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 /// **The hour this delve is played at** (DSL v0.5, spec-0010; required since
68 /// spec-0061). Dimension-global; frozen by environment sealing
69 /// (`advance_time false`) so the set state persists. Affects sky attenuation
70 /// in the compiler's assembled-light model.
71 ///
72 /// **Required, and it has no default.** "This delve is played at noon" is a
73 /// design decision, and a mechanism that supplies one silently when the
74 /// author said nothing is exactly what `CLAUDE.md` forbids a primitive from
75 /// encoding — the same ruling spec-0060 §4.1 made for `walk_y`. It is also
76 /// the world half of the comparison `DW0890` makes against the approved
77 /// design's rows, so every campaign has to state it for the comparison to
78 /// have two sides. Emission is unchanged: `time set <kw>` was always
79 /// emitted, so a campaign that already declared this builds
80 /// byte-identically.
81 pub time: WorldTime,
82 /// **The weather this delve is played in** (DSL v0.5, spec-0010; required
83 /// since spec-0061). Dimension-global; frozen by environment sealing
84 /// (`advance_weather false`). Rain and thunder attenuate effective sky
85 /// brightness in the assembled-light model.
86 ///
87 /// Required, with no default, for the reason [`WorldContent::time`] gives.
88 /// Emission is unchanged: `weather <kw>` is emitted only for a declared
89 /// non-`clear` weather, because `clear` is vanilla's own state.
90 pub weather: WorldWeather,
91 /// Declared combat difficulty (DSL v0.6). Absent =
92 /// the compiler's historical derivation — `easy` when the campaign fields any
93 /// wave, `peaceful` when it fields none — which is what keeps every campaign
94 /// written before this field byte-identical. Declaring it overrides the
95 /// derivation for **both** the shipped `server.properties` and a `/difficulty`
96 /// in the sealing baseline, so the declaration also holds when the datapack is
97 /// dropped into somebody else's world.
98 ///
99 /// `peaceful` is rejected (`DW0468`). Raising difficulty changes the damage
100 /// players take — easy halves it — so combat arithmetic tuned under the old
101 /// implicit `easy` must be redone.
102 #[serde(default, skip_serializing_if = "Option::is_none")]
103 pub difficulty: Option<WorldDifficulty>,
104 /// The scenic horizon: the ground and the sky the map stands in
105 /// (spec-0026). Absent or `void` is the void world. `ocean` swaps the world
106 /// generator for a deterministic superflat sea (bedrock/stone/water, sea
107 /// level y=62) and drops the area datum to y=60 so island pieces meet the
108 /// sea at their authored waterline. `valley` rings the map in a generated
109 /// mountain annulus — the one base that builds terrain rather than picking
110 /// a generator. Either a string shorthand or the object form
111 /// `{base, …params}`; see [`Horizon`].
112 #[serde(default, skip_serializing_if = "Option::is_none")]
113 pub horizon: Option<Horizon>,
114 /// Playable-region boundary (DSL v0.6, spec-0013). When present, the compiler
115 /// derives a region from the placed geometry and a per-second clock returns any
116 /// player who leaves it to the last checkpoint. Required when `horizon` is
117 /// `ocean` (an infinite swimmable sea with no return rule is `DW0320`).
118 #[serde(default, skip_serializing_if = "Option::is_none")]
119 pub boundary: Option<Boundary>,
120 /// The closing line on the campaign-completion advancement — the last
121 /// player-visible sentence of the delve (DSL v0.6). Player-visible, so it is
122 /// l10n-inventoried as `world.outro` and sidecars translate it. Absent = the
123 /// finale quest's `goal`, which is already both campaign-derived and
124 /// inventoried; the description was previously the hardcoded English
125 /// "You left the keep." on *every* delve, whatever its theme or language.
126 #[serde(default, skip_serializing_if = "Option::is_none")]
127 pub outro: Option<String>,
128 /// The party size this delve **requires** (DSL v0.6, spec-0018). Absent = 1: a
129 /// party of one is always legal and every pre-0.6 campaign keeps that reading.
130 /// A design whose beats genuinely need `n` players — two rooms whose switches
131 /// are two arms of one AND-join — declares `min_players: n` (max 4), and the
132 /// lobby then refuses to start below it: the class-selection dialog stays shut
133 /// and the waiting players get a party-count actionbar instead.
