.requires_state(),
5606 )
5607 .finish(),
5608 QuestEffect::Collapse {
5609 region_anchor,
5610 falling_block,
5611 then_floor,
5612 requires_flags,
5613 forbids_flags,
5614 ..
5615 } => rs(
5616 f.debug_struct("Collapse")
5617 .field("region_anchor", region_anchor)
5618 .field("falling_block", falling_block)
5619 .field("then_floor", then_floor)
5620 .field("requires_flags", requires_flags)
5621 .field("forbids_flags", forbids_flags),
5622 self.requires_state(),
5623 )
5624 .finish(),
5625 // DSL v0.10 (spec-0031). New variants, so there is no pre-addition
5626 // rendering to preserve: every authored field prints. The gate tail
5627 // still prints only when non-empty — one rendering rule for one
5628 // field, everywhere.
5629 QuestEffect::FillRegion {
5630 region,
5631 block,
5632 requires_flags,
5633 forbids_flags,
5634 ..
5635 } => rs(
5636 ff(
5637 f.debug_struct("FillRegion")
5638 .field("region", region)
5639 .field("block", block)
5640 .field("requires_flags", requires_flags),
5641 forbids_flags,
5642 ),
5643 self.requires_state(),
5644 )
5645 .finish(),
5646 QuestEffect::ClearRegion {
5647 region,
5648 requires_flags,
5649 forbids_flags,
5650 ..
5651 } => rs(
5652 ff(
5653 f.debug_struct("ClearRegion")
5654 .field("region", region)
5655 .field("requires_flags", requires_flags),
5656 forbids_flags,
5657 ),
5658 self.requires_state(),
5659 )
5660 .finish(),
5661 // Both fields print: the reference IS the content of this effect, and
5662 // two `open-way`s on different ways of one piece emit different fills.
5663 QuestEffect::OpenWay {
5664 piece,
5665 way,
5666 requires_flags,
5667 forbids_flags,
5668 ..
5669 } => rs(
5670 ff(
5671 f.debug_struct("OpenWay")
5672 .field("piece", piece)
5673 .field("way", way)
5674 .field("requires_flags", requires_flags),
5675 forbids_flags,
5676 ),
5677 self.requires_state(),
5678 )
5679 .finish(),
5680 QuestEffect::SetState {
5681 state,
5682 value,
5683 requires_flags,
5684 forbids_flags,
5685 ..
5686 } => rs(
5687 ff(
5688 f.debug_struct("SetState")
5689 .field("state", state)
5690 .field("value", value)
5691 .field("requires_flags", requires_flags),
5692 forbids_flags,
5693 ),
5694 self.requires_state(),
5695 )
5696 .finish(),
5697 QuestEffect::AddState {
5698 state,
5699 amount,
5700 requires_flags,
5701 forbids_flags,
5702 ..
5703 } => rs(
5704 ff(
5705 f.debug_struct("AddState")
5706 .field("state", state)
5707 .field("amount", amount)
5708 .field("requires_flags", requires_flags),
5709 forbids_flags,
5710 ),
5711 self.requires_state(),
5712 )
5713 .finish(),
5714 QuestEffect::ClearState {
5715 state,
5716 requires_flags,
5717 forbids_flags,
5718 ..
5719 } => rs(
5720 ff(
5721 f.debug_struct("ClearState")
5722 .field("state", state)
5723 .field("requires_flags", requires_flags),
5724 forbids_flags,
5725 ),
5726 self.requires_state(),
5727 )
5728 .finish(),
5729 QuestEffect::GiveEffect {
5730 effect,
5731 seconds,
5732 amplifier,
5733 hide_particles,
5734 within,
5735 requires_flags,
5736 forbids_flags,
5737 ..
5738 } => rs(
5739 ff(
5740 f.debug_struct("GiveEffect")
5741 .field("effect", effect)
5742 .field("seconds", seconds)
5743 .field("amplifier", amplifier)
5744 .field("hide_particles", hide_particles)
5745 .field("within", within)
5746 .field("requires_flags", requires_flags),
5747 forbids_flags,
5748 ),
5749 self.requires_state(),
5750 )
5751 .finish(),
5752 QuestEffect::ClearEffect {
5753 effect,
5754 within,
5755 requires_flags,
5756 forbids_flags,
5757 ..
5758 } => rs(
5759 ff(
5760 f.debug_struct("ClearEffect")
5761 .field("effect", effect)
5762 .field("within", within)
5763 .field("requires_flags", requires_flags),
5764 forbids_flags,
5765 ),
5766 self.requires_state(),
5767 )
5768 .finish(),
5769 QuestEffect::Teleport {
5770 from,
5771 to,
5772 requires_flags,
5773 forbids_flags,
5774 ..
5775 } => rs(
5776 ff(
5777 f.debug_struct("Teleport")
5778 .field("from", from)
5779 .field("to", to)
5780 .field("requires_flags", requires_flags),
5781 forbids_flags,
5782 ),
5783 self.requires_state(),
5784 )
5785 .finish(),
5786 QuestEffect::DropStake {
5787 stake,
5788 requires_flags,
5789 forbids_flags,
5790 ..
5791 } => rs(
5792 ff(
5793 f.debug_struct("DropStake")
5794 .field("stake", stake)
5795 .field("requires_flags", requires_flags),
5796 forbids_flags,
5797 ),
5798 self.requires_state(),
5799 )
5800 .finish(),
5801 }
5802 }
5803}
5804
5805/// Default `grace_ticks` for [`QuestEffect::BeginStealth`] (spec-0014).
5806fn default_grace_ticks() -> u32 {
5807 20
5808}
5809
5810/// Default projectile for [`QuestEffect::Volley`] (spec-0022).
5811pub const DEFAULT_VOLLEY_PROJECTILE: &str = "minecraft:arrow";
5812/// Default salvo count for [`QuestEffect::Volley`] (spec-0022).
5813pub const DEFAULT_VOLLEY_SALVOS: u32 = 3;
5814/// Default ticks between salvos for [`QuestEffect::Volley`] (spec-0022).
5815pub const DEFAULT_VOLLEY_INTERVAL: u32 = 10;
5816/// Largest admissible `salvos` — beyond this a volley is an entity-count
5817/// hazard rather than a trap (`DW0443`).
5818pub const MAX_VOLLEY_SALVOS: u32 = 16;
5819/// Largest admissible `interval` in ticks (`DW0443`): 10 seconds. A volley
5820/// slower than this is no longer one event the player reads as a trap.
5821pub const MAX_VOLLEY_INTERVAL: u32 = 200;
5822/// Default falling block for [`QuestEffect::Collapse`] (spec-0022).
5823pub const DEFAULT_COLLAPSE_FALLING_BLOCK: &str = "minecraft:gravel";
5824
5825/// A stealth "shadow" region (DSL v0.6, spec-0014): an axis-aligned box centred
5826/// on `anchor`, extending `extent` blocks along each axis (so the box spans
5827/// `anchor ± extent`). Presented in-world via dark cells but judged purely by
5828/// region membership, so the check is deterministic and provable.
5829#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5830#[serde(deny_unknown_fields)]
5831pub struct StealthZone {
5832 /// The prefab anchor at the centre of the zone box.
5833 pub anchor: AnchorId,
5834 /// Half-extents `[x, y, z]` in blocks from the anchor (each component ≥ 0);
5835 /// the zone AABB is `[anchor - extent, anchor + extent]`.
5836 pub extent: [u32; 3],
5837}
5838
5839/// Where a [`QuestEffect::PlaySound`] originates (DSL v0.6, spec-0014). A sound
5840/// plays at fixed coordinates or at each listener's own position; the compiler
5841/// resolves no position for a live actor, so the `actor` variant is accepted by
5842/// the schema and rejected with `DW0335`.
5843#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5844#[serde(tag = "at", rename_all = "kebab-case", deny_unknown_fields)]
5845pub enum SoundAt {
5846 /// Play the sound positioned at a resolved anchor, audible to all players.
5847 Anchor {
5848 /// The anchor the sound plays from.
5849 anchor: AnchorId,
5850 },
5851 /// Play the sound at each player's own position (the default).
5852 Players,
5853 /// Play the sound at a scripted actor's position (rejected — `DW0335`; no
5854 /// actor position resolves at emission).
5855 Actor {
5856 /// The actor id (stage-5 `actors[]`).
5857 actor: String,
5858 },
5859}
5860
5861/// The damage type of a [`QuestEffect::DamagePlayers`] effect (DSL v0.6). A
5862/// **curated** subset of the vanilla 1.21.11 damage-type registry: every variant
5863/// respects the `keepInventory` death flow (a gamerule, so all deaths do) and does
5864/// **not** bypass a totem of undying — the totem-bypassing `out_of_world` /
5865/// `generic_kill` types are deliberately excluded, so a scripted consequence can
5866/// never silently void a player's held totem. Modelled as an enum (not a free
5867/// string) so an unknown type is a schema rejection (`DW0100`) and needs no separate
5868/// registry / diagnostic. `generic` is the default: command damage that respects
5869/// totems + absorption but ignores armor, so a scripted hit lands regardless of gear.
5870#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5871#[serde(rename_all = "kebab-case")]
5872pub enum DamageKind {
5873 /// `minecraft:generic` — armor-ignoring command damage (default).
5874 Generic,
5875 /// `minecraft:magic` — magical damage.
5876 Magic,
5877 /// `minecraft:wither` — the wither/withering effect's damage type.
5878 Wither,
5879 /// `minecraft:on_fire` — burning damage.
5880 Fire,
5881 /// `minecraft:drown` — drowning damage.
5882 Drown,
5883 /// `minecraft:freeze` — powder-snow freezing damage.
5884 Freeze,
5885 /// `minecraft:fall` — fall damage.
5886 Fall,
5887 /// `minecraft:lightning_bolt` — a lightning strike's damage type.
5888 LightningBolt,
5889 /// `minecraft:explosion` — a (non-player) explosion's damage type.
5890 Explosion,
5891}
5892
5893impl DamageKind {
5894 /// The vanilla `minecraft:` damage-type id emitted to `/damage`.
5895 pub fn id(self) -> &'static str {
5896 match self {
5897 DamageKind::Generic => "minecraft:generic",
5898 DamageKind::Magic => "minecraft:magic",
5899 DamageKind::Wither => "minecraft:wither",
5900 DamageKind::Fire => "minecraft:on_fire",
5901 DamageKind::Drown => "minecraft:drown",
5902 DamageKind::Freeze => "minecraft:freeze",
5903 DamageKind::Fall => "minecraft:fall",
5904 DamageKind::LightningBolt => "minecraft:lightning_bolt",
5905 DamageKind::Explosion => "minecraft:explosion",
5906 }
5907 }
5908}
5909
5910/// A stage-5 **lethal volume** (DSL v0.10, spec-0031): a declared box that kills
5911/// whatever enters it, and states — in the campaign's own words — what killed it.
5912///
5913/// # A mechanism, not a fiction
5914///
5915/// The commissioning case was a cliff whose fall must be fatal, but nothing here
5916/// knows what a cliff is: a lava pit, an acid pool, an out-of-bounds plane and the
5917/// bottom of a lift shaft are the same declaration, differently dressed and
5918/// differently worded. The alternative considered and **rejected** for the cliff
5919/// was making the world's horizon void so the fall kills anyway — that changes
5920/// approved art to obtain a behaviour, and it serves exactly one fiction.
5921///
5922/// # It is geometry, so the completability proof owns it
5923///
5924/// A volume that kills is, for a route, a volume that cannot be crossed. The
5925/// compiler models its cells as impassable in the same navigation world every
5926/// other reachability proof runs on, exactly as a `close-gate`'s sealed region is
5927/// modelled solid — so a forced path that has no way to an objective except
5928/// through a lethal volume is a build failure (`DW0510`) naming the volume, never
5929/// a shipped delve that kills the player on the critical path. A respawn seat
5930/// inside one is the death loop that failure mode ends in, and is its own
5931/// error (`DW0511`).
5932///
5933/// # It rides the death edge that already exists
5934///
5935/// The kill is a `/damage`, exactly like `damage-players`, a trap payload or a
5936/// timed gate's crush. Everything downstream — the vanilla `deathCount` edge
5937/// (`dw.deaths` / `dw.death_ack`), the checkpoint re-seat (`cp_respawn_check`),
5938/// `keep_inventory` — sees an ordinary death and needs no second detector.
5939#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5940#[serde(deny_unknown_fields)]
5941pub struct LethalVolume {
5942 /// Unique lethal-volume id (`lethal/<kebab>`).
5943 pub id: LethalVolumeId,
5944 /// The volume: an anchor-centred box (`anchor ± extent`).
5945 ///
5946 /// **Deliberately the existing zone type**, not a second struct with the same
5947 /// two fields. `StealthZone` is already the engine's anchor-centred box object
5948 /// class — `damage-players`'s `in` filter reuses it, and the compiler resolves
5949 /// every one of them through the single `Plan::zone_box`. A private twin here
5950 /// would be `tools/check-capability-ownership.py` check C by construction, and
5951 /// would fork the resolution the very next time a box grew a capability.
5952 pub region: StealthZone,
5953 /// What this volume says when it kills — a player-visible line, inventoried
5954 /// under `lethal.<id>.message` and translated like every other one.
5955 ///
5956 /// Required, and deliberately so: a volume with no words is a player who dies
5957 /// with no idea why, and there is no compiler-owned default that could be
5958 /// right for a cliff, a lava pit and an acid pool at once.
5959 pub message: String,
5960 /// The damage type the kill is dealt with (default [`DamageKind::Generic`]).
5961 ///
5962 /// This is what words vanilla's own broadcast — `fall` says the party member
5963 /// fell from a high place, `on_fire` that they burnt to a crisp — while
5964 /// [`Self::message`] says what the *place* was. The curated enum is shared
5965 /// with `damage-players`, so a lethal volume can no more void a held totem
5966 /// than a scripted hit can.
5967 #[serde(default, skip_serializing_if = "Option::is_none")]
5968 pub damage_type: Option<DamageKind>,
5969}
5970
5971// ---------------------------------------------------------------------------
5972// Stage 5 — trade and the recovery stake (DSL v0.10, spec-0032)
5973// ---------------------------------------------------------------------------
5974
5975/// A stage-5 **shop** (DSL v0.10, spec-0032): an interaction point that opens a
5976/// list of offers, each of which is a gate and a bundle of effects.
5977///
5978/// # It is the rest flow with different buttons, and that is the whole design
5979///
5980/// A bonfire is already an interaction entity, a player-interaction advancement
5981/// that supplies the acting player, a `minecraft:multi_action` dialog, buttons
5982/// that run `/trigger`, and tick dispatch. A shop is that same hardware with an
5983/// authored button list, so nothing here is new machinery — it is the machinery
5984/// spec-0016 §1 shipped, made author-visible.
5985///
5986/// # There is no price field, and that is deliberate
5987///
5988/// A price is *"may this happen yet?"*, which is the question
5989/// [`Gate`](crate::gate::Gate) answers for six other object classes. An offer is
5990/// therefore the **seventh gate consumer**: it carries `requires_flags`,
5991/// `forbids_flags` and `requires_state`, and the numeric comparison it needs is
5992/// the one spec-0031 put in the gate rather than in the verb that first asked.
5993/// A `price` field would be a second comparison surface for one meaning, which is
5994/// the defect CLAUDE.md names first.
5995///
5996/// # Villager `Offers` is excluded
5997///
5998/// Three independent reasons, any one sufficient (spec-0032): a vanilla trade
5999/// cost can only ever be an item, never a scoreboard value; right-click on a
6000/// villager body is already allocated to dialogue; and the data-driven trade
6001/// registry post-dates the pinned 1.21.11.