134 ///
135 /// Progression is party state either way (spec-0018), so this is a *declaration
136 /// of intent*, not a mechanism: it makes a mandatory-n design first-class
137 /// and turns on the analyzer's n-agent division
138 /// proof. Out of `1..=4` is `DW0370`.
139 #[serde(default, skip_serializing_if = "Option::is_none")]
140 pub min_players: Option<u8>,
141}
142
143/// Who a granted item goes to (DSL v0.6, spec-0018).
144///
145/// Progression is a fact about the party, so the default for every `give-item` and
146/// every class-kit entry is **all**: a quest beat that arms the party arms all of
147/// it. `one` is the deliberate exception for a single quest prop (the wine-skin,
148/// the stake): exactly one copy enters the party, handed to the player whose action
149/// earned it, and the party passes it around physically.
150#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
151#[serde(rename_all = "kebab-case")]
152pub enum Carrier {
153 /// Every party member receives the item (the default).
154 #[default]
155 All,
156 /// Exactly one copy, to the player whose action fired the effect.
157 One,
158}
159
160/// A declared world time state (DSL v0.5, spec-0010). The sole difference from
161/// vanilla is that the daylight cycle is frozen (`advance_time false`), so a set
162/// state persists for the whole delve until a `set-time` effect cuts to another.
163///
164/// Vanilla's `/time set` primitive takes **either** one of four keywords or a raw
165/// tick count, and the tick form is the general one — so the states worth naming
166/// for a delve's pacing are not limited to the four keywords. `dusk` and `dawn`
167/// are the tick form exposed first-class, per the
168/// no-hack rule: the DSL names the beat, the compiler emits `/time set <ticks>`.
169/// Every keyword-to-tick mapping lives in exactly one table ([`WorldTime::spec`]),
170/// and the four vanilla keywords still emit their keyword verbatim, so existing
171/// campaigns are byte-identical.
172///
173/// **There is no `Default`** (spec-0061 §4). A default hour is a design decision
174/// wearing a mechanism's clothes, and `#[default] Noon` is what let a delve whose
175/// whole approved look was night build, light-check and render under a blue noon
176/// sky. Removing the impl is what makes that unwritable rather than merely
177/// discouraged: `WorldContent::time` is required, and nothing can supply an hour
178/// the author did not.
179#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
180#[serde(rename_all = "kebab-case")]
181pub enum WorldTime {
182 /// Morning daylight (`/time set day`, 1000 ticks).
183 Day,
184 /// Midday, brightest (`/time set noon`, 6000 ticks).
185 Noon,
186 /// Sunset — the sky visibly going orange and the day ending
187 /// (`/time set 12000`). Deliberately NOT 13000: that is the instant the sun
188 /// has finished setting, which is what the `night` keyword already sets, so
189 /// 13000 would make `dusk` a synonym rather than its own beat.
190 Dusk,
191 /// Night, sun fully down (`/time set night`, 13000 ticks).
192 Night,
193 /// Deep night, darkest (`/time set midnight`, 18000 ticks).
194 Midnight,
195 /// First light, just before sunrise (`/time set 23000`). Spelled `dawn`;
196 /// `sunrise` is accepted as a synonym on input.
197 #[serde(alias = "sunrise")]
198 Dawn,
199}
200
201impl WorldTime {
202 /// The single keyword/tick table: `(the /time set argument, daytime ticks)`.
203 ///
204 /// A state vanilla names keeps its keyword — the argument the compiler has
205 /// always emitted — so no shipped campaign's bytes move. A state vanilla does
206 /// not name emits the equivalent tick count, which is the same primitive.
207 const fn spec(self) -> (&'static str, i64) {
208 match self {
209 WorldTime::Day => ("day", 1000),
210 WorldTime::Noon => ("noon", 6000),
211 WorldTime::Dusk => ("12000", 12000),
212 WorldTime::Night => ("night", 13000),
213 WorldTime::Midnight => ("midnight", 18000),
214 WorldTime::Dawn => ("23000", 23000),
215 }
216 }
217
218 /// The vanilla `/time set` argument — a keyword for the four states vanilla
219 /// names, a tick count otherwise.
220 pub fn token(self) -> &'static str {
221 self.spec().0
222 }
223
224 /// The `daytime` tick value this state sets (the `time query daytime`
225 /// read-back). Vanilla constants: day=1000, noon=6000, dusk=12000 (sunset
226 /// onset), night=13000, midnight=18000, dawn=23000.
227 pub fn daytime_ticks(self) -> i64 {
228 self.spec().1
229 }
230
231 /// **The word an author writes** — this state's spelling in a document.
232 ///
233 /// Not [`WorldTime::token`], which is the `/time set` argument and is a raw
234 /// tick count for the two states vanilla does not name. A diagnostic that
235 /// asks an author to declare an hour has to say `dusk`, not `12000`: the
236 /// number is what the compiler emits and is not writable in `world.json`.
237 pub fn keyword(self) -> &'static str {
238 match self {
239 WorldTime::Day => "day",
240 WorldTime::Noon => "noon",
241 WorldTime::Dusk => "dusk",
242 WorldTime::Night => "night",
243 WorldTime::Midnight => "midnight",
244 WorldTime::Dawn => "dawn",
245 }
246 }
247}
248
249/// A declared weather state (DSL v0.5, spec-0010). Values are the vanilla
250/// `/weather` keywords; frozen (`advance_weather false`), so a set state persists.
251///
252/// **No `Default`**, for the reason [`WorldTime`] gives.
253#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
254#[serde(rename_all = "kebab-case")]
255pub enum WorldWeather {
256 /// Clear sky (`/weather clear`). Vanilla's own state, so emission writes no
257 /// `/weather` command for it.
258 Clear,
259 /// Rain (`/weather rain`).
260 Rain,
261 /// Thunderstorm (`/weather thunder`).
262 Thunder,
263}
264
265impl WorldWeather {
266 /// The word an author writes — identical to [`WorldWeather::token`] for
267 /// every state, and stated separately so a message that names a document's
268 /// vocabulary reads the document's vocabulary. See [`WorldTime::keyword`],
269 /// where the two differ.
270 pub fn keyword(self) -> &'static str {
271 self.token()
272 }
273
274 /// The vanilla `/weather` keyword.
275 pub fn token(self) -> &'static str {
276 match self {
277 WorldWeather::Clear => "clear",
278 WorldWeather::Rain => "rain",
279 WorldWeather::Thunder => "thunder",
280 }
281 }
282}
283
284/// The declared combat difficulty of the delve (DSL v0.6). Values are the
285/// vanilla `/difficulty` keywords.
286///
287/// Difficulty is the single largest lever on how hard a delve *feels*, so the
288/// campaign declares it rather than letting the compiler choose. Easy **halves
289/// incoming player damage** — `min(dmg / 2 + 1, dmg)` — so a campaign tuned
290/// under `easy` is tuned against a halved world. A campaign that
291/// raises this must redo that arithmetic.
292///
293/// [`WorldDifficulty::Peaceful`] parses but is **rejected** by validation
294/// (`DW0468`): peaceful makes the engine discard every hostile-category mob on
295/// the tick it is ticked, summoned or not, so every wave, actor and ambush in the
296/// campaign would silently vanish. It is a variant only so the compiler can say
297/// that in a diagnostic instead of a serde "unknown variant" parse error.
298#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
299#[serde(rename_all = "kebab-case")]
300pub enum WorldDifficulty {
301 /// `/difficulty easy` — the compiler's historical choice for a wave
302 /// campaign, and the default reading of an absent field. Incoming player
303 /// damage is halved (`min(dmg / 2 + 1, dmg)`).
304 #[default]
305 Easy,
306 /// `/difficulty normal` — vanilla-baseline damage. The souls-style baseline.
307 Normal,
308 /// `/difficulty hard` — amplified damage, and zombies reinforce.
309 Hard,
310 /// `/difficulty peaceful` — **always rejected** (`DW0468`). Present only so
311 /// the rejection can be a diagnostic with a rationale.
312 Peaceful,
313}
314
315impl WorldDifficulty {
316 /// The vanilla `/difficulty` keyword.
317 pub fn token(self) -> &'static str {
318 match self {
319 WorldDifficulty::Peaceful => "peaceful",
320 WorldDifficulty::Easy => "easy",
321 WorldDifficulty::Normal => "normal",
322 WorldDifficulty::Hard => "hard",
323 }
324 }
325
326 /// The vanilla `Difficulty#getId()` ordinal, which is also what the bare
327 /// `/difficulty` query command returns — the only vanilla read-back path for
328 /// the setting, and so what the generated PackTest asserts on.