6002#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6003#[serde(deny_unknown_fields)]
6004pub struct Shop {
6005 /// Unique shop id (`shop/<kebab>`).
6006 pub id: ShopId,
6007 /// The prefab anchor the shop's interaction point stands on.
6008 pub anchor: AnchorId,
6009 /// The dialog's title line. Player-visible, inventoried under
6010 /// `shop.<id>.title`.
6011 pub title: String,
6012 /// The item the visible marker renders as (default `minecraft:emerald`).
6013 /// Cosmetic only: the marker is a `minecraft:item_display`, so it never
6014 /// occupies the cell or obstructs the hitbox.
6015 #[serde(default, skip_serializing_if = "Option::is_none")]
6016 pub marker_item: Option<String>,
6017 /// The offers, in declaration order — which is button order, and the order
6018 /// the `/trigger` routing values are assigned in.
6019 pub offers: Vec<ShopOffer>,
6020}
6021
6022/// One button in a [`Shop`]: a gate, a label, and the effects choosing it runs.
6023///
6024/// **Effect root R8.** The bundle hangs off an object with runtime machinery of
6025/// its own (an advancement, a dialog, a trigger objective and a tick dispatch),
6026/// which is spec-0031's stated rule for adding a root rather than desugaring.
6027///
6028/// **Refusal is authored, not a field.** An offer whose own gate is closed is not
6029/// shown at all; an offer that should be *shown and refuse* leaves its own gate
6030/// open and gates its effects instead — the purchase behind `at-least <price>`,
6031/// the apology behind `at-most <price − 1>`. Both are the ordinary per-effect
6032/// gate every effect already carries, so the engine adds no `refused` field and
6033/// no second way to say one thing.
6034#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6035#[serde(deny_unknown_fields)]
6036pub struct ShopOffer {
6037 /// The button's caption. Player-visible, inventoried under
6038 /// `shop.<id>.offer.<i>.label`, and width-checked like any dialog button.
6039 pub label: String,
6040 /// The button's hover tooltip — the natural home for a price in words.
6041 /// Player-visible, inventoried under `shop.<id>.offer.<i>.tooltip`.
6042 #[serde(default, skip_serializing_if = "Option::is_none")]
6043 pub tooltip: Option<String>,
6044 /// Flags that must all be set for this offer to be shown (the one gate).
6045 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6046 pub requires_flags: Vec<FlagId>,
6047 /// Flags whose being set hides this offer (the one gate).
6048 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6049 pub forbids_flags: Vec<FlagId>,
6050 /// Numeric gate terms (the one gate) — **this is where a price lives**.
6051 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6052 pub requires_state: Vec<StateCompare>,
6053 /// What choosing this offer does. Effect root R8; runs with the choosing
6054 /// player as the acting player, so a `player`-scoped datum is writable here.
6055 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6056 pub effects: Vec<QuestEffect>,
6057}
6058
6059impl ShopOffer {
6060 /// This offer's whole gate, as one value (DSL v0.10) — see
6061 /// [`crate::gate::Gate`].
6062 pub fn gate(&self) -> crate::gate::Gate<'_> {
6063 crate::gate::Gate::of(
6064 &self.requires_flags,
6065 &self.forbids_flags,
6066 &self.requires_state,
6067 )
6068 }
6069}
6070
6071/// How much of a datum a death forfeits into a [`Stake`] (DSL v0.10, spec-0032).
6072///
6073/// A creator who wants **no death cost at all** picks [`Forfeit::None`]; the
6074/// stake then still marks where they fell, which is the memorial case.
6075#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6076#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
6077pub enum Forfeit {
6078 /// The whole balance.
6079 All,
6080 /// A percentage of the balance, rounded toward zero (integer arithmetic —
6081 /// ADR-0006 forbids anything a second implementation could round differently).
6082 Proportion {
6083 /// 0–100.
6084 percent: u32,
6085 },
6086 /// A fixed amount, capped at the balance so a purse can never go negative.
6087 Fixed {
6088 /// The amount.
6089 amount: i32,
6090 },
6091 /// Nothing is taken. The stake is a marker, not a wager.
6092 None,
6093}
6094
6095/// What a death does when the player already holds the maximum number of live
6096/// stakes (DSL v0.10, spec-0032).
6097#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6098#[serde(rename_all = "kebab-case")]
6099pub enum OnFull {
6100 /// Retire the player's oldest live stake — its contents are lost — and place a
6101 /// new one. With `max_live: 1` this is the souls behaviour.
6102 Replace,
6103 /// Leave the existing stakes alone: the new death places nothing and forfeits
6104 /// nothing. One wager at a time.
6105 Keep,
6106}
6107
6108impl OnFull {
6109 /// The wire token (`replace` / `keep`).
6110 pub fn token(self) -> &'static str {
6111 match self {
6112 OnFull::Replace => "replace",
6113 OnFull::Keep => "keep",
6114 }
6115 }
6116}
6117
6118/// Who may collect a stake that is not theirs (DSL v0.10, spec-0032).
6119#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6120#[serde(rename_all = "kebab-case")]
6121pub enum CollectBy {
6122 /// Only the player who left it. The default.
6123 Owner,
6124 /// Anyone standing at it. The whole of every live stake at that place is
6125 /// transferred to the collector.
6126 Anyone,
6127}
6128
6129impl CollectBy {
6130 /// The wire token (`owner` / `anyone`).
6131 pub fn token(self) -> &'static str {
6132 match self {
6133 CollectBy::Owner => "owner",
6134 CollectBy::Anyone => "anyone",
6135 }
6136 }
6137}
6138
6139/// A stage-5 **recovery stake** (DSL v0.10, spec-0032): what a death leaves
6140/// behind, and the one chance to get it back.
6141///
6142/// # A mechanism, not a genre
6143///
6144/// "Souls" is one setting of this declaration and nothing here knows the word.
6145/// The mechanism is *a death forfeits some of a declared datum into a collectable
6146/// marker at a computed place, and collecting it returns exactly what was taken*.
6147/// A campaign with no death cost, a campaign with a permanent memorial at every
6148/// death site, and a campaign with the souls loop are three configurations, not
6149/// three engines.
6150///
6151/// # Where it lands is a compile-time answer
6152///
6153/// The owner's rule: *the anchor is the point, on the walkable path
6154/// from the respawn point in force at the moment of death to the death point
6155/// under the quest state in force at that moment, that minimises distance to the
6156/// death point.* Every term already has an owner in the compiler — walkability is
6157/// the navigation world the completability proof runs on, quest-state passability
6158/// is the DAG-indexed sealing `close-gate` established, and the respawn point in
6159/// force is engine state. So it is a table computed at build time and a lookup at
6160/// run time: **no runtime search, no nondeterminism.**
6161///
6162/// # It is hardware, so it inherits the hardware rules
6163///
6164/// The marker is an invisible `minecraft:interaction` for the hitbox plus a
6165/// glowing `minecraft:item_display` for the rendering — the same pair every other
6166/// affordance in the engine uses, and therefore the same invisible-affordance
6167/// (`DW0420`) and hardware-erasure (`DW0421`) proofs. It is deliberately **not**
6168/// a dropped item entity: an item despawns after 6000 ticks, burns in lava, sinks
6169/// in the void, and can be picked up by anyone.
6170#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6171#[serde(deny_unknown_fields)]
6172pub struct Stake {
6173 /// Unique stake id (`stake/<kebab>`).
6174 pub id: StakeId,
6175 /// The datum a death forfeits into this stake, and a collection returns.
6176 /// Must be declared in the stage-5 `state` list, and must be `player`-scoped:
6177 /// a stake is a personal wager, and a party-shared purse would turn one
6178 /// player's death into everyone's penalty.
6179 pub state: StateId,
6180 /// How much of [`Self::state`] a death takes. Default: the whole balance.
6181 #[serde(default, skip_serializing_if = "Option::is_none")]
6182 pub forfeit: Option<Forfeit>,
6183 /// How many live stakes one player may hold at once. Default 1; `0` means a
6184 /// death never places one (and never forfeits anything), which is the
6185 /// "no death cost" configuration.
6186 #[serde(default, skip_serializing_if = "Option::is_none")]
6187 pub max_live: Option<u32>,
6188 /// What a death does when the player is already at [`Self::max_live`].
6189 /// Default [`OnFull::Replace`].
6190 #[serde(default, skip_serializing_if = "Option::is_none")]
6191 pub on_full: Option<OnFull>,
6192 /// Who may collect. Default [`CollectBy::Owner`].
6193 #[serde(default, skip_serializing_if = "Option::is_none")]
6194 pub collect_by: Option<CollectBy>,
6195 /// The line a collection says, on the action bar. Player-visible, inventoried
6196 /// under `stake.<id>.collected`.
6197 pub collected_message: String,
6198 /// The item the glowing marker renders as (default `minecraft:soul_lantern`).
6199 #[serde(default, skip_serializing_if = "Option::is_none")]
6200 pub marker_item: Option<String>,
6201}
6202
6203impl Stake {
6204 /// The forfeit rule, with the documented default applied.
6205 pub fn forfeit(&self) -> Forfeit {
6206 self.forfeit.unwrap_or(Forfeit::All)
6207 }
6208
6209 /// How many live stakes one player may hold, with the documented default.
6210 pub fn max_live(&self) -> u32 {
6211 self.max_live.unwrap_or(1)
6212 }
6213
6214 /// The at-capacity rule, with the documented default.
6215 pub fn on_full(&self) -> OnFull {
6216 self.on_full.unwrap_or(OnFull::Replace)
6217 }
6218
6219 /// The collection rule, with the documented default.
6220 pub fn collect_by(&self) -> CollectBy {
6221 self.collect_by.unwrap_or(CollectBy::Owner)
6222 }
6223
6224 /// The item the marker renders as, with the documented default.
6225 pub fn marker_item(&self) -> &str {
6226 self.marker_item
6227 .as_deref()
6228 .unwrap_or("minecraft:soul_lantern")
6229 }
6230}
6231
6232/// The presentation channel for a [`QuestEffect::Narrate`] (DSL v0.4).
6233#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6234#[serde(rename_all = "kebab-case")]
6235pub enum NarrateStyle {
6236 /// A chat line (default).
6237 Chat,
6238 /// A large on-screen title.
6239 Title,
6240 /// An on-screen subtitle.
6241 Subtitle,
6242 /// An "art" title rendered through the delve's custom resource-pack pixel-banner
6243 /// font (`delve:art`) so endings can flash blocky all-caps text (DSL v0.6,
6244 /// spec-0014). Text is checked at compile time against the font's glyph inventory
6245 /// (`DW0328`); characters outside it (e.g. non-Latin script) are rejected. It
6246 /// renders in the vanilla title slot, so it is width-checked like any title
6247 /// (`DW0330`) — roughly 15 glyphs fit on screen.
6248 Art,
6249 /// The **actionbar** — the one-line strip above the hotbar (DSL v0.11).
6250 ///
6251 /// This is the channel a *reply* uses: it does not interrupt, it does not
6252 /// stack, and it is overwritten by the next one. Every reply the compiler
6253 /// itself writes has always used it — a sealed gate's answer, a checkpoint
6254 /// return, the lobby's party count — but `narrate` could not reach it, which
6255 /// is the mechanical reason `close-gate.sealed_hint` could not have been an
6256 /// ordinary `narrate` even had someone tried (capability-ownership audit
6257 /// finding 3b). A channel is a property of the message, not of the verb that
6258 /// first wanted it.
6259 ///
6260 /// Unlike a title it is never width-checked: vanilla truncates nothing and
6261 /// draws it at GUI width, and a reply is a fragment rather than a banner.
6262 Actionbar,
6263}
6264
6265impl NarrateStyle {
6266 /// The kebab tag (`chat` / `title` / `subtitle` / `art` / `actionbar`).
6267 pub fn token(self) -> &'static str {
6268 match self {
6269 NarrateStyle::Chat => "chat",
6270 NarrateStyle::Title => "title",
6271 NarrateStyle::Subtitle => "subtitle",
6272 NarrateStyle::Art => "art",
6273 NarrateStyle::Actionbar => "actionbar",
6274 }
6275 }
6276}
6277
6278/// One camera waypoint of a [`QuestEffect::Cutscene`] (DSL v0.4): an anchor plus
6279/// an integer block offset from it, giving the camera's world position.
6280#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6281#[serde(deny_unknown_fields)]
6282pub struct CameraWaypoint {
6283 /// The anchor the waypoint is relative to.
6284 pub anchor: AnchorId,
6285 /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
6286 #[serde(default, skip_serializing_if = "is_zero3")]
6287 pub offset: [i32; 3],
6288}
6289
6290/// One shot of a [`QuestEffect::Cutscene`] (DSL v0.6): a camera dolly with its
6291/// own duration and optional subject. A cutscene plays its shots back-to-back —
6292/// a hard cut between them — inside a single gamemode/position save-restore
6293/// bracket, so a wide establishing move can be followed by an interior close-up
6294/// without the players ever leaving the cinematic.
6295#[derive(Clone, PartialEq, Serialize, Deserialize, JsonSchema)]
6296#[serde(deny_unknown_fields)]
6297pub struct CameraShot {
6298 /// Ordered camera waypoints (straight-line lerp between them). A one-waypoint
6299 /// path is a static shot. Required without `shot_style`; with one, optional —
6300 /// an explicit `path` always overrides the style's expanded dolly.
6301 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6302 pub path: Vec<CameraWaypoint>,
6303 /// This shot's duration in seconds. Required without `shot_style`; with one,
6304 /// optional — the style's default duration applies (see
6305 /// [`ShotStyle::default_seconds`]), and an explicit value always overrides.
6306 #[serde(default, skip_serializing_if = "Option::is_none")]
6307 pub seconds: Option<u32>,
6308 /// Optional subject the camera keeps framed for this shot. Absent = face
6309 /// along the direction of travel (or, under a `shot_style`, the style's own
6310 /// aim at its `subject`). An explicit `look_at` always overrides a style's
6311 /// aim.
6312 #[serde(default, skip_serializing_if = "Option::is_none")]
6313 pub look_at: Option<CameraTarget>,
6314 /// Shot-style preset (DSL v0.6, spec-0015 shot-grammar library): the
6315 /// compiler expands the style deterministically into a camera dolly +
6316 /// per-keyframe aim from the `subject`'s resolved geometry. Requires
6317 /// `subject`; `path`/`look_at`/`seconds` remain legal and always override
6318 /// the corresponding expanded part (`DW0348` polices the combinations).
6319 #[serde(default, skip_serializing_if = "Option::is_none")]
6320 pub shot_style: Option<ShotStyle>,
6321 /// The styled shot's subject — what the shot is *about*. Required with
6322 /// `shot_style`, rejected without one (`DW0348`).
6323 #[serde(default, skip_serializing_if = "Option::is_none")]
6324 pub subject: Option<CameraSubject>,
6325 /// `two-shot` only: the second framed subject (`DW0348` elsewhere).
6326 #[serde(default, skip_serializing_if = "Option::is_none")]
6327 pub subject_b: Option<CameraSubject>,
6328 /// Styled shots only: the style's characteristic camera distance in blocks
6329 /// (its *start* distance for the dolly styles). Default per style — see the
6330 /// `shot_style` table in `docs/reference/compiler.md`. Clamped range 1..=48
6331 /// (`DW0348`).
6332 #[serde(default, skip_serializing_if = "Option::is_none")]
6333 pub dist: Option<f64>,
6334 /// `orbit-arc` only: the sweep in degrees, 45..=120 (dossier range),
6335 /// default 90 (`DW0348` elsewhere or out of range).
6336 #[serde(default, skip_serializing_if = "Option::is_none")]
6337 pub degrees: Option<f64>,
6338 /// Styled shots only: placement bearing in degrees — where the camera sits
6339 /// (or starts) relative to the subject, measured like a Minecraft yaw
6340 /// *from* the subject: `0` puts the camera south of the subject (+Z), `90`
6341 /// west (−X), `-90` east (+X), `180` north (−Z). Default `0`. For
6342 /// `side-track` the bearing picks which side of the subject's travel the
6343 /// camera runs abeam (`0` = right of travel, `180` = left).
6344 #[serde(default, skip_serializing_if = "Option::is_none")]
6345 pub bearing: Option<f64>,
6346}
6347
6348/// A `shot_style` preset (DSL v0.6): the dossier's 9-template library
6349/// (`docs/notes/camera-dossier.md` §2), each expanded deterministically by the
6350/// compiler into a dolly + aim from the subject's geometry. Camera "lens feel"
6351/// is **distance only** — vanilla has no in-game FOV control.
6352#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6353#[serde(rename_all = "kebab-case")]
6354pub enum ShotStyle {
6355 /// Fully static close framing of a prop/detail. The beat that always looks
6356 /// right.
6357 Insert,
6358 /// Static position; only the aim turns as the subject (ideally moving)
6359 /// passes. Rockstar's roadside "ground view".
6360 LockedOff,
6361 /// Straight dolly toward the subject along the view axis; medium → close.
6362 PushIn,
6363 /// Reverse of `push-in`: close → wide, revealing context.
6364 PullBackReveal,
6365 /// High and far, descending and closing on the subject. First sight of an
6366 /// area.
6367 EstablishingCrane,
6368 /// Constant-radius, constant-height arc around the subject.
6369 OrbitArc,
6370 /// Parallel dolly abeam a **moving** subject at constant offset — needs a
6371 /// compiler-known subject path (`DW0349`).
6372 SideTrack,
6373 /// Static placement solved so **both** subjects land on opposite thirds
6374 /// (Toric-space construction). Needs `subject_b`.
6375 TwoShot,
6376 /// Low, close, trailing a **moving** subject near ground level — needs a
6377 /// compiler-known subject path (`DW0349`).
6378 LowFollow,
6379}
6380
6381impl ShotStyle {
6382 /// The kebab token (diagnostics, digests).
6383 pub fn token(self) -> &'static str {
6384 match self {
6385 ShotStyle::Insert => "insert",
6386 ShotStyle::LockedOff => "locked-off",
6387 ShotStyle::PushIn => "push-in",
6388 ShotStyle::PullBackReveal => "pull-back-reveal",
6389 ShotStyle::EstablishingCrane => "establishing-crane",
6390 ShotStyle::OrbitArc => "orbit-arc",
6391 ShotStyle::SideTrack => "side-track",
6392 ShotStyle::TwoShot => "two-shot",
6393 ShotStyle::LowFollow => "low-follow",
6394 }
6395 }
6396
6397 /// Default shot duration in seconds, from the dossier's per-style duration
6398 /// ranges (§2, anchored on the film-editing ASL literature) — the value an
6399 /// omitted `seconds` resolves to.
6400 pub fn default_seconds(self) -> u32 {
6401 match self {
6402 ShotStyle::Insert => 2,
6403 ShotStyle::LockedOff => 6,
6404 ShotStyle::PushIn => 4,
6405 ShotStyle::PullBackReveal => 6,
6406 ShotStyle::EstablishingCrane => 8,
6407 ShotStyle::OrbitArc => 8,
6408 ShotStyle::SideTrack => 8,
6409 ShotStyle::TwoShot => 5,
6410 ShotStyle::LowFollow => 5,
6411 }
6412 }
6413
6414 /// `true` for the styles whose subject must be *moving* on a compiler-known
6415 /// path (`move-npc` / `move-actor` in the same effect group or sequence) —
6416 /// `side-track` and `low-follow` (`DW0349` otherwise).
6417 pub fn needs_moving_subject(self) -> bool {
6418 matches!(self, ShotStyle::SideTrack | ShotStyle::LowFollow)
6419 }
6420}
6421
6422/// A styled shot's subject (DSL v0.6): the world thing the shot frames — a
6423/// prefab anchor point, a stage-2 NPC, or a stage-5 actor — plus an integer
6424/// block offset. For `npc`/`actor` subjects the aim point is the entity's cell
6425/// **plus one block up** (torso height, so a close shot does not frame feet)
6426/// before `offset` is applied; an `anchor` subject aims at the block centre
6427/// exactly like a [`CameraTarget`].
6428/// Each variant's payload is a **named struct** carrying `deny_unknown_fields`
6429/// — serde has no variant-level `deny_unknown_fields`, so an untagged
6430/// enum with inline struct variants silently *ignores* any key it does not
6431/// recognise: `{"npc": …, "ofset": [0,1,0]}` would deserialize happily with the
6432/// offset dropped, and `{"anchor": …, "npc": …}` would quietly match `Anchor`
6433/// and discard the NPC. Lifting each variant into its own type keeps the repo-wide
6434/// deny-unknown rule for both serde and the published JSON Schema
6435/// (`additionalProperties: false`): a mistyped shot subject fails the schema
6436/// instead of rendering a shot pointed somewhere the author never asked for.
6437#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6438#[serde(untagged)]
6439pub enum CameraSubject {
6440 /// A fixed world point: prefab anchor + offset.
6441 Anchor(AnchorSubject),
6442 /// A stage-2 NPC — moving if a `move-npc` for it runs in the same effect
6443 /// group / sequence, else static at its declared (or spawn) anchor.
6444 Npc(NpcSubject),
6445 /// A stage-5 actor — moving if a `move-actor` for it runs in the same
6446 /// effect group / sequence, else static at its declared anchor.
6447 Actor(ActorSubject),
6448}
6449
6450/// A [`CameraSubject::Anchor`] payload: a fixed world point.
6451#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6452#[serde(deny_unknown_fields)]
6453pub struct AnchorSubject {
6454 /// The anchor the subject sits at.
6455 pub anchor: AnchorId,
6456 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
6457 #[serde(default, skip_serializing_if = "is_zero3")]
6458 pub offset: [i32; 3],
6459}
6460
6461/// A [`CameraSubject::Npc`] payload: a stage-2 NPC.
6462#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6463#[serde(deny_unknown_fields)]
6464pub struct NpcSubject {
6465 /// The NPC (stage-2 ref).
6466 pub npc: NpcId,
6467 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
6468 #[serde(default, skip_serializing_if = "is_zero3")]
6469 pub offset: [i32; 3],
6470}
6471
6472/// A [`CameraSubject::Actor`] payload: a stage-5 actor.
6473#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6474#[serde(deny_unknown_fields)]
6475pub struct ActorSubject {
6476 /// The actor (stage-5 `actors` ref).
6477 pub actor: ActorId,
6478 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
6479 #[serde(default, skip_serializing_if = "is_zero3")]
6480 pub offset: [i32; 3],
6481}
6482
6483impl CameraSubject {
6484 /// The subject's integer offset, whichever variant.
6485 pub fn offset(&self) -> [i32; 3] {
6486 match self {
6487 CameraSubject::Anchor(s) => s.offset,
6488 CameraSubject::Npc(s) => s.offset,
6489 CameraSubject::Actor(s) => s.offset,
6490 }
6491 }
6492
6493 /// A short canonical rendering for digests/diagnostics.
6494 pub fn canon(&self) -> String {
6495 let (kind, id, o) = match self {
6496 CameraSubject::Anchor(s) => ("a", s.anchor.as_str(), &s.offset),
6497 CameraSubject::Npc(s) => ("n", s.npc.as_str(), &s.offset),
6498 CameraSubject::Actor(s) => ("c", s.actor.as_str(), &s.offset),
6499 };
6500 format!("{kind}:{id}@{},{},{}", o[0], o[1], o[2])
6501 }
6502}
6503
6504/// `Debug` is hand-written because it is a **stable content-key rendering**:
6505/// the compiler's `sequence_key` (FNV over `{steps:?}`) names generated
6506/// `seq_<hash>` functions from it, so a shot that uses none of the v0.6 style
6507/// fields must render byte-identically to the pre-style struct (`seconds`
6508/// prints its inner value; absent style fields print nothing) — otherwise
6509/// every existing sequence containing a cutscene would silently churn its
6510/// function names on a purely additive schema change.
6511impl std::fmt::Debug for CameraShot {
6512 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
6513 let mut d = f.debug_struct("CameraShot");
6514 d.field("path", &self.path);
6515 match self.seconds {
6516 Some(v) => d.field("seconds", &v),
6517 None => d.field("seconds", &self.seconds),
6518 };
6519 d.field("look_at", &self.look_at);
6520 if self.shot_style.is_some() {
6521 d.field("shot_style", &self.shot_style);
6522 }
6523 if self.subject.is_some() {
6524 d.field("subject", &self.subject);
6525 }
6526 if self.subject_b.is_some() {
6527 d.field("subject_b", &self.subject_b);
6528 }
6529 if self.dist.is_some() {
6530 d.field("dist", &self.dist);
6531 }
6532 if self.degrees.is_some() {
6533 d.field("degrees", &self.degrees);
6534 }
6535 if self.bearing.is_some() {
6536 d.field("bearing", &self.bearing);
6537 }
6538 d.finish()
6539 }
6540}
6541
6542impl CameraShot {
6543 /// The shot's resolved duration in seconds: explicit `seconds`, else the
6544 /// style default, else `1` (a shape-invalid shot — `DW0199` reports it; the
6545 /// fallback only keeps downstream passes total).
6546 pub fn resolved_seconds(&self) -> u32 {
6547 self.seconds
6548 .or(self.shot_style.map(ShotStyle::default_seconds))
6549 .unwrap_or(1)
6550 }
6551}
6552
6553/// The subject a [`QuestEffect::Cutscene`] camera keeps framed (DSL v0.6): an
6554/// anchor plus an integer block offset from it, giving the world point every
6555/// dolly camera is aimed at. Same shape as a [`CameraWaypoint`] — a waypoint says
6556/// where the camera *is*, a target says what it *looks at*.
6557#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6558#[serde(deny_unknown_fields)]
6559pub struct CameraTarget {
6560 /// The anchor the look target is relative to.
6561 pub anchor: AnchorId,
6562 /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
6563 #[serde(default, skip_serializing_if = "is_zero3")]
6564 pub offset: [i32; 3],
6565}
6566
6567/// serde `skip_serializing_if` helper: skip a `[0, 0, 0]` offset.
6568fn is_zero3(v: &[i32; 3]) -> bool {
6569 *v == [0, 0, 0]
6570}
6571
6572impl QuestEffect {
6573 /// The kebab-case `type` tag this effect serializes as — the verb a
6574 /// diagnostic should name so the author can find it in the JSON.
6575 pub fn verb(&self) -> &'static str {
6576 match self {
6577 QuestEffect::OpenGate { .. } => "open-gate",
6578 QuestEffect::CloseGate { .. } => "close-gate",
6579 QuestEffect::CampaignComplete { .. } => "campaign-complete",
6580 QuestEffect::GiveItem { .. } => "give-item",
6581 QuestEffect::SetFlag { .. } => "set-flag",
6582 QuestEffect::SetState { .. } => "set-state",
6583 QuestEffect::AddState { .. } => "add-state",
6584 QuestEffect::ClearState { .. } => "clear-state",
6585 QuestEffect::DropStake { .. } => "drop-stake",
6586 QuestEffect::SpawnWave { .. } => "spawn-wave",
6587 QuestEffect::Narrate { .. } => "narrate",
6588 QuestEffect::SetBlock { .. } => "set-block",
6589 QuestEffect::FillRegion { .. } => "fill-region",
6590 QuestEffect::ClearRegion { .. } => "clear-region",
6591 QuestEffect::OpenWay { .. } => "open-way",
6592 QuestEffect::DespawnNpc { .. } => "despawn-npc",
6593 QuestEffect::MoveNpc { .. } => "move-npc",
6594 QuestEffect::Cutscene { .. } => "cutscene",
6595 QuestEffect::SetTime { .. } => "set-time",
6596 QuestEffect::SetWeather { .. } => "set-weather",
6597 QuestEffect::PlaySound { .. } => "play-sound",
6598 QuestEffect::DamagePlayers { .. } => "damage-players",
6599 QuestEffect::SetCheckpoint { .. } => "set-checkpoint",
6600 QuestEffect::Bonfire { .. } => "bonfire",
6601 QuestEffect::BeginStealth { .. } => "begin-stealth",
6602 QuestEffect::EndStealth => "end-stealth",
6603 QuestEffect::SpawnNpc { .. } => "spawn-npc",
6604 QuestEffect::SpawnActor { .. } => "spawn-actor",
6605 QuestEffect::DespawnActor { .. } => "despawn-actor",
6606 QuestEffect::MoveActor { .. } => "move-actor",
6607 QuestEffect::UnleashActor { .. } => "unleash-actor",
6608 QuestEffect::Sequence { .. } => "sequence",
6609 QuestEffect::Volley { .. } => "volley",
6610 QuestEffect::Collapse { .. } => "collapse",
6611 QuestEffect::GiveEffect { .. } => "give-effect",
6612 QuestEffect::ClearEffect { .. } => "clear-effect",
6613 QuestEffect::Teleport { .. } => "teleport",
6614 }
6615 }
6616
6617 /// The gate anchor if this is `open-gate`.
6618 pub fn open_gate_anchor(&self) -> Option<&AnchorId> {
6619 match self {
6620 QuestEffect::OpenGate { anchor, .. } => Some(anchor),
6621 _ => None,
6622 }
6623 }
6624
6625 /// The gate anchor if this is `close-gate` (DSL v0.6).
6626 pub fn close_gate_anchor(&self) -> Option<&AnchorId> {
6627 match self {
6628 QuestEffect::CloseGate { anchor, .. } => Some(anchor),
6629 _ => None,
6630 }
6631 }
6632
6633 /// The authored `sealed_hint` if this is a `close-gate` that declares one (DSL
6634 /// v0.8). `None` for every other effect **and** for a `close-gate` that takes
6635 /// the compiler's canonical English seal line.
6636 pub fn close_gate_sealed_hint(&self) -> Option<&str> {
6637 match self {
6638 QuestEffect::CloseGate { sealed_hint, .. } => sealed_hint.as_deref(),
6639 _ => None,
6640 }
6641 }
6642
6643 /// The wave id if this is `spawn-wave` (v0.3).
6644 pub fn spawn_wave(&self) -> Option<&WaveId> {
6645 match self {
6646 QuestEffect::SpawnWave { wave, .. } => Some(wave),
6647 _ => None,
6648 }
6649 }
6650
6651 /// The flag id if this is `set-flag` (v0.3).
6652 pub fn set_flag(&self) -> Option<&FlagId> {
6653 match self {
6654 QuestEffect::SetFlag { flag, .. } => Some(flag),
6655 _ => None,
6656 }
6657 }
6658
6659 /// The item id if this is `give-item` (v0.3).
6660 pub fn give_item(&self) -> Option<&str> {
6661 match self {
6662 QuestEffect::GiveItem { item, .. } => Some(item),
6663 _ => None,
6664 }
6665 }
6666
6667 /// `true` if this is a `give-item` carrying a v0.4 display `name`.
6668 pub fn give_item_named(&self) -> bool {
6669 matches!(self, QuestEffect::GiveItem { name: Some(_), .. })
6670 }
6671
6672 /// The declared `carrier` if this is a `give-item` that states one (v0.6,
6673 /// spec-0018). `None` for any other effect **and** for a `give-item` that
6674 /// leaves it absent — absent reads as [`Carrier::All`], and the distinction
6675 /// matters only for the pre-0.6 reserved-field gate.
6676 pub fn give_carrier(&self) -> Option<Carrier> {
6677 match self {
6678 QuestEffect::GiveItem { carrier, .. } => *carrier,
6679 _ => None,
6680 }
6681 }
6682
6683 /// Does this `give-item` hand a single copy to the acting player (v0.6,
6684 /// spec-0018)? `false` for every other effect and for the party-wide default.