329 pub fn id(self) -> i32 {
330 match self {
331 WorldDifficulty::Peaceful => 0,
332 WorldDifficulty::Easy => 1,
333 WorldDifficulty::Normal => 2,
334 WorldDifficulty::Hard => 3,
335 }
336 }
337}
338
339/// A scenic horizon (spec-0026). A horizon is a **composition of orthogonal
340/// axes**, not an enum of monoliths: a **base** — what surrounds the map — and
341/// that base's params. The field accepts a plain string shorthand
342/// ([`HorizonName`]) or the object form [`HorizonSpec`] `{base, …params}`.
343///
344/// Consumers never match this wire enum. [`Horizon::resolved`] desugars both
345/// forms into one [`ResolvedHorizon`] with the pinned defaults applied, and
346/// [`horizon_base`] answers the one question most callers have.
347#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
348#[serde(untagged)]
349pub enum Horizon {
350 /// A bare base name — `"ocean"` is exactly `{base: "ocean"}`. The two
351 /// bases that predate the horizon library were spelled this way and still
352 /// are, byte-identically; a base added since is spellable this way too,
353 /// because a base with every param at its default has nothing else to say.
354 Name(HorizonBase),
355 /// The object form `{base, …params}`.
356 Spec(HorizonSpec),
357}
358
359/// What surrounds the map.
360///
361/// **One enumeration of bases, reachable two ways.** The shorthand
362/// `horizon: "ocean"` and the object form `horizon: {base: "ocean"}` name this
363/// same variant, which is what stops a base from existing in one spelling and
364/// not the other. A separate list of "names" beside this one would be two
365/// enumerations of the same thing, and the second base added would land in
366/// whichever of them its author was looking at.
367///
368/// What is deliberately NOT here is a name that stands for a base plus a set of
369/// params. Such a name reads as a thing, and the whole claim of this design is
370/// that it is not one — it is a base with params set. A spelling that hides
371/// which params it sets makes that claim unverifiable by looking at the
372/// document, and buys a few saved keystrokes for it. Each base carries its own params on
373/// [`HorizonSpec`], and a param foreign to the declared base is refused rather
374/// than ignored.
375#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
376#[serde(rename_all = "kebab-case")]
377pub enum HorizonBase {
378 /// Void superflat; no surround. The default.
379 #[default]
380 Void,
381 /// Pinned water superflat, sea level 62; no surround.
382 Ocean,
383 /// A mountain annulus around a flat gap floor, with void ambient below the
384 /// tile skirt. The one base that generates terrain.
385 Valley,
386}
387
388impl HorizonBase {
389 /// The kebab wire name.
390 pub fn token(self) -> &'static str {
391 match self {
392 HorizonBase::Void => "void",
393 HorizonBase::Ocean => "ocean",
394 HorizonBase::Valley => "valley",
395 }
396 }
397
398 /// Whether this base generates a surround — compiler-built terrain outside
399 /// the map's own extent. `void` and `ocean` are pure ambient and build
400 /// nothing.
401 pub fn has_surround(self) -> bool {
402 matches!(self, HorizonBase::Valley)
403 }
404}
405
406/// The `horizon` object form: a `base` plus that base's params, all optional
407/// with pinned defaults ([`horizon_defaults`]).
408///
409/// The `valley` surround generator carries a second flora and a second surface
410/// palette (a cherry grove over `minecraft:cherry_grove`) and **this struct
411/// deliberately does not expose them yet.** Every engine surface owes a gallery
412/// element in the change that lands it, and the element a second flora needs is
413/// a second whole-map campaign — the surround only rings a map that DECLARES
414/// its extent (`DW0855`), so there is no two-file overlay that can write it.
415/// A surface whose element cannot land with it does not land. The shape is flat rather than
416/// per-base tagged, and a param foreign to the declared base is refused
417/// (`DW0853`) — so an `ocean` cannot quietly carry a `rim_height` that nothing
418/// reads.
419#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
420#[serde(deny_unknown_fields)]
421pub struct HorizonSpec {
422 /// The base — what surrounds the map.
423 pub base: HorizonBase,
424 /// `valley`: the surround's total footprint as a multiple of the map's, on
425 /// each axis (`2.0..=3.0`, default 2.5).
426 #[serde(default, skip_serializing_if = "Option::is_none")]
427 pub ratio: Option<f64>,
428 /// `valley`: crest height of the rim over the gap floor (`16..=128`,
429 /// default 48).
430 #[serde(default, skip_serializing_if = "Option::is_none")]
431 pub rim_height: Option<i32>,
432}
433
434/// Pinned horizon param defaults. One table, so the doc comments, the resolver
435/// and the diagnostics cannot drift.
436pub mod horizon_defaults {
437 /// `valley.ratio`.