6685 pub fn gives_to_one(&self) -> bool {
6686 matches!(self.give_carrier(), Some(Carrier::One))
6687 }
6688
6689 /// The `set-block` block id if this is a v0.4 `set-block` effect.
6690 pub fn set_block(&self) -> Option<(&AnchorId, &str)> {
6691 match self {
6692 QuestEffect::SetBlock { anchor, block, .. } => Some((anchor, block.as_str())),
6693 _ => None,
6694 }
6695 }
6696
6697 /// The NPC id if this is a v0.4 `despawn-npc` effect.
6698 pub fn despawn_npc(&self) -> Option<&NpcId> {
6699 match self {
6700 QuestEffect::DespawnNpc { npc, .. } => Some(npc),
6701 _ => None,
6702 }
6703 }
6704
6705 /// `(npc, to_anchor)` if this is a v0.4 `move-npc` effect.
6706 pub fn move_npc(&self) -> Option<(&NpcId, &AnchorId)> {
6707 match self {
6708 QuestEffect::MoveNpc { npc, to_anchor, .. } => Some((npc, to_anchor)),
6709 _ => None,
6710 }
6711 }
6712
6713 /// The v0.3 effect name if this effect is one introduced in DSL v0.3
6714 /// (`give-item`/`set-flag`/`spawn-wave`). These validate in v0.3 campaigns
6715 ///.
6716 pub fn v03_effect(&self) -> Option<&'static str> {
6717 match self {
6718 QuestEffect::GiveItem { .. } => Some("give-item"),
6719 QuestEffect::SetFlag { .. } => Some("set-flag"),
6720 QuestEffect::SpawnWave { .. } => Some("spawn-wave"),
6721 QuestEffect::OpenGate { .. }
6722 | QuestEffect::CloseGate { .. }
6723 | QuestEffect::CampaignComplete { .. } => None,
6724 // v0.4 effects report via `v04_effect`; v0.5 via `v05_effect`; they
6725 // are not v0.3 verbs.
6726 QuestEffect::Narrate { .. }
6727 | QuestEffect::SetBlock { .. }
6728 | QuestEffect::DespawnNpc { .. }
6729 | QuestEffect::MoveNpc { .. }
6730 | QuestEffect::Cutscene { .. }
6731 | QuestEffect::SetTime { .. }
6732 | QuestEffect::SetWeather { .. }
6733 | QuestEffect::PlaySound { .. }
6734 | QuestEffect::DamagePlayers { .. }
6735 | QuestEffect::SetCheckpoint { .. }
6736 | QuestEffect::Bonfire { .. }
6737 | QuestEffect::BeginStealth { .. }
6738 | QuestEffect::EndStealth
6739 | QuestEffect::SpawnActor { .. }
6740 | QuestEffect::DespawnActor { .. }
6741 | QuestEffect::MoveActor { .. }
6742 | QuestEffect::UnleashActor { .. }
6743 | QuestEffect::SpawnNpc { .. }
6744 | QuestEffect::Sequence { .. }
6745 // spec-0022 trap-payload verbs are v0.6 — they report via `v06_effect`.
6746 | QuestEffect::Volley { .. }
6747 | QuestEffect::Collapse { .. }
6748 // spec-0031's state verbs, region writes, status effects and teleport,
6749 // and spec-0032's `drop-stake`, are all v0.10 — they report via
6750 // `v10_effect`.
6751 | QuestEffect::SetState { .. }
6752 | QuestEffect::AddState { .. }
6753 | QuestEffect::ClearState { .. }
6754 | QuestEffect::FillRegion { .. }
6755 | QuestEffect::ClearRegion { .. }
6756 // spec-0042's `open-way` is v0.12 — it reports via `v12_effect`.
6757 | QuestEffect::OpenWay { .. }
6758 | QuestEffect::GiveEffect { .. }
6759 | QuestEffect::ClearEffect { .. }
6760 | QuestEffect::Teleport { .. }
6761 | QuestEffect::DropStake { .. } => None,
6762 }
6763 }
6764
6765 /// The v0.4 effect name if this effect is one introduced in DSL v0.4
6766 /// (`narrate`/`set-block`/`despawn-npc`/`move-npc`/`cutscene`). These validate
6767 /// in v0.4 campaigns.
6768 pub fn v04_effect(&self) -> Option<&'static str> {
6769 match self {
6770 QuestEffect::Narrate { .. } => Some("narrate"),
6771 QuestEffect::SetBlock { .. } => Some("set-block"),
6772 QuestEffect::DespawnNpc { .. } => Some("despawn-npc"),
6773 QuestEffect::MoveNpc { .. } => Some("move-npc"),
6774 QuestEffect::Cutscene { .. } => Some("cutscene"),
6775 _ => None,
6776 }
6777 }
6778
6779 /// The v0.5 effect name if this effect is one introduced in DSL v0.5
6780 /// (`set-time`/`set-weather`, spec-0010).
6781 pub fn v05_effect(&self) -> Option<&'static str> {
6782 match self {
6783 QuestEffect::SetTime { .. } => Some("set-time"),
6784 QuestEffect::SetWeather { .. } => Some("set-weather"),
6785 _ => None,
6786 }
6787 }
6788
6789 /// The v0.6 effect name if this effect is one introduced in DSL v0.6
6790 /// (`set-checkpoint`, spec-0012; `begin-stealth`/`end-stealth`, spec-0014;
6791 /// `play-sound`, spec-0014; the scripted-actor staging verbs
6792 /// `spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`/`sequence`,
6793 /// spec-0014). These validate in v0.6 campaigns
6794 /// earlier. (The `narrate` `art` style is a v0.6 addition to an existing verb
6795 /// — see [`QuestEffect::narrate_art`] — not a new effect.)
6796 pub fn v06_effect(&self) -> Option<&'static str> {
6797 match self {
6798 QuestEffect::CloseGate { .. } => Some("close-gate"),
6799 QuestEffect::SetCheckpoint { .. } => Some("set-checkpoint"),
6800 QuestEffect::Bonfire { .. } => Some("bonfire"),
6801 QuestEffect::BeginStealth { .. } => Some("begin-stealth"),
6802 QuestEffect::EndStealth => Some("end-stealth"),
6803 QuestEffect::PlaySound { .. } => Some("play-sound"),
6804 QuestEffect::DamagePlayers { .. } => Some("damage-players"),
6805 QuestEffect::SpawnActor { .. } => Some("spawn-actor"),
6806 QuestEffect::DespawnActor { .. } => Some("despawn-actor"),
6807 QuestEffect::MoveActor { .. } => Some("move-actor"),
6808 QuestEffect::UnleashActor { .. } => Some("unleash-actor"),
6809 QuestEffect::Sequence { .. } => Some("sequence"),
6810 QuestEffect::SpawnNpc { .. } => Some("spawn-npc"),
6811 // spec-0022 trap-payload verbs — v0.6 surface, reserved earlier.
6812 QuestEffect::Volley { .. } => Some("volley"),
6813 QuestEffect::Collapse { .. } => Some("collapse"),
6814 _ => None,
6815 }
6816 }
6817
6818 /// The v0.10 effect name if this effect is one introduced in DSL v0.10
6819 /// (`set-state`/`add-state`/`clear-state` and the region writes
6820 /// `fill-region`/`clear-region`, spec-0031). These validate in v0.10
6821 /// campaigns.
6822 pub fn v10_effect(&self) -> Option<&'static str> {
6823 match self {
6824 QuestEffect::SetState { .. } => Some("set-state"),
6825 QuestEffect::AddState { .. } => Some("add-state"),
6826 QuestEffect::ClearState { .. } => Some("clear-state"),
6827 QuestEffect::FillRegion { .. } => Some("fill-region"),
6828 QuestEffect::ClearRegion { .. } => Some("clear-region"),
6829 QuestEffect::GiveEffect { .. } => Some("give-effect"),
6830 QuestEffect::ClearEffect { .. } => Some("clear-effect"),
6831 QuestEffect::Teleport { .. } => Some("teleport"),
6832 QuestEffect::DropStake { .. } => Some("drop-stake"),
6833 _ => None,
6834 }
6835 }
6836
6837 /// The v0.12 effect name if this effect is one introduced in DSL v0.12
6838 /// (`open-way`, spec-0042).
6839 pub fn v12_effect(&self) -> Option<&'static str> {
6840 match self {
6841 QuestEffect::OpenWay { .. } => Some("open-way"),
6842 _ => None,
6843 }
6844 }
6845
6846 /// **The way this effect opens** (DSL v0.12, spec-0042): the placed piece and
6847 /// the name of one way that piece's spatial contract exports.
6848 ///
6849 /// The third spelling of the one region write, beside
6850 /// [`QuestEffect::region_write`] (the author's own box) and
6851 /// [`QuestEffect::gate_region_write`] (a gate anchor's box). It answers with a
6852 /// *reference* and never with geometry, because the geometry is not the
6853 /// campaign's to state: the cells, the block and the direction all live in the
6854 /// piece's metadata, and the compiler resolves them there
6855 /// (`compiler::ways`). A region-shaped accessor here would be the second
6856 /// authority this surface exists to avoid.
6857 pub fn way_write(&self) -> Option<(&PrefabId, &str)> {
6858 match self {
6859 QuestEffect::OpenWay { piece, way, .. } => Some((piece, way.as_str())),
6860 _ => None,
6861 }
6862 }
6863
6864 /// **The one region write**, whichever verb spelled it (DSL v0.10,
6865 /// spec-0031): the box to write and the block to write it with — `None` for
6866 /// the block meaning *clear to air*.
6867 ///
6868 /// This is the accessor the capability belongs to. It answers for
6869 /// `fill-region` / `clear-region`, which name their own box; `open-gate` /
6870 /// `close-gate` are the same operation over a box a prefab gate anchor
6871 /// declares, so they answer through
6872 /// [`QuestEffect::gate_region_write`](Self::gate_region_write) — the anchor
6873 /// is theirs, the *operation* is shared.
6874 pub fn region_write(&self) -> Option<(&StealthZone, Option<&str>)> {
6875 match self {
6876 QuestEffect::FillRegion { region, block, .. } => Some((region, Some(block.as_str()))),
6877 QuestEffect::ClearRegion { region, .. } => Some((region, None)),
6878 _ => None,
6879 }
6880 }
6881
6882 /// The gate anchor this effect writes, and whether the write **fills** it:
6883 /// `Some((anchor, true))` for `close-gate`, `Some((anchor, false))` for
6884 /// `open-gate`, `None` for everything else.
6885 ///
6886 /// The gate half of [`QuestEffect::region_write`]: same operation, but the box
6887 /// and the fill block come from the prefab's gate anchor rather than from the
6888 /// author. Everything that reasons about runtime region writes reads both
6889 /// accessors and nothing else.
6890 pub fn gate_region_write(&self) -> Option<(&AnchorId, bool)> {
6891 match self {
6892 QuestEffect::CloseGate { anchor, .. } => Some((anchor, true)),
6893 QuestEffect::OpenGate { anchor, .. } => Some((anchor, false)),
6894 _ => None,
6895 }
6896 }
6897
6898 /// `(projectile, from_anchor, kill_zone, salvos, interval)` if this is a
6899 /// `volley` (spec-0022), with the documented defaults already applied.
6900 pub fn volley(&self) -> Option<(&str, &AnchorId, &StealthZone, u32, u32)> {
6901 match self {
6902 QuestEffect::Volley {
6903 projectile,
6904 from_anchor,
6905 kill_zone,
6906 salvos,
6907 interval,
6908 ..
6909 } => Some((
6910 projectile.as_deref().unwrap_or(DEFAULT_VOLLEY_PROJECTILE),
6911 from_anchor,
6912 kill_zone,
6913 salvos.unwrap_or(DEFAULT_VOLLEY_SALVOS),
6914 interval.unwrap_or(DEFAULT_VOLLEY_INTERVAL),
6915 )),
6916 _ => None,
6917 }
6918 }
6919
6920 /// `(region_anchor, falling_block, then_floor)` if this is a `collapse`
6921 /// (spec-0022), with the documented default already applied.
6922 pub fn collapse(&self) -> Option<(&StealthZone, &str, Option<&str>)> {
6923 match self {
6924 QuestEffect::Collapse {
6925 region_anchor,
6926 falling_block,
6927 then_floor,
6928 ..
6929 } => Some((
6930 region_anchor,
6931 falling_block
6932 .as_deref()
6933 .unwrap_or(DEFAULT_COLLAPSE_FALLING_BLOCK),
6934 then_floor.as_deref(),
6935 )),
6936 _ => None,
6937 }
6938 }
6939
6940 /// The NPC id if this is a v0.6 `spawn-npc` effect (the dual of
6941 /// [`QuestEffect::despawn_npc`]).
6942 pub fn spawn_npc(&self) -> Option<&NpcId> {
6943 match self {
6944 QuestEffect::SpawnNpc { npc, .. } => Some(npc),
6945 _ => None,
6946 }
6947 }
6948
6949 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` effect.
6950 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6951 match self {
6952 QuestEffect::SetCheckpoint { anchor, on_respawn } => {
6953 Some((anchor, on_respawn.as_slice()))
6954 }
6955 _ => None,
6956 }
6957 }
6958
6959 /// `(anchor, on_rest)` if this is a `bonfire` effect (spec-0016 §1).
6960 pub fn bonfire(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6961 match self {
6962 QuestEffect::Bonfire {
6963 anchor, on_rest, ..
6964 } => Some((anchor, on_rest.as_slice())),
6965 _ => None,
6966 }
6967 }
6968
6969 /// The bonfire's authored rest-dialog strings, each `None` when unauthored
6970 /// (the compiler then bakes its canonical English). `None` for every other
6971 /// effect (spec-0016 §1).
6972 pub fn bonfire_labels(&self) -> Option<BonfireLabels<'_>> {
6973 match self {
6974 QuestEffect::Bonfire {
6975 prompt,
6976 rest_label,
6977 save_label,
6978 ..
6979 } => Some(BonfireLabels {
6980 prompt: prompt.as_deref(),
6981 rest_label: rest_label.as_deref(),
6982 save_label: save_label.as_deref(),
6983 }),
6984 _ => None,
6985 }
6986 }
6987
6988 /// The `within` filter zone if this is a v0.6 `damage-players` effect that
6989 /// declares one (the `in` spatial scope). `None` for an unscoped
6990 /// `damage-players` and for every other effect.
6991 pub fn damage_within(&self) -> Option<&StealthZone> {
6992 match self {
6993 QuestEffect::DamagePlayers { within, .. } => within.as_ref(),
6994 _ => None,
6995 }
6996 }
6997
6998 /// `(zones, on_caught, grace_ticks)` if this is a v0.6 `begin-stealth` effect.
6999 pub fn begin_stealth(&self) -> Option<(&[StealthZone], &[QuestEffect], u32)> {
7000 match self {
7001 QuestEffect::BeginStealth {
7002 zones,
7003 on_caught,
7004 grace_ticks,
7005 } => Some((zones.as_slice(), on_caught.as_slice(), *grace_ticks)),
7006 _ => None,
7007 }
7008 }
7009
7010 /// The target time if this is a v0.5 `set-time` effect.
7011 pub fn set_time(&self) -> Option<WorldTime> {
7012 match self {
7013 QuestEffect::SetTime { time, .. } => Some(*time),
7014 _ => None,
7015 }
7016 }
7017
7018 /// The target weather if this is a v0.5 `set-weather` effect.