438 pub const RATIO: f64 = 2.5;
439 /// `valley.ratio` lower bound — below 2.0 the annulus has no room for a
440 /// gap floor and a slope run both.
441 pub const RATIO_MIN: f64 = 2.0;
442 /// `valley.ratio` upper bound — above 3.0 the surround is mostly terrain a
443 /// body never reaches, at a cost that is all shipped bytes.
444 pub const RATIO_MAX: f64 = 3.0;
445 /// `valley.rim_height`.
446 pub const RIM_HEIGHT: i32 = 48;
447 /// `valley.rim_height` lower bound — a rim under 16 does not close the
448 /// horizon from a body standing on the gap floor.
449 pub const RIM_HEIGHT_MIN: i32 = 16;
450 /// `valley.rim_height` upper bound — the build range is 384 blocks tall and
451 /// the surround has to fit under whatever the map puts above it.
452 pub const RIM_HEIGHT_MAX: i32 = 128;
453}
454
455/// A horizon with both wire forms desugared and every default applied — the
456/// only view downstream code reads.
457#[derive(Clone, Copy, Debug, PartialEq)]
458pub struct ResolvedHorizon {
459 /// The base.
460 pub base: HorizonBase,
461 /// `valley.ratio`.
462 pub ratio: f64,
463 /// `valley.rim_height`.
464 pub rim_height: i32,
465}
466
467impl Default for ResolvedHorizon {
468 fn default() -> Self {
469 ResolvedHorizon {
470 base: HorizonBase::Void,
471 ratio: horizon_defaults::RATIO,
472 rim_height: horizon_defaults::RIM_HEIGHT,
473 }
474 }
475}
476
477impl ResolvedHorizon {
478 /// The resolved horizon of `base` with every param at its pinned default.
479 pub fn of_base(base: HorizonBase) -> Self {
480 ResolvedHorizon {
481 base,
482 ..Default::default()
483 }
484 }
485}
486
487impl Horizon {
488 /// Desugar either wire form to the one resolved view, defaults applied.
489 pub fn resolved(&self) -> ResolvedHorizon {
490 match self {
491 Horizon::Name(base) => ResolvedHorizon::of_base(*base),
492 Horizon::Spec(s) => ResolvedHorizon {
493 base: s.base,
494 ratio: s.ratio.unwrap_or(horizon_defaults::RATIO),
495 rim_height: s.rim_height.unwrap_or(horizon_defaults::RIM_HEIGHT),
496 },
497 }
498 }
499
500 /// The resolved base.
501 pub fn base(&self) -> HorizonBase {
502 self.resolved().base
503 }
504
505 /// True when this declaration needs the horizon-library surface: the object
506 /// form, or a bare name for a base that did not exist before it.
507 ///
508 /// The two bases that predate the library stay writable as bare names at
509 /// the version that introduced them, and their emission does not move —
510 /// which is what makes this a widening rather than a break. What is fenced
511 /// is saying something the old surface had no spelling for.
512 pub fn needs_horizon_library(&self) -> bool {
513 match self {
514 Horizon::Spec(_) => true,
515 Horizon::Name(base) => match base {
516 HorizonBase::Void | HorizonBase::Ocean => false,
517 HorizonBase::Valley => true,
518 },
519 }
520 }
521}
522
523/// The resolved base of an optional stage-1 `horizon` field — `Void` when
524/// absent. The one helper every downstream consumer (placement, the ambient
525/// model, emission) goes through, so that a new base cannot be forgotten at one
526/// of them.
527pub fn horizon_base(horizon: &Option<Horizon>) -> HorizonBase {
528 horizon.as_ref().map(|h| h.base()).unwrap_or_default()
529}
530
531/// The resolved view of an optional stage-1 `horizon` field, with defaults
532/// applied for an absent one.
533pub fn resolved_horizon(horizon: &Option<Horizon>) -> ResolvedHorizon {
534 horizon.as_ref().map(|h| h.resolved()).unwrap_or_default()
535}
536
537/// The default boundary `margin` (blocks of horizontal breathing room added
538/// around the derived region). Separate function so `serde(default = …)` and the
539/// documented literal cannot drift.
540fn default_margin() -> u16 {
541 16
542}
543
544/// A playable-region boundary declaration (DSL v0.6, spec-0013). The region
545/// itself is **derived** by the compiler (union of the final placed-piece AABBs,
546/// inflated horizontally by `margin`, unbounded upward, floored at the lowest
547/// placed block − 8) — never authored — so "every anchor is inside" is structural.