7019 pub fn set_weather(&self) -> Option<WorldWeather> {
7020 match self {
7021 QuestEffect::SetWeather { weather, .. } => Some(*weather),
7022 _ => None,
7023 }
7024 }
7025
7026 /// The effect lists nested one level inside this effect (DSL v0.6): a
7027 /// `sequence`'s per-step effects (in step order), a `set-checkpoint`'s
7028 /// `on_respawn`, a `begin-stealth`'s `on_caught`, and a `move-actor`'s /
7029 /// `move-npc`'s `on_arrive`. Empty for a leaf effect.
7030 ///
7031 /// This is the **single authority** on effect nesting. Every deep traversal —
7032 /// the flag/wave producer scans, the checkpoint/stealth collector, the l10n
7033 /// string inventory, and emission — walks the tree through it (see
7034 /// [`Self::visit_deep`]), so a new nesting site is picked up everywhere at
7035 /// once and no walker can silently miss a list (the class of bug where a
7036 /// `set-flag`/`set-checkpoint` nested in a `sequence` was skipped).
7037 pub fn nested_effect_lists(&self) -> Vec<&[QuestEffect]> {
7038 match self {
7039 QuestEffect::Sequence { steps } => steps.iter().map(|s| s.effects.as_slice()).collect(),
7040 QuestEffect::SetCheckpoint { on_respawn, .. } => vec![on_respawn.as_slice()],
7041 QuestEffect::Bonfire { on_rest, .. } => vec![on_rest.as_slice()],
7042 QuestEffect::BeginStealth { on_caught, .. } => vec![on_caught.as_slice()],
7043 QuestEffect::MoveActor { on_arrive, .. } | QuestEffect::MoveNpc { on_arrive, .. } => {
7044 vec![on_arrive.as_slice()]
7045 }
7046 _ => Vec::new(),
7047 }
7048 }
7049
7050 /// Visit `self` and every transitively nested effect (depth-first, pre-order),
7051 /// descending through [`Self::nested_effect_lists`].
7052 pub fn visit_deep<'a>(&'a self, f: &mut dyn FnMut(&'a QuestEffect)) {
7053 f(self);
7054 for list in self.nested_effect_lists() {
7055 for e in list {
7056 e.visit_deep(f);
7057 }
7058 }
7059 }
7060
7061 /// Each nested effect list ([`Self::nested_effect_lists`]) paired with the
7062 /// **stable key segment** used to derive child l10n keys / diagnostic paths, and
7063 /// exposed mutably so the localization pass can rewrite nested player-visible
7064 /// strings in place. Segments: `seq.<step>` for each sequence step (step index),
7065 /// `respawn` for `set-checkpoint.on_respawn`, `caught` for
7066 /// `begin-stealth.on_caught`, `arrive` for `move-actor.on_arrive`. Kept in
7067 /// lockstep with `nested_effect_lists` (same lists, same order) — the position-
7068 /// derived segments make every derived key deterministic and stable across
7069 /// builds (ADR-0006 byte-identity).
7070 pub fn nested_effect_lists_keyed_mut(&mut self) -> Vec<(String, &mut [QuestEffect])> {
7071 match self {
7072 QuestEffect::Sequence { steps } => steps
7073 .iter_mut()
7074 .enumerate()
7075 .map(|(s, st)| (format!("seq.{s}"), st.effects.as_mut_slice()))
7076 .collect(),
7077 QuestEffect::SetCheckpoint { on_respawn, .. } => {
7078 vec![("respawn".to_string(), on_respawn.as_mut_slice())]
7079 }
7080 QuestEffect::Bonfire { on_rest, .. } => {
7081 vec![("rest".to_string(), on_rest.as_mut_slice())]
7082 }
7083 QuestEffect::BeginStealth { on_caught, .. } => {
7084 vec![("caught".to_string(), on_caught.as_mut_slice())]
7085 }
7086 QuestEffect::MoveActor { on_arrive, .. } | QuestEffect::MoveNpc { on_arrive, .. } => {
7087 vec![("arrive".to_string(), on_arrive.as_mut_slice())]
7088 }
7089 _ => Vec::new(),
7090 }
7091 }
7092
7093 /// Immutable sibling of [`Self::nested_effect_lists_keyed_mut`] that additionally
7094 /// exposes the **JSON-pointer path segment** for each nested list, so a deep
7095 /// consumer scan (sound/art/give/wave refs) can report a precise diagnostic path
7096 /// *and* the matching l10n key. Each entry is `(path_seg, key_seg, list)`; the
7097 /// caller appends the per-effect index — `/{j}` to the path, `.{j}` to the key.
7098 /// Kept in lockstep with `nested_effect_lists` / `nested_effect_lists_keyed_mut`
7099 /// (same lists, same order): the l10n key segments match
7100 /// `nested_effect_lists_keyed_mut` exactly (`seq.<step>`/`respawn`/`caught`/
7101 /// `arrive`), and the path segments name the real fields
7102 /// (`steps/<step>/effects`, `on_respawn`, `on_caught`, `on_arrive`).
7103 pub fn nested_effect_lists_labeled(&self) -> Vec<(String, String, &[QuestEffect])> {
7104 match self {
7105 QuestEffect::Sequence { steps } => steps
7106 .iter()
7107 .enumerate()
7108 .map(|(s, st)| {
7109 (
7110 format!("steps/{s}/effects"),
7111 format!("seq.{s}"),
7112 st.effects.as_slice(),
7113 )
7114 })
7115 .collect(),
7116 QuestEffect::SetCheckpoint { on_respawn, .. } => vec![(
7117 "on_respawn".to_string(),
7118 "respawn".to_string(),
7119 on_respawn.as_slice(),
7120 )],
7121 QuestEffect::Bonfire { on_rest, .. } => vec![(
7122 "on_rest".to_string(),
7123 "rest".to_string(),
7124 on_rest.as_slice(),
7125 )],
7126 QuestEffect::BeginStealth { on_caught, .. } => vec![(
7127 "on_caught".to_string(),
7128 "caught".to_string(),
7129 on_caught.as_slice(),
7130 )],
7131 QuestEffect::MoveActor { on_arrive, .. } | QuestEffect::MoveNpc { on_arrive, .. } => {
7132 vec![(
7133 "on_arrive".to_string(),
7134 "arrive".to_string(),
7135 on_arrive.as_slice(),
7136 )]
7137 }
7138 _ => Vec::new(),
7139 }
7140 }
7141
7142 /// Every world anchor this effect names **at this node** — the single
7143 /// authority on the anchor-bearing effect surface, the referential sibling of
7144 /// [`Self::nested_effect_lists`]. Each entry is `(json_path_suffix, anchor)`,
7145 /// where the suffix is appended to the effect's own JSON pointer
7146 /// (`anchor`, `to_anchor`, `in/anchor`, `zones/<i>/anchor`, `at/anchor`,
7147 /// `shots/<i>/path/<j>/anchor`, …).
7148 ///
7149 /// Not recursive: pair it with [`Self::visit_deep`] to sweep a whole effect
7150 /// tree. Every consumer that must resolve an anchor — the DSL's `DW0142`
7151 /// reference scan, the compiler's build-time resolution seal (`DW0355`) —
7152 /// goes through here, so a new anchor-bearing variant (or a new anchor field
7153 /// on an existing one) is picked up by all of them at once. That closes the
7154 /// silent-drop class of bug: an anchor-bearing effect whose anchor is typo'd
7155 /// used to emit *nothing* (the emitter's `for … if name == anchor` loop simply
7156 /// found no match) while every shallow validator looked straight past it.
7157 ///
7158 /// # The third element is the SHAPE the site demands
7159 ///
7160 /// A reference is not only a name: `close-gate` fills and clears a region and
7161 /// `bonfire` seats a body, and until spec-0052 those two sat in one match arm
7162 /// with nothing recording the difference. The demand rides with the reference
7163 /// so that a new anchor-bearing variant cannot be added without stating what
7164 /// it does with the anchor — the same reason this is one authority and not
7165 /// three walks.
7166 ///
7167 /// **A demand is stated only where the shape is structurally required**, and
7168 /// the line is drawn where this engine's own `DW0845` already draws it — *a
7169 /// region is not a place to stand*:
7170 ///
7171 /// * [`StationKind::Gate`] where the verb cannot function without a region
7172 /// that seals and clears: the two gate verbs. A point is not a gate, and
7173 /// `gate_region_block_any` finds nothing for one.
7174 /// * [`StationKind::Point`] where a **body is put**: a checkpoint seat, a
7175 /// bonfire, a `move-npc`/`move-actor` destination, a `teleport`
7176 /// destination. A body cannot stand inside bars.
7177 /// * `None` wherever a reference merely names a **location** — every
7178 /// anchor-centred volume's centre, every camera field, a `set-block`, a
7179 /// `play-sound`. A gate region's own corner is a perfectly good answer
7180 /// there, and refusing it would refuse correct content.
7181 ///
7182 /// That last case is not a gap left for later. An earlier draft of this rule
7183 /// demanded a point at every non-gate site, and the gallery refused to
7184 /// compile: `trigger/east-door-wrong-side` is a `use` trigger sitting on the
7185 /// very `anchor/seam-…` of a barred door so that it can say "the east door
7186 /// does not open from this side". A check that resolves against a smaller
7187 /// world than the campaign has refuses CONTENT, which is the lesson `DW0343`
7188 /// carries three files away.
7189 pub fn anchor_refs(&self) -> Vec<(String, &AnchorId, Option<StationKind>)> {
7190 // Every camera field is a point: a shot flies through cells and looks at
7191 // one.
7192 /// `(suffix, anchor, kind)` for a shot's own anchor-bearing fields, under `base`.
7193 fn shot_refs<'a>(
7194 base: &str,
7195 shot: &'a CameraShot,
7196 ) -> Vec<(String, &'a AnchorId, Option<StationKind>)> {
7197 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shot
7198 .path
7199 .iter()
7200 .enumerate()
7201 .map(|(j, w)| (format!("{base}path/{j}/anchor"), &w.anchor, None))
7202 .collect();
7203 if let Some(t) = &shot.look_at {
7204 out.push((format!("{base}look_at/anchor"), &t.anchor, None));
7205 }
7206 for (field, subject) in [("subject", &shot.subject), ("subject_b", &shot.subject_b)] {
7207 if let Some(CameraSubject::Anchor(s)) = subject {
7208 out.push((format!("{base}{field}/anchor"), &s.anchor, None));
7209 }
7210 }
7211 out
7212 }
7213 match self {
7214 // The two gate verbs address a REGION that seals and clears; the
7215 // three below them seat or write at a cell. They shared an arm until
7216 // the demand had somewhere to be written down.
7217 QuestEffect::OpenGate { anchor, .. } | QuestEffect::CloseGate { anchor, .. } => {
7218 vec![("anchor".to_string(), anchor, Some(StationKind::Gate))]
7219 }
7220 // A checkpoint and a bonfire are **respawn seats** — a body is put
7221 // there, so a region is not one. `set-block` writes a block at a
7222 // cell, which names a location and seats nothing.
7223 QuestEffect::SetCheckpoint { anchor, .. } | QuestEffect::Bonfire { anchor, .. } => {
7224 vec![("anchor".to_string(), anchor, Some(StationKind::Point))]
7225 }
7226 QuestEffect::SetBlock { anchor, .. } => {
7227 vec![("anchor".to_string(), anchor, None)]
7228 }
7229 QuestEffect::MoveNpc { to_anchor, .. } | QuestEffect::MoveActor { to_anchor, .. } => {
7230 vec![("to_anchor".to_string(), to_anchor, Some(StationKind::Point))]
7231 }
7232 // The `in` filter is one capability on three verbs, so it registers
7233 // once: `damage-players` (v0.6) and the v0.10 status-effect pair.
7234 QuestEffect::DamagePlayers {
7235 within: Some(zone), ..
7236 }
7237 | QuestEffect::GiveEffect {
7238 within: Some(zone), ..
7239 }
7240 | QuestEffect::ClearEffect {
7241 within: Some(zone), ..
7242 } => vec![("in/anchor".to_string(), &zone.anchor, None)],
7243 // Both of a `teleport`'s anchors are load-bearing — the source volume
7244 // decides WHAT moves and the destination decides WHERE — so a typo in
7245 // either is a dangling reference (`DW0142`), never a silently
7246 // zero-cell volume or a dropped command.
7247 QuestEffect::Teleport { from, to, .. } => vec![
7248 ("from/anchor".to_string(), &from.anchor, None),
7249 ("to".to_string(), to, Some(StationKind::Point)),
7250 ],
7251 QuestEffect::BeginStealth { zones, .. } => zones
7252 .iter()
7253 .enumerate()
7254 .map(|(i, z)| (format!("zones/{i}/anchor"), &z.anchor, None))
7255 .collect(),
7256 QuestEffect::PlaySound {
7257 at: Some(SoundAt::Anchor { anchor }),
7258 ..
7259 } => vec![("at/anchor".to_string(), anchor, None)],
7260 // spec-0022 trap-payload verbs. Both anchors of a `volley` are
7261 // load-bearing for the coverage proof, so both register here — a
7262 // typo'd `kill_zone` must be a dangling-reference error, never a
7263 // silently zero-cell (and therefore vacuously "covered") volley.
7264 QuestEffect::Volley {
7265 from_anchor,
7266 kill_zone,
7267 ..
7268 } => vec![
7269 ("from_anchor".to_string(), from_anchor, None),
7270 ("kill_zone/anchor".to_string(), &kill_zone.anchor, None),
7271 ],
7272 QuestEffect::Collapse { region_anchor, .. } => {
7273 vec![(
7274 "region_anchor/anchor".to_string(),
7275 ®ion_anchor.anchor,
7276 None,
7277 )]
7278 }
7279 // The v0.10 region writes: the box's anchor is load-bearing for both
7280 // the emission and the completability model, so a typo'd one must be a
7281 // dangling-reference error (`DW0142`/`DW0355`), never a silently
7282 // unwritten — and therefore vacuously proven — region.
7283 QuestEffect::FillRegion { region, .. } | QuestEffect::ClearRegion { region, .. } => {
7284 vec![("region/anchor".to_string(), ®ion.anchor, None)]
7285 }
7286 // Both cutscene spellings (`DW0199` polices mixing them): the v0.6
7287 // multi-shot list, or the v0.4 single-shot fields flattened at the
7288 // effect's own level.
7289 QuestEffect::Cutscene {
7290 shots,
7291 path,
7292 look_at,
7293 ..
7294 } => {
7295 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shots
7296 .iter()
7297 .enumerate()
7298 .flat_map(|(i, s)| shot_refs(&format!("shots/{i}/"), s))
7299 .collect();
7300 out.extend(
7301 path.iter()
7302 .enumerate()
7303 .map(|(j, w)| (format!("path/{j}/anchor"), &w.anchor, None)),
7304 );
7305 if let Some(t) = look_at {
7306 out.push(("look_at/anchor".to_string(), &t.anchor, None));
7307 }
7308 out
7309 }
7310 _ => Vec::new(),
7311 }
7312 }
7313
7314 /// The `cutscene` camera subject if this is a single-shot `cutscene` carrying
7315 /// the v0.6 `look_at` field.
7316 pub fn cutscene_look_at(&self) -> Option<&CameraTarget> {
7317 match self {
7318 QuestEffect::Cutscene { look_at, .. } => look_at.as_ref(),
7319 _ => None,
7320 }
7321 }
7322
7323 /// `true` if this is a `cutscene` written in the v0.6 multi-shot form
7324 ///.
7325 pub fn cutscene_multi_shot(&self) -> bool {
7326 matches!(self, QuestEffect::Cutscene { shots, .. } if !shots.is_empty())
7327 }
7328
7329 /// The normalized shot list of a `cutscene`, whichever spelling was used: the
7330 /// v0.6 `shots` list as-is, or the v0.4 `path`/`seconds`/`look_at` fields as a
7331 /// single shot. `None` for a non-cutscene effect; an empty list for a cutscene
7332 /// whose shape is invalid (`DW0199` reports that).