548/// Enforcement is a per-second clock that returns any player outside the region to
549/// the last checkpoint (`dw:cp`) with an actionbar message and a soft sound; no
550/// damage, no items lost.
551#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
552#[serde(deny_unknown_fields)]
553pub struct Boundary {
554 /// Horizontal breathing room in blocks added around the derived region on
555 /// every side (default 16). Range-checked to `0..=64` (`DW0321`).
556 #[serde(default = "default_margin")]
557 pub margin: u16,
558 /// Actionbar message shown on return. Absent = the compiler's English default.
559 /// When set, it is inventoried under l10n key `world.boundary.message` and is
560 /// translated like every other player-facing string.
561 #[serde(default, skip_serializing_if = "Option::is_none")]
562 pub message: Option<String>,
563}
564
565/// A supplemental-lighting fixture the relight pass may place (DSL v0.5,
566/// spec-0010 fixture registry v1). The theme choice stays in the DSL layer; the
567/// compiler owns the placement rule and block-light emission.
568#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
569#[serde(rename_all = "kebab-case")]
570pub enum Fixture {
571 /// Floor torch (block light 14); `wall_torch` on a wall face as fallback.
572 Torch,
573 /// Ceiling-hung lantern (block light 15); floor-sitting as fallback.
574 Lantern,
575 /// Floor campfire (block light 15); never on or adjacent to a required path
576 /// cell (it is a damage source).
577 Campfire,
578 /// Embedded shroomlight (block light 15); replaces a solid wall/ceiling block.
579 Shroomlight,
580}
581
582impl Fixture {
583 /// The kebab id (`torch` / `lantern` / `campfire` / `shroomlight`).
584 pub fn token(self) -> &'static str {
585 match self {
586 Fixture::Torch => "torch",
587 Fixture::Lantern => "lantern",
588 Fixture::Campfire => "campfire",
589 Fixture::Shroomlight => "shroomlight",
590 }
591 }
592}
593
594/// A per-area supplemental-lighting declaration (DSL v0.5, spec-0010). Its
595/// presence puts the area on the relight path: the compiler guarantees every
596/// reachable walkable cell reaches `min_light` by placing `fixture`s, or fails
597/// with `DW0211` if it cannot.
598#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
599#[serde(deny_unknown_fields)]
600pub struct AreaLighting {
601 /// The fixture the relight pass places.
602 pub fixture: Fixture,
603 /// The minimum block+sky light guaranteed on reachable walkable cells
604 /// (1..=14, default 7). Range-checked (`DW0196`).
605 #[serde(default = "default_min_light")]
606 pub min_light: u8,
607}
608
609/// Default `min_light` for an [`AreaLighting`] declaration (spec-0010).
610fn default_min_light() -> u8 {
611 7
612}
613
614/// A per-area **darkness mitigation** declaration (DSL v0.6).
615///
616/// The first-class answer to "this area is meant to be dark, and the players are
617/// equipped for it". Declaring it is what makes the compiler *emit* the mitigation
618/// (a clocked `effect give … night_vision` scoped to the area's placed bounds) and
619/// what satisfies the `DW0210` darkness gate — one declaration, one mechanism, no
620/// gap between the check and the feature.
621///
622/// It replaces the pre-0.6 heuristic that read a class kit item's display *name*
623/// for `night vision`: that accepted a renamed water bottle, so the gate passed
624/// while nothing in the world granted night vision (owner, island QA).
625#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
626#[serde(rename_all = "kebab-case")]
627pub enum AreaMitigation {
628 /// Every player inside the area's placed bounds is kept under
629 /// `minecraft:night_vision` by a compiler-emitted 1 s clock.
630 NightVision,
631}
632
633/// One area of the world, bound to a single prefab or a jigsaw prefab pool.
634///
635/// An area binds **exactly one of** `prefab` (single piece) or `prefab_pool`
636/// (+ `pieces`, jigsaw multi-piece assembly, ADR-0004). The exclusivity and
637/// pool-existence rules are enforced by validation (`DW0160` / `DW0161`); the
638/// full jigsaw layout semantics are spec-0002's.
639#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
640#[serde(deny_unknown_fields)]
641pub struct Area {
642 /// Unique area id.
643 pub id: AreaId,
644 /// Player-facing area name.
645 pub name: String,
646 /// The single prefab bound to this area (mutually exclusive with
647 /// `prefab_pool`).
648 #[serde(default, skip_serializing_if = "Option::is_none")]
649 pub prefab: Option<PrefabId>,
650 /// The jigsaw prefab pool bound to this area (mutually exclusive with
651 /// `prefab`); requires `pieces`.
652 #[serde(default, skip_serializing_if = "Option::is_none")]
653 pub prefab_pool: Option<PoolId>,
654 /// Jigsaw piece-count bounds (only with `prefab_pool`).
655 #[serde(default, skip_serializing_if = "Option::is_none")]
656 pub pieces: Option<Pieces>,
657 /// Optional supplemental-lighting declaration (DSL v0.5, spec-0010). When
658 /// present, the compiler's relight pass guarantees `min_light` on every
659 /// reachable walkable cell of this area by placing the declared fixture, or
660 /// fails with `DW0211`. Absent = no relight (the area is judged as-assembled,
661 /// with `DW0210` if a reachable walkable cell is dark and unmitigated).
662 #[serde(default, skip_serializing_if = "Option::is_none")]
663 pub lighting: Option<AreaLighting>,
664 /// Optional darkness-mitigation declaration (DSL v0.6). `night-vision` makes
665 /// the compiler emit a clocked `effect give` over this area's placed bounds and
666 /// is the (only) declaration that satisfies `DW0210` without `lighting`.
667 /// Independent of `lighting`: an area may declare both (fixtures *and* the
668 /// effect), either, or neither.
669 #[serde(default, skip_serializing_if = "Option::is_none")]
670 pub mitigation: Option<AreaMitigation>,
671}
672
673/// Inclusive piece-count bounds for a jigsaw `prefab_pool` area.
674#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
675#[serde(deny_unknown_fields)]
676pub struct Pieces {
677 /// Minimum number of pieces to assemble.
678 pub min: u32,
679 /// Maximum number of pieces to assemble.
680 pub max: u32,
681}
682
683// ---------------------------------------------------------------------------
684// Body traversal — the declaration every body that moves carries (DSL v0.11,
685// spec-0034)
686// ---------------------------------------------------------------------------
687
688/// How a body gets around.
689///
690/// The compiler DERIVES this from the entity id for every body (spiders climb,
691/// ghasts fly, `#minecraft:aquatic` swims, and everything else — including every
692/// id the table has never heard of — is [`Locomotion::Ground`], the checked
693/// class). [`BodyTraversal`] is the author's side of the same vocabulary: one
694/// enum, so a declaration and a derivation can never mean different things.
695///
696/// The vocabulary lives in this crate rather than in the compiler because it is
697/// now DSL surface; the compiler re-exports it and owns the derivation table
698/// (`compiler::traversal`).
699#[derive(
700 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
701)]
702#[serde(rename_all = "kebab-case")]
703pub enum Locomotion {
704 /// Walks, steps and jumps — the default and the CHECKED class.
705 Ground,
706 /// Climbs sheer vertical surfaces (vanilla's `Spider` class).
707 Climber,
708 /// Leaves the ground under its own power.
709 Flier,
710 /// A member of vanilla's `#minecraft:aquatic` tag. A ledger classification
711 /// that exempts nothing, which is why it may not be **declared**
712 /// (`DW0455`) — see [`BodyTraversal`].
713 Aquatic,
714}
715
716impl Locomotion {
717 /// The stable kebab token this class is written and reported under.
718 pub fn token(self) -> &'static str {
719 match self {
720 Locomotion::Ground => "ground",
721 Locomotion::Climber => "climber",
722 Locomotion::Flier => "flier",
723 Locomotion::Aquatic => "aquatic",
724 }
725 }
726
727 /// Every class, in ledger order — so a report can never silently drop a row
728 /// when a class is added.
729 pub const ALL: [Locomotion; 4] = [
730 Locomotion::Ground,
731 Locomotion::Climber,
732 Locomotion::Flier,
733 Locomotion::Aquatic,
734 ];
735}
736
737/// What a body can do when it moves, **declared by the author** (DSL v0.11,
738/// spec-0034).
739///
740/// Carried by every object class in the DSL that has a body and a position and
741/// is walked by a compiler-emitted route — the stage-2 [`Npc`] and the stage-5
742/// [`Actor`]. It is deliberately one shared type on both rather than a field
743/// per consumer: traversal is a property of a body that moves, not of the verb
744/// that first needed it (CLAUDE.md), and a second bespoke field would be the
745/// defect rather than the fix.