7333 pub fn cutscene_shots(&self) -> Option<Vec<CameraShot>> {
7334 match self {
7335 QuestEffect::Cutscene {
7336 shots,
7337 path,
7338 seconds,
7339 look_at,
7340 ..
7341 } => {
7342 if !shots.is_empty() {
7343 return Some(shots.clone());
7344 }
7345 match seconds {
7346 Some(secs) => Some(vec![CameraShot {
7347 path: path.clone(),
7348 seconds: Some(*secs),
7349 look_at: look_at.clone(),
7350 shot_style: None,
7351 subject: None,
7352 subject_b: None,
7353 dist: None,
7354 degrees: None,
7355 bearing: None,
7356 }]),
7357 None => Some(Vec::new()),
7358 }
7359 }
7360 _ => None,
7361 }
7362 }
7363
7364 /// `true` if this is a `narrate` carrying the `art` style (glyph-checked
7365 /// `DW0328`).
7366 pub fn narrate_art(&self) -> bool {
7367 matches!(
7368 self,
7369 QuestEffect::Narrate {
7370 style: Some(NarrateStyle::Art),
7371 ..
7372 }
7373 )
7374 }
7375
7376 /// The `narrate` line's text if this is a `narrate` with the `art` style.
7377 pub fn narrate_art_text(&self) -> Option<&str> {
7378 match self {
7379 QuestEffect::Narrate {
7380 text,
7381 style: Some(NarrateStyle::Art),
7382 ..
7383 } => Some(text.as_str()),
7384 _ => None,
7385 }
7386 }
7387
7388 /// The `narrate` line's style and text if this is a `narrate` rendered **on
7389 /// screen** — `title`, `subtitle` or `art` — rather than in chat. These are the
7390 /// styles vanilla draws centred and unwrapped, so their rendered width is
7391 /// length-checked against the screen (`DW0330`); `chat` scrolls and wraps, so it
7392 /// is exempt.
7393 pub fn narrate_on_screen(&self) -> Option<(NarrateStyle, &str)> {
7394 match self {
7395 QuestEffect::Narrate {
7396 text,
7397 style: Some(s),
7398 ..
7399 } if matches!(
7400 s,
7401 NarrateStyle::Title | NarrateStyle::Subtitle | NarrateStyle::Art
7402 ) =>
7403 {
7404 Some((*s, text.as_str()))
7405 }
7406 _ => None,
7407 }
7408 }
7409
7410 /// Every vanilla sound-event id this effect references, for registry
7411 /// validation (`DW0326`): a `play-sound`'s `sound`, and a `narrate`'s optional
7412 /// `sound`. Returns `(subpath, id)` pairs where `subpath` locates the field
7413 /// within the effect (e.g. `sound`).
7414 pub fn sound_refs(&self) -> Vec<(&'static str, &str)> {
7415 match self {
7416 QuestEffect::PlaySound { sound, .. } => vec![("sound", sound.as_str())],
7417 QuestEffect::Narrate { sound: Some(s), .. } => vec![("sound", s.as_str())],
7418 _ => Vec::new(),
7419 }
7420 }
7421
7422 /// The `play-sound` `at: actor` id, if this effect is a `play-sound`
7423 /// targeting an actor (rejected `DW0335`).
7424 pub fn play_sound_actor(&self) -> Option<&str> {
7425 match self {
7426 QuestEffect::PlaySound {
7427 at: Some(SoundAt::Actor { actor }),
7428 ..
7429 } => Some(actor.as_str()),
7430 _ => None,
7431 }
7432 }
7433
7434 /// The per-effect flag gate (DSL v0.6): flags that must ALL be set
7435 /// (per player) for this effect to fire. Empty for an ungated effect and for
7436 /// the verbs that are not per-effect gatable — terminal `campaign-complete`
7437 /// and the party/session-global `set-checkpoint` / `begin-stealth` /
7438 /// `end-stealth`. Emission wraps a gated effect's commands in a per-player
7439 /// `execute if score @s dw.f_<flag> matches 1` guard.
7440 pub fn requires_flags(&self) -> &[FlagId] {
7441 match self {
7442 QuestEffect::OpenGate { requires_flags, .. }
7443 | QuestEffect::CloseGate { requires_flags, .. }
7444 | QuestEffect::GiveItem { requires_flags, .. }
7445 | QuestEffect::SetFlag { requires_flags, .. }
7446 | QuestEffect::SetState { requires_flags, .. }
7447 | QuestEffect::AddState { requires_flags, .. }
7448 | QuestEffect::ClearState { requires_flags, .. }
7449 | QuestEffect::DropStake { requires_flags, .. }
7450 | QuestEffect::SpawnWave { requires_flags, .. }
7451 | QuestEffect::Narrate { requires_flags, .. }
7452 | QuestEffect::SetBlock { requires_flags, .. }
7453 | QuestEffect::DespawnNpc { requires_flags, .. }
7454 | QuestEffect::MoveNpc { requires_flags, .. }
7455 | QuestEffect::Cutscene { requires_flags, .. }
7456 | QuestEffect::SetTime { requires_flags, .. }
7457 | QuestEffect::SetWeather { requires_flags, .. }
7458 | QuestEffect::PlaySound { requires_flags, .. }
7459 | QuestEffect::DamagePlayers { requires_flags, .. }
7460 | QuestEffect::FillRegion { requires_flags, .. }
7461 | QuestEffect::ClearRegion { requires_flags, .. }
7462 | QuestEffect::OpenWay { requires_flags, .. }
7463 | QuestEffect::Volley { requires_flags, .. }
7464 | QuestEffect::Collapse { requires_flags, .. }
7465 | QuestEffect::GiveEffect { requires_flags, .. }
7466 | QuestEffect::ClearEffect { requires_flags, .. }
7467 | QuestEffect::Teleport { requires_flags, .. } => requires_flags,
7468 // Terminal / party- or session-global verbs are not per-effect
7469 // gatable: `campaign-complete` is terminal; `set-checkpoint`
7470 // (`spawnpoint @a`) / `begin-stealth` / `end-stealth` are party-wide
7471 // session state; and the actor staging verbs (`spawn-actor` /
7472 // `despawn-actor` / `move-actor` / `unleash-actor` / `sequence`) and
7473 // `spawn-npc` are world-global staging — none are per-player `@s`
7474 // effects. Gate these at the objective / dialogue-option level instead.
7475 QuestEffect::CampaignComplete { .. }
7476 | QuestEffect::SpawnNpc { .. }
7477 | QuestEffect::SetCheckpoint { .. }
7478 | QuestEffect::Bonfire { .. }
7479 | QuestEffect::BeginStealth { .. }
7480 | QuestEffect::EndStealth
7481 | QuestEffect::SpawnActor { .. }
7482 | QuestEffect::DespawnActor { .. }
7483 | QuestEffect::MoveActor { .. }
7484 | QuestEffect::UnleashActor { .. }
7485 | QuestEffect::Sequence { .. } => &[],
7486 }
7487 }
7488
7489 /// The per-effect **negative** flag gate (DSL v0.6): flags whose being set
7490 /// (per player) **suppresses** this effect — the dual of
7491 /// [`QuestEffect::requires_flags`], accepted on exactly the same verbs.
7492 /// Emission wraps a gated effect's commands in a per-player
7493 /// `execute unless score @s dw.f_<flag> matches 1` guard, so an unset score
7494 /// counts as "not set" (flag scores are never pre-initialized). Empty for an
7495 /// ungated effect and for the verbs that are not per-effect gatable (see
7496 /// `requires_flags`).
7497 pub fn forbids_flags(&self) -> &[FlagId] {
7498 match self {
7499 QuestEffect::OpenGate { forbids_flags, .. }
7500 | QuestEffect::CloseGate { forbids_flags, .. }
7501 | QuestEffect::GiveItem { forbids_flags, .. }
7502 | QuestEffect::SetFlag { forbids_flags, .. }
7503 | QuestEffect::SetState { forbids_flags, .. }
7504 | QuestEffect::AddState { forbids_flags, .. }
7505 | QuestEffect::ClearState { forbids_flags, .. }
7506 | QuestEffect::DropStake { forbids_flags, .. }
7507 | QuestEffect::SpawnWave { forbids_flags, .. }
7508 | QuestEffect::Narrate { forbids_flags, .. }
7509 | QuestEffect::SetBlock { forbids_flags, .. }
7510 | QuestEffect::DespawnNpc { forbids_flags, .. }
7511 | QuestEffect::MoveNpc { forbids_flags, .. }
7512 | QuestEffect::Cutscene { forbids_flags, .. }
7513 | QuestEffect::SetTime { forbids_flags, .. }
7514 | QuestEffect::SetWeather { forbids_flags, .. }
7515 | QuestEffect::PlaySound { forbids_flags, .. }
7516 | QuestEffect::DamagePlayers { forbids_flags, .. }
7517 | QuestEffect::FillRegion { forbids_flags, .. }
7518 | QuestEffect::ClearRegion { forbids_flags, .. }
7519 | QuestEffect::OpenWay { forbids_flags, .. }
7520 | QuestEffect::Volley { forbids_flags, .. }
7521 | QuestEffect::Collapse { forbids_flags, .. }
7522 | QuestEffect::GiveEffect { forbids_flags, .. }
7523 | QuestEffect::ClearEffect { forbids_flags, .. }
7524 | QuestEffect::Teleport { forbids_flags, .. } => forbids_flags,
7525 QuestEffect::CampaignComplete { .. }
7526 | QuestEffect::SpawnNpc { .. }
7527 | QuestEffect::SetCheckpoint { .. }
7528 | QuestEffect::Bonfire { .. }
7529 | QuestEffect::BeginStealth { .. }
7530 | QuestEffect::EndStealth
7531 | QuestEffect::SpawnActor { .. }
7532 | QuestEffect::DespawnActor { .. }
7533 | QuestEffect::MoveActor { .. }
7534 | QuestEffect::UnleashActor { .. }
7535 | QuestEffect::Sequence { .. } => &[],
7536 }
7537 }
7538
7539 /// The numeric gate terms (DSL v0.10, spec-0031), accepted on exactly the
7540 /// verbs the flag pair is accepted on — it is one gate with three fields, not
7541 /// a fourth mechanism. The ten verbs that carry no flag gate carry no
7542 /// comparison either; when they gain one they gain all three together
7543 /// (`tools/check-capability-ownership.py`, `MODIFIER_HOLES`).
7544 pub fn requires_state(&self) -> &[StateCompare] {
7545 match self {
7546 QuestEffect::OpenGate { requires_state, .. }
7547 | QuestEffect::CloseGate { requires_state, .. }
7548 | QuestEffect::GiveItem { requires_state, .. }
7549 | QuestEffect::SetFlag { requires_state, .. }
7550 | QuestEffect::SetState { requires_state, .. }
7551 | QuestEffect::AddState { requires_state, .. }
7552 | QuestEffect::ClearState { requires_state, .. }
7553 | QuestEffect::DropStake { requires_state, .. }
7554 | QuestEffect::SpawnWave { requires_state, .. }
7555 | QuestEffect::Narrate { requires_state, .. }
7556 | QuestEffect::SetBlock { requires_state, .. }
7557 | QuestEffect::DespawnNpc { requires_state, .. }
7558 | QuestEffect::MoveNpc { requires_state, .. }
7559 | QuestEffect::Cutscene { requires_state, .. }
7560 | QuestEffect::SetTime { requires_state, .. }
7561 | QuestEffect::SetWeather { requires_state, .. }
7562 | QuestEffect::PlaySound { requires_state, .. }
7563 | QuestEffect::DamagePlayers { requires_state, .. }
7564 | QuestEffect::FillRegion { requires_state, .. }
7565 | QuestEffect::ClearRegion { requires_state, .. }
7566 | QuestEffect::OpenWay { requires_state, .. }
7567 | QuestEffect::Volley { requires_state, .. }
7568 | QuestEffect::Collapse { requires_state, .. }
7569 | QuestEffect::GiveEffect { requires_state, .. }
7570 | QuestEffect::ClearEffect { requires_state, .. }
7571 | QuestEffect::Teleport { requires_state, .. } => requires_state,
7572 QuestEffect::CampaignComplete { .. }
7573 | QuestEffect::SpawnNpc { .. }
7574 | QuestEffect::SetCheckpoint { .. }
7575 | QuestEffect::Bonfire { .. }
7576 | QuestEffect::BeginStealth { .. }
7577 | QuestEffect::EndStealth
7578 | QuestEffect::SpawnActor { .. }
7579 | QuestEffect::DespawnActor { .. }
7580 | QuestEffect::MoveActor { .. }
7581 | QuestEffect::UnleashActor { .. }
7582 | QuestEffect::Sequence { .. } => &[],
7583 }
7584 }
7585
7586 /// The datum this effect writes and how, if it is one of the DSL v0.10 state
7587 /// verbs (`set-state` / `add-state` / `clear-state`).
7588 pub fn writes_state(&self) -> Option<(&StateId, StateWrite)> {
7589 match self {
7590 QuestEffect::SetState { state, value, .. } => Some((state, StateWrite::Set(*value))),
7591 QuestEffect::AddState { state, amount, .. } => Some((state, StateWrite::Add(*amount))),
7592 QuestEffect::ClearState { state, .. } => Some((state, StateWrite::Clear)),
7593 _ => None,
7594 }
7595 }
7596
7597 /// The `on_arrive` bundle if this is a `move-npc` carrying one (DSL v0.6;
7598 /// parity with `move-actor`). `None` for a bare `move-npc` and every other
7599 /// effect.
7600 pub fn move_npc_on_arrive(&self) -> Option<&[QuestEffect]> {
7601 match self {
7602 QuestEffect::MoveNpc { on_arrive, .. } if !on_arrive.is_empty() => {
7603 Some(on_arrive.as_slice())
7604 }
7605 _ => None,
7606 }
7607 }
7608
7609 /// The actor id this effect targets, if it is one of the actor staging effects
7610 /// (`spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`). `sequence` has
7611 /// no single actor (its nested effects each carry their own).
7612 pub fn actor_ref(&self) -> Option<&ActorId> {
7613 match self {
7614 QuestEffect::SpawnActor { actor, .. }
7615 | QuestEffect::DespawnActor { actor, .. }
7616 | QuestEffect::MoveActor { actor, .. }
7617 | QuestEffect::UnleashActor { actor, .. } => Some(actor),
7618 _ => None,
7619 }
7620 }
7621
7622 /// Every vanilla **status-effect** id this effect names, for registry
7623 /// validation (`DW0192`) — the sibling of [`Self::sound_refs`] and the single
7624 /// authority on the status-effect-bearing verb surface. `(subpath, id)`
7625 /// pairs; empty for a `clear-effect` that names none (which clears all).
7626 pub fn status_effect_refs(&self) -> Vec<(&'static str, &str)> {
7627 match self {
7628 QuestEffect::GiveEffect { effect, .. } => vec![("effect", effect.as_str())],
7629 QuestEffect::ClearEffect {
7630 effect: Some(e), ..
7631 } => vec![("effect", e.as_str())],
7632 _ => Vec::new(),
7633 }
7634 }
7635
7636 /// `(effect, seconds, amplifier, hide_particles, in)` if this is a
7637 /// `give-effect` (DSL v0.10), with the documented defaults already applied.
7638 pub fn give_effect(&self) -> Option<(&str, u32, u32, bool, Option<&StealthZone>)> {
7639 match self {
7640 QuestEffect::GiveEffect {
7641 effect,
7642 seconds,
7643 amplifier,
7644 hide_particles,
7645 within,
7646 ..
7647 } => Some((
7648 effect.as_str(),
7649 *seconds,
7650 amplifier.unwrap_or(0),
7651 hide_particles.unwrap_or(false),
7652 within.as_ref(),
7653 )),
7654 _ => None,
7655 }
7656 }
7657
7658 /// `(effect, in)` if this is a `clear-effect` (DSL v0.10). The effect is
7659 /// `None` for the clear-everything form, exactly as vanilla spells it.
7660 pub fn clear_effect(&self) -> Option<(Option<&str>, Option<&StealthZone>)> {
7661 match self {
7662 QuestEffect::ClearEffect { effect, within, .. } => {
7663 Some((effect.as_deref(), within.as_ref()))
7664 }
7665 _ => None,
7666 }
7667 }
7668
7669 /// `(from, to)` if this is a `teleport` (DSL v0.10): the source volume and
7670 /// the destination anchor.
7671 pub fn teleport(&self) -> Option<(&StealthZone, &AnchorId)> {
7672 match self {
7673 QuestEffect::Teleport { from, to, .. } => Some((from, to)),
7674 _ => None,
7675 }
7676 }
7677}
7678
7679// ---------------------------------------------------------------------------
7680// Stage 7 — world-edits (the map editor edit script, DSL v0.6, spec-0017)
7681// ---------------------------------------------------------------------------
7682
7683/// Stage 7 payload (optional; DSL v0.6, spec-0017): the map-editor edit script.
7684///
7685/// The artifact of record for L3 world detailing: an ordered list of edit
7686/// batches the compiler replays deterministically **after** world assembly.
7687/// The world files are never truth — same DSL + same edits + same seed →
7688/// byte-identical world (ADR-0006). A campaign without a `world-edits.json`
7689/// builds byte-identically to one from before this stage existed.
7690#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7691#[serde(deny_unknown_fields)]
7692pub struct WorldEditsContent {
7693 /// Ordered edit batches, replayed in order. After every batch the post-edit
7694 /// invariants re-prove (walkability, sealing + relight, boundary safety),
7695 /// so each batch is a valid, snapshot-reviewable world state.
7696 pub batches: Vec<EditBatch>,
7697}
7698
7699/// One edit batch: an ordered group of edit verbs applied to a single area,
7700/// checked and snapshot-rendered as a unit.
7701#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7702#[serde(deny_unknown_fields)]
7703pub struct EditBatch {
7704 /// Batch id (`batch/<kebab>`), unique in the script. Also the batch's
7705 /// snapshot name and seed-stream label — renaming a batch deliberately
7706 /// reseeds its noise.
7707 pub id: EditBatchId,
7708 /// The stage-1 area this batch edits. Frames and regions resolve against
7709 /// this area's placed pieces and anchors.
7710 pub area: AreaId,
7711 /// Authoring context (why this batch exists). Machine-ignored; **excluded**
7712 /// from l10n like `theme`/`premise`.
7713 #[serde(default, skip_serializing_if = "Option::is_none")]
7714 pub note: Option<String>,
7715 /// Ordered edit verbs. `select` defines named regions; later verbs in the
7716 /// same batch refer back to them (strictly backward, like every DSL ref).
7717 pub edits: Vec<WorldEdit>,
7718}
7719
7720/// One edit verb (spec-0017 L3). Every verb operates on named regions and every
7721/// seeded verb derives its noise stream from the campaign seed + its script
7722/// position (`edits/<batch>/<index>`) — no wall clock, no unseeded RNG.
7723#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7724#[serde(tag = "verb", rename_all = "kebab-case", deny_unknown_fields)]
7725pub enum WorldEdit {
7726 /// Define a named region (`region/<kebab>`) for later verbs in this batch.
7727 Select {
7728 /// The region name being defined (unique within the batch).
7729 name: RegionId,
7730 /// The region's shape (box, surface band, palette match, or a
7731 /// composition of earlier regions).
7732 shape: RegionShape,
7733 },
7734 /// Fill every cell of a region from a seeded palette recipe (value-noise
7735 /// keyed, so picks cluster into patches — never a uniform fill).
7736 Fill {
7737 /// The region (an earlier `select` in this batch) to fill.
7738 region: RegionId,
7739 /// The palette recipe to fill with.
7740 recipe: PaletteRecipe,
7741 },
7742 /// Like `fill`, but only rewrites cells whose current block matches one of
7743 /// `matching` (base ids; blockstate suffixes are ignored when matching).
7744 Replace {
7745 /// The region (an earlier `select` in this batch) to edit.
7746 region: RegionId,
7747 /// Base block ids to rewrite (e.g. `["minecraft:stone"]`).
7748 matching: Vec<String>,
7749 /// The palette recipe to rewrite them with.
7750 recipe: PaletteRecipe,
7751 },
7752 /// Clear a region to air. Sealing-aware: the carved region re-enters the
7753 /// sealing + relight passes and every walkability invariant re-proves.
7754 Carve {
7755 /// The region (an earlier `select` in this batch) to clear.
7756 region: RegionId,
7757 },
7758 /// Reshape terrain surface within a region (raise / lower / smooth).
7759 Morph {
7760 /// The region (an earlier `select` in this batch) whose columns to
7761 /// reshape. The region defines the footprint and where each column's
7762 /// surface is read (the highest occupied cell in the region's y-range);
7763 /// `raise`/`smooth` may add cells above the region's top — reshaping
7764 /// upward is the point — while removal only touches region cells.
7765 region: RegionId,
7766 /// The surface operation.
7767 op: MorphOp,
7768 },
7769 /// Seeded dressing scatter (spec-0017): drop weighted single-block
7770 /// dressing (flora, rocks, props) onto standable cells of a region —
7771 /// air cells with an occupied cell directly below — honoring keep-clear
7772 /// envelopes (`avoid`). Per-cell white-noise density gate (dressing wants
7773 /// speckle, not the fill verbs' clustered patches), deterministic from the
7774 /// campaign seed + script position.
7775 Scatter {
7776 /// The region (an earlier `select` in this batch) to dress.
7777 region: RegionId,
7778 /// Weighted dressing blocks (blockstate suffixes allowed).
7779 items: Vec<PaletteBlock>,
7780 /// Per-candidate placement probability in `(0, 1]`.
7781 density: f64,
7782 /// Keep-clear envelopes: earlier regions whose cells (and columns —
7783 /// matched by `(x, z)`) never receive dressing.
7784 #[serde(default, skip_serializing_if = "Vec::is_empty")]
7785 avoid: Vec<RegionId>,
7786 /// Optional minimum spacing: when set, candidates are taken in
7787 /// descending noise order and one is rejected while another accepted
7788 /// candidate is closer than this on **both** horizontal axes (the
7789 /// generators' spread rule).
7790 #[serde(default, skip_serializing_if = "Option::is_none")]
7791 spacing: Option<u32>,
7792 /// Optional cap on how many items are placed (highest-noise first).
7793 #[serde(default, skip_serializing_if = "Option::is_none")]
7794 limit: Option<u32>,
7795 },
7796 /// Structural flora (spec-0017): plant hand-shaped trees via the
7797 /// lean-or-grow canopy rules — a canopy that would reach a
7798 /// keep-clear (`avoid`) column first leans one block away from it; if that
7799 /// still covers the corridor the tree grows tall instead, arching its
7800 /// whole canopy 3 blocks above the trunk's floor. No leaf is ever sliced.
7801 Plant {
7802 /// The region (an earlier `select` in this batch) to plant in. Trunk
7803 /// cells are standable region cells (air over an occupied cell).
7804 region: RegionId,
7805 /// The tree species (canopy shape rules are per-species).
7806 tree: TreeKind,
7807 /// How many trees to plant (≥ 1; highest-noise candidates first).
7808 count: u32,
7809 /// Keep-clear envelopes: trunks never stand in these columns and
7810 /// canopies lean/grow to clear them.
7811 #[serde(default, skip_serializing_if = "Vec::is_empty")]
7812 avoid: Vec<RegionId>,
7813 /// Minimum trunk spacing (reject when closer on BOTH axes; default 4).
7814 #[serde(default, skip_serializing_if = "Option::is_none")]
7815 spacing: Option<u32>,
7816 },
7817 /// Stamp a prefab fragment (spec-0017): copy a library prefab's
7818 /// non-air cells into the world at a frame-resolved position. The fragment
7819 /// is a first-class library prefab — its provenance/license metadata is
7820 /// recorded and validated exactly like any placed prefab (ADR-0013);
7821 /// nothing outside the library can be stamped.
7822 Fragment {
7823 /// The library prefab to stamp.
7824 prefab: PrefabId,
7825 /// The frame `at` resolves in.
7826 frame: EditFrame,
7827 /// Where the fragment's local `(0, 0, 0)` lands (frame coordinates).
7828 at: [i32; 3],
7829 /// Placement rotation (default `none`), the same quarter-turn set as
7830 /// `/place template`.
7831 #[serde(default, skip_serializing_if = "Option::is_none")]
7832 rotation: Option<FragmentRotation>,
7833 },
7834 /// Explicit region relight (spec-0017, spec-0010 machinery): run the
7835 /// deterministic fixture-placement pass over ONE region and bake the
7836 /// resulting fixtures into the edit script's writes — authorial control of
7837 /// where fixtures land, instead of the whole-area pass's greedy siting.
7838 /// (The whole-area relight still re-proves after every batch either way.)
7839 Relight {
7840 /// The region (an earlier `select` in this batch) to relight: its
7841 /// reachable walkable cells are brought to `min_light`.
7842 region: RegionId,
7843 /// Fixture override; default = the area's declared `lighting.fixture`.
7844 #[serde(default, skip_serializing_if = "Option::is_none")]
7845 fixture: Option<Fixture>,
7846 /// Target light override (1..=14); default = the area's declared
7847 /// `lighting.min_light`. Required (with `fixture`) when the area
7848 /// declares no `lighting`.
7849 #[serde(default, skip_serializing_if = "Option::is_none")]
7850 min_light: Option<u8>,
7851 },
7852 /// L2 massing (spec-0017): replace a placed piece with another
7853 /// library prefab that re-mates every currently-mated socket at its exact
7854 /// world pose (any rotation; overlap-checked). Applied at **plan** time —
7855 /// the whole downstream ladder (anchors, gate reachability, assembly,
7856 /// relight, nav, L3 detailing) re-runs over the massaged layout. Massing
7857 /// verbs live in massing-only batches, ordered before every detailing
7858 /// batch.
7859 SwapPiece {
7860 /// The piece's placement index in its area's solved layout (0-based,
7861 /// entry first).
7862 piece: u32,
7863 /// The prefab the indexed piece must currently be (drift guard).
7864 prefab: PrefabId,
7865 /// The library prefab to swap in.
7866 with: PrefabId,
7867 },
7868 /// L2 massing (spec-0017): attach a new piece at a specific **open**
7869 /// (unmated) socket of an existing piece — the targeted form of the
7870 /// solver's frontier attach. The socket opens (its seal becomes a
7871 /// passage); the new piece's other sockets seal.
7872 InsertPiece {
7873 /// The host piece's placement index.
7874 at_piece: u32,
7875 /// The prefab the host piece must currently be (drift guard).
7876 prefab: PrefabId,
7877 /// The host's connector index (prefab metadata `connectors` order).
7878 socket: u32,
7879 /// The library prefab to attach.
7880 insert: PrefabId,
7881 },
7882 /// L2 massing (spec-0017): remove a **leaf** piece (exactly one
7883 /// mated socket; never the entry piece). The neighbour's socket unmates
7884 /// and re-seals. Removal shifts later placement indices — order removals
7885 /// before other index-referencing massing verbs.
7886 RemovePiece {
7887 /// The piece's placement index.
7888 piece: u32,
7889 /// The prefab the indexed piece must currently be (drift guard).
7890 prefab: PrefabId,
7891 },
7892 /// L2 massing (spec-0017): override one socket's seal — `open`
7893 /// clears the opening to a passage, `sealed` walls it up — independent of
7894 /// its mated state (sealing a mated doorway makes a wall between joined
7895 /// pieces; opening an unmated exterior socket exposes the outside, which
7896 /// the boundary-safety proof then judges).
7897 RewireSocket {
7898 /// The piece's placement index.
7899 piece: u32,
7900 /// The prefab the indexed piece must currently be (drift guard).
7901 prefab: PrefabId,
7902 /// The connector index (prefab metadata `connectors` order).
7903 socket: u32,
7904 /// The socket's new state.
7905 state: SocketState,
7906 },
7907 /// L2 massing (spec-0017): re-pick this piece from its area pool's
7908 /// compatible members (weighted, seeded from the campaign seed + this
7909 /// verb's script position — moving the verb deliberately re-rolls). The
7910 /// current prefab is excluded, so a reseed always changes the piece or
7911 /// errors loudly.
7912 ReseedPiece {
7913 /// The piece's placement index.
7914 piece: u32,
7915 /// The prefab the indexed piece must currently be (drift guard).
7916 prefab: PrefabId,
7917 },
7918}
7919
7920/// A socket seal state for `rewire-socket` (spec-0017).
7921#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7922#[serde(rename_all = "kebab-case")]
7923pub enum SocketState {
7924 /// The opening is cleared to a passage.
7925 Open,
7926 /// The opening is walled up.
7927 Sealed,
7928}
7929
7930/// A tree species for the `plant` verb (spec-0017). One species per
7931/// canopy-rule implementation; the shipped rule set is the lean-or-grow oak.
7932#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7933#[serde(rename_all = "kebab-case")]
7934pub enum TreeKind {
7935 /// Small hand-shaped oak (3–4 logs, 5-wide leaf ball) with the
7936 /// lean-or-grow corridor rules.
7937 Oak,
7938}
7939
7940/// A `fragment` stamp rotation (spec-0017) — the `/place template`
7941/// quarter-turn set.
7942#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7943#[serde(rename_all = "kebab-case")]
7944pub enum FragmentRotation {
7945 /// No rotation.
7946 None,
7947 /// 90° clockwise.
7948 Clockwise90,
7949 /// 180°.
7950 Clockwise180,
7951 /// 90° counterclockwise.
7952 Counterclockwise90,
7953}
7954
7955/// A `select` verb's shape (spec-0017): primitive shapes resolve in a declared
7956/// frame; compositions combine earlier regions of the same batch.
7957#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7958#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7959pub enum RegionShape {
7960 /// An inclusive axis-aligned box, `min`/`max` in the declared frame.
7961 Box {
7962 /// The coordinate frame `min`/`max` resolve in.
7963 frame: EditFrame,
7964 /// Inclusive minimum corner (frame coordinates).
7965 min: [i32; 3],
7966 /// Inclusive maximum corner (frame coordinates; each axis ≥ `min`).
7967 max: [i32; 3],
7968 },
7969 /// The band of cells at `from..=to` blocks relative to each column's
7970 /// terrain surface (the highest non-air cell of the column) within an
7971 /// earlier region. `from: 1, to: 3` is the 3 cells of air-space above the
7972 /// surface; `from: 0, to: 0` is the surface cells themselves; negative
7973 /// offsets reach below the surface.
7974 SurfaceBand {
7975 /// The earlier region whose columns are scanned.
7976 over: RegionId,
7977 /// Inclusive band start, relative to each column's surface y.
7978 from: i32,
7979 /// Inclusive band end (≥ `from`), relative to each column's surface y.
7980 to: i32,
7981 },
7982 /// The cells of an earlier region whose current block matches one of
7983 /// `blocks` (base ids; blockstate suffixes ignored when matching).
7984 PaletteMatch {
7985 /// The earlier region to filter.
7986 within: RegionId,
7987 /// Base block ids to match (e.g. `["minecraft:grass_block"]`).
7988 blocks: Vec<String>,
7989 },
7990 /// The union of earlier regions.
7991 Union {
7992 /// The earlier regions to unite (≥ 2).
7993 of: Vec<RegionId>,
7994 },
7995 /// The intersection of earlier regions.
7996 Intersect {
7997 /// The earlier regions to intersect (≥ 2).
7998 of: Vec<RegionId>,
7999 },
8000 /// An earlier region minus other earlier regions.
8001 Subtract {
8002 /// The earlier region to start from.
8003 base: RegionId,
8004 /// The earlier regions to remove from it (≥ 1).
8005 remove: Vec<RegionId>,
8006 },
8007}
8008
8009/// The coordinate frame a primitive [`RegionShape`] resolves in (spec-0017):
8010/// piece-local or anchor-relative — never raw world coordinates, so an edit
8011/// script survives a layout's world placement moving.
8012#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8013#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
8014pub enum EditFrame {
8015 /// The local frame of a placed piece of the batch's area: `[0, 0, 0]` is
8016 /// the piece's structure origin, axes as authored (the compiler applies
8017 /// the piece's placed rotation).
8018 PieceLocal {
8019 /// The piece's placement index in the area's solved layout (0-based,
8020 /// entry piece first — the order `delvec snapshot`'s manifest lists).
8021 piece: u32,
8022 /// The prefab the indexed piece must be (a drift guard: if a re-solve
8023 /// changed the layout, the mismatch is a loud compile error, never a
8024 /// silently misplaced edit).
8025 prefab: PrefabId,
8026 },
8027 /// Relative to a resolved anchor of the batch's area: `[0, 0, 0]` is the
8028 /// anchor cell, axes world-aligned.
8029 AnchorRelative {
8030 /// The anchor (prefab metadata, resolved by the compiler).
8031 anchor: AnchorId,
8032 },
8033}
8034
8035/// A surface operation for the `morph` verb (spec-0017).
8036#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8037#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
8038pub enum MorphOp {
8039 /// Raise each column's surface by up to `by` blocks, drawing the added
8040 /// cells from `recipe` (value-noise keyed per cell, so a raised band reads
8041 /// as natural strata, not an extruded slab).
8042 Raise {
8043 /// How many blocks to raise each column (≥ 1).
8044 by: u32,
8045 /// The palette recipe for the added cells.
8046 recipe: PaletteRecipe,
8047 },
8048 /// Lower each column's surface by up to `by` blocks (carving the topmost
8049 /// solid cells to air).
8050 Lower {
8051 /// How many blocks to lower each column (≥ 1).
8052 by: u32,
8053 },
8054 /// Relax each column's surface toward the mean of its cardinal neighbours
8055 /// (one block per pass), turning steps into slopes. Added cells draw from
8056 /// `recipe`; removed cells carve to air. Deterministic double-buffered
8057 /// passes in fixed scan order.
8058 Smooth {
8059 /// Relaxation passes (≥ 1).
8060 passes: u32,
8061 /// The palette recipe for cells a pass adds.
8062 recipe: PaletteRecipe,
8063 },
8064}
8065
8066/// A seeded palette recipe (spec-0017): weighted blocks picked per cell by a
8067/// smooth value-noise sample, the island/cave generators' proven primitive —
8068/// picks cluster into strata/patches instead of per-cell speckle, and a
8069/// single-entry recipe is the degenerate (discouraged) uniform case.
8070#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8071#[serde(deny_unknown_fields)]
8072pub struct PaletteRecipe {
8073 /// Weighted palette entries (≥ 1; ≥ 2 for any visible surface).
8074 pub blocks: Vec<PaletteBlock>,
8075 /// Noise frequency in blocks⁻¹ (default `0.35` — patches a few blocks
8076 /// across). Larger = smaller patches. Must be finite and > 0.
8077 #[serde(default, skip_serializing_if = "Option::is_none")]
8078 pub scale: Option<f64>,
8079}
8080
8081/// One weighted entry of a [`PaletteRecipe`].
8082#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8083#[serde(deny_unknown_fields)]
8084pub struct PaletteBlock {
8085 /// Vanilla block id (validated against the pinned 1.21.11 registry), with
8086 /// an optional verbatim blockstate suffix (`minecraft:oak_leaves[persistent=true]`).
8087 pub block: String,
8088 /// Relative weight (finite, > 0).
8089 pub weight: f64,
8090}
8091
8092/// Where in the campaign one effect sits — the attribution every per-branch
8093/// proof and the branch chronicle need (spec-0025).
8094#[derive(Clone, Debug, PartialEq, Eq)]
8095pub enum EffectSite {
8096 /// A quest's `on_objective_complete[<objective>]` bundle.
8097 Objective {
8098 /// The owning quest.
8099 quest: String,
8100 /// The objective whose completion fires the bundle.
8101 objective: String,
8102 },
8103 /// A quest's `on_complete` bundle.
8104 QuestComplete {
8105 /// The owning quest.
8106 quest: String,
8107 },
8108 /// An environment trigger's `effects` bundle — ambient, no DAG position.
8109 Trigger {
8110 /// The trigger id.
8111 trigger: String,
8112 },
8113 /// A trap's spec-0022 `payload` bundle — ambient, no DAG position.
8114 Trap {
8115 /// The trap id.
8116 trap: String,
8117 },
8118 /// A **dialogue option's** `set-checkpoint` `on_respawn` bundle — ambient, no
8119 /// DAG position, and the only site that does not live in the quests stage.
8120 ///
8121 /// This variant did not exist until the effect-root sweep, and its absence was
8122 /// load-bearing: `EffectSite` had no way to *represent* a dialogue-hosted
8123 /// bundle, so the four proofs that walk [`for_each_campaign_effect`]
8124 /// (`combat::actor_beats`, `validate::difficulty_checks`,
8125 /// `daylight::fightable_actor`, `nav::actor_fights`) could not have seen root 5
8126 /// even if their authors had thought of it. Widening the type is what let the
8127 /// walk widen.
8128 DialogueRespawn {
8129 /// The NPC whose dialogue tree hosts the option.
8130 npc: String,
8131 /// The node the option sits under.
8132 node: String,
8133 },
8134 /// A `shortcuts[].on_unlock` bundle (spec-0016 §2) — ambient, no DAG
8135 /// position, and the sixth root: representable here only since spec-0031, for
8136 /// exactly the reason [`EffectSite::DialogueRespawn`] records above.
8137 ShortcutUnlock {
8138 /// The shortcut id.
8139 shortcut: String,
8140 },
8141 /// A `shops[].offers[].effects` bundle (DSL v0.10, spec-0032) — ambient, no
8142 /// DAG position: nobody is forced to buy anything.
8143 ShopOffer {
8144 /// The shop id.
8145 shop: String,
8146 /// The offer's index within that shop, which is also its button order.
8147 offer: usize,
8148 },
8149 /// The campaign's `on_death` bundle (spec-0031) — ambient, no DAG position,
8150 /// and no owning object: there is one per campaign.
8151 OnDeath,
8152}
8153
8154impl EffectSite {
8155 /// The quest this site belongs to, if it has a DAG position at all.
8156 ///
8157 /// **This `Option` is the capability, and it is on the enum rather than on the
8158 /// variants that happen to have a quest.** Only two of the eight sites name a
8159 /// quest, because only two of the eight roots HAVE a DAG position: an ambient
8160 /// root — a trigger, a trap payload, a dialogue `on_respawn`, a shortcut's
8161 /// `on_unlock`, the campaign's `on_death`, a shop offer — fires at a moment no
8162 /// static model can order, and inventing a quest for one would be exactly the
8163 /// over-attribution the completability model must not make. Asking the question
8164 /// of every variant and getting an honest `None` is the lift;
8165 /// `tools/check-capability-ownership.py` check D asked for it while the field
8166 /// was still cross-cutting, and spec-0032's eighth site took it below that
8167 /// threshold, so the reasoning lives here now rather than in an exemption.
8168 pub fn quest(&self) -> Option<&str> {
8169 match self {
8170 EffectSite::Objective { quest, .. } | EffectSite::QuestComplete { quest } => {
8171 Some(quest)
8172 }
8173 EffectSite::Trigger { .. }
8174 | EffectSite::Trap { .. }
8175 | EffectSite::DialogueRespawn { .. }
8176 | EffectSite::ShortcutUnlock { .. }
8177 | EffectSite::ShopOffer { .. }
8178 | EffectSite::OnDeath => None,
8179 }
8180 }
8181}
8182
8183/// Visit **every** effect the compiler can lower — at every one of the five
8184/// effect roots, top-level and transitively nested — in a fixed deterministic
8185/// order, invoking `f(json_pointer, site, effect)`.
8186///
8187/// The roots come from [`crate::effects::for_each_effect_root`], the single
8188/// enumeration; nesting is descended through the single
8189/// [`QuestEffect::nested_effect_lists_labeled`] authority. Neither axis is
8190/// enumerated here, which is the point: this walk used to hand-list four of the
8191/// five roots (it had no `EffectSite` variant for the fifth), so every proof
8192/// defined in terms of it inherited that blind spot.
8193pub fn for_each_campaign_effect<'a>(
8194 c: &'a crate::envelope::Campaign,
8195 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
8196) {
8197 crate::effects::for_each_effect_root(c, &mut |root, list| {
8198 let site = match root.owner {
8199 crate::effects::EffectRootOwner::ObjectiveComplete { quest, objective } => {
8200 EffectSite::Objective {
8201 quest: quest.id.as_str().to_string(),
8202 objective: objective.to_string(),
8203 }
8204 }
8205 crate::effects::EffectRootOwner::QuestComplete { quest } => EffectSite::QuestComplete {
8206 quest: quest.id.as_str().to_string(),
8207 },
8208 crate::effects::EffectRootOwner::Trigger(t) => EffectSite::Trigger {
8209 trigger: t.id.as_str().to_string(),
8210 },
8211 crate::effects::EffectRootOwner::TrapPayload(t) => EffectSite::Trap {
8212 trap: t.id.as_str().to_string(),
8213 },
8214 crate::effects::EffectRootOwner::DialogueRespawn => {
8215 // The npc and node are in the root's path; parse them back rather
8216 // than widening the root walk's owner for one consumer.
8217 let seg = |n: usize| -> String {
8218 root.path.split('/').nth(n).unwrap_or_default().to_string()
8219 };
8220 EffectSite::DialogueRespawn {
8221 npc: seg(3),
8222 node: seg(5),
8223 }
8224 }
8225 crate::effects::EffectRootOwner::ShortcutUnlock(s) => EffectSite::ShortcutUnlock {
8226 shortcut: s.id.as_str().to_string(),
8227 },
8228 crate::effects::EffectRootOwner::OnDeath => EffectSite::OnDeath,
8229 crate::effects::EffectRootOwner::ShopOffer(h) => EffectSite::ShopOffer {
8230 shop: h.id.as_str().to_string(),
8231 // The offer index is in the root's path (`…/offers/<i>/effects`),
8232 // parsed back rather than widening the owner for one consumer —
8233 // the same call the dialogue arm above makes.
8234 offer: root
8235 .path
8236 .split('/')
8237 .nth(4)
8238 .and_then(|n| n.parse().ok())
8239 .unwrap_or(0),
8240 },
8241 };
8242 for (i, eff) in list.iter().enumerate() {
8243 campaign_effect_deep(eff, &format!("{}/{i}", root.path), &site, f);
8244 }
8245 });
8246}
8247
8248fn campaign_effect_deep<'a>(
8249 eff: &'a QuestEffect,
8250 path: &str,
8251 site: &EffectSite,
8252 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
8253) {
8254 f(path, site, eff);
8255 for (pseg, _kseg, list) in eff.nested_effect_lists_labeled() {
8256 for (j, inner) in list.iter().enumerate() {
8257 campaign_effect_deep(inner, &format!("{path}/{pseg}/{j}"), site, f);
8258 }
8259 }
8260}
8261
8262// ---------------------------------------------------------------------------
8263// The spine authority (`QuestPlanContent::spine`)
8264// ---------------------------------------------------------------------------
8265
8266#[cfg(test)]
8267mod spine_tests {
8268 use super::QuestPlanContent;
8269
8270 /// Build a plan from `(id, deps)` pairs plus a finale. JSON rather than a
8271 /// struct literal on purpose: a field added to `PlannedQuest` later must not
8272 /// red these tests for a reason that has nothing to do with the spine.
8273 fn plan(finale: &str, quests: &[(&str, &[&str])]) -> QuestPlanContent {
8274 let quests: Vec<serde_json::Value> = quests
8275 .iter()
8276 .map(|(id, deps)| {
8277 serde_json::json!({
8278 "id": id,
8279 "goal": "g",
8280 "area": "area/keep",
8281 "npcs": [],
8282 "depends_on": deps,
8283 "mandatory": true,
8284 "act": 1,
8285 })
8286 })
8287 .collect();
8288 serde_json::from_value(serde_json::json!({
8289 "finale": finale,
8290 "quests": quests,
8291 }))
8292 .expect("plan fixture parses")
8293 }
8294
8295 fn sorted(p: &QuestPlanContent) -> Vec<String> {
8296 p.spine().into_iter().map(str::to_owned).collect()
8297 }
8298
8299 #[test]
8300 fn a_chain_is_wholly_spine() {
8301 let p = plan(
8302 "quest/c",
8303 &[
8304 ("quest/a", &[]),
8305 ("quest/b", &["quest/a"]),
8306 ("quest/c", &["quest/b"]),
8307 ],
8308 );
8309 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c"]);
8310 }
8311
8312 #[test]
8313 fn a_quest_the_finale_does_not_depend_on_is_off_the_spine() {
8314 // Exactly the `DW0132` shape: the plan does not converge, and the spine
8315 // is the half that does. The authority answers, it does not refuse — the
8316 // refusal is `validate`'s, built on this answer.
8317 let p = plan("quest/end", &[("quest/end", &[]), ("quest/side-trip", &[])]);
8318 assert_eq!(sorted(&p), ["quest/end"]);
8319 }
8320
8321 #[test]
8322 fn a_diamond_counts_the_join_once() {
8323 let p = plan(
8324 "quest/d",
8325 &[
8326 ("quest/a", &[]),
8327 ("quest/b", &["quest/a"]),
8328 ("quest/c", &["quest/a"]),
8329 ("quest/d", &["quest/b", "quest/c"]),
8330 ],
8331 );
8332 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c", "quest/d"]);
8333 }
8334
8335 #[test]
8336 fn a_cycle_terminates_and_yields_a_set() {
8337 // `DW0130` refuses this plan, but the authority is asked before that
8338 // verdict is known (the layout binding prints on an erroring campaign),
8339 // so it must terminate rather than hang.
8340 let p = plan(
8341 "quest/b",
8342 &[("quest/a", &["quest/b"]), ("quest/b", &["quest/a"])],
8343 );
8344 assert_eq!(sorted(&p), ["quest/a", "quest/b"]);
8345 }
8346
8347 #[test]
8348 fn a_dangling_dependency_is_reported_and_expands_no_further() {
8349 // The deliberate difference between the two derivations this function
8350 // replaced. `validate` pruned undeclared ids before walking; the
8351 // authority does not, because pruning them would make the set disagree
8352 // with the document, and naming an id the plan does not declare is
8353 // `DW0112`'s finding rather than the spine's.
8354 let p = plan("quest/end", &[("quest/end", &["quest/ghost"])]);
8355 assert_eq!(sorted(&p), ["quest/end", "quest/ghost"]);
8356 }
8357
8358 #[test]
8359 fn an_undeclared_finale_is_the_whole_spine() {
8360 // `DW0131`'s shape. The answer is honest about the document: nothing the
8361 // plan declares is on the spine of a finale it never declared.
8362 let p = plan(
8363 "quest/ghost",
8364 &[("quest/a", &[]), ("quest/b", &["quest/a"])],
8365 );
8366 assert_eq!(sorted(&p), ["quest/ghost"]);
8367 }
8368}