746///
747/// **A declaration is a claim the build holds you to, never an opt-out.** The
748/// compiler compares the verdicts this body earns under the declared class
749/// against the ones it earns under its species' derived class; a declaration
750/// that changes no verdict is inert and is `DW0454`. So declaring `climber` on
751/// a sheep is only accepted where that sheep's route really does go over a
752/// barrier line — the exception is authored and proven, instead of happening by
753/// accident and merely rendering.
754///
755/// **What is deliberately NOT here: `opens_gates`.** Passing a closed fence gate
756/// is a right-click, a scripted walk is a compiler-emitted `tp` polyline whose
757/// puppet performs no interaction at all, and no runtime verb changes a fence
758/// gate's block state. Declaring it would not make it true, so the error tier
759/// (`DW0452`) has no authorable exemption and a declaration can never reach it.
760#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
761#[serde(deny_unknown_fields)]
762pub struct BodyTraversal {
763 /// How this body gets around, overriding what its entity id implies.
764 pub locomotion: Locomotion,
765}
766
767/// One object class that has a **body the compiler stages**: a declared
768/// position, a declared species, and a compiler-emitted route.
769///
770/// A sum type rather than a flattened tuple, so **adding a body class is a
771/// compile error at every consumer** until each one says what it does with it.
772/// The alternative — each rule walking the classes it happens to remember — is
773/// the defect class CLAUDE.md names: a hand-rolled walk that
774/// enumerated three of five effect roots.
775///
776/// **Keyed to the object, not to the verb that first needed it.** This type was
777/// introduced for [`BodyTraversal`] and read, for a while, as "one consumer of
778/// `BodyTraversal`" — which is why its only enumeration
779/// ([`body_traversal_sites`]) was filtered to bodies declaring a traversal, and
780/// why the second property a body carries, its [`NpcSkin`], had no enumeration
781/// at all: the bake walked the stage-2 npc list by hand, and an actor's skin was
782/// emitted into the summon, never baked into the pack, and never refused.
783/// A body's properties belong to the body. [`body_sites`] is the unfiltered
784/// walk; a per-property enumeration is a *filter* over it, never a second walk.
785///
786/// Deliberately NOT a member: [`WaveMob`]. A wave mob has a body and a position,
787/// but it is driven by **native vanilla AI**, never by a compiler-emitted route,
788/// so the compiler makes no claim about the moves it makes and a locomotion
789/// declaration on it could change no verdict. It declares no `skin` either — the
790/// exclusion holds for both properties, and the schema says so
791/// (`crates/dsl/tests/body_skin_sites.rs`). It becomes a member the day the lane
792/// proof reasons about how its bodies move — and it joins here, through this
793/// same type, rather than through a field of its own.
794#[derive(Clone, Copy, Debug)]
795pub enum BodyRef<'a> {
796 /// A stage-2 NPC, walked by `move-npc`.
797 Npc(&'a Npc),
798 /// A stage-5 scripted actor, walked by `move-actor`.
799 Actor(&'a Actor),
800}
801
802impl<'a> BodyRef<'a> {
803 /// The declaring stage's wire name (`npcs` / `quests`) — also the stage
804 /// whose `dsl_version` fences this body's declaration.
805 pub fn stage(self) -> &'static str {
806 match self {
807 BodyRef::Npc(_) => "npcs",
808 BodyRef::Actor(_) => "quests",
809 }
810 }
811
812 /// The body's declared id.
813 pub fn id(self) -> &'a str {
814 match self {
815 BodyRef::Npc(n) => n.id.as_str(),
816 BodyRef::Actor(a) => a.id.as_str(),
817 }
818 }
819
820 /// The entity id written on the body. **Not necessarily the body that
821 /// ships**: a `skin` re-dresses it as a `minecraft:mannequin`, which is the
822 /// compiler's rule (`nav::npc_body_entity`) and stays there.
823 pub fn declared_entity(self) -> &'a str {
824 match self {
825 BodyRef::Npc(n) => n.base_entity.as_str(),
826 BodyRef::Actor(a) => a.entity.as_str(),
827 }
828 }
829
830 /// This body's traversal declaration, if it carries one.
831 pub fn traversal(self) -> Option<&'a BodyTraversal> {
832 match self {
833 BodyRef::Npc(n) => n.traversal.as_ref(),
834 BodyRef::Actor(a) => a.traversal.as_ref(),
835 }
836 }
837
838 /// This body's skin declaration, if it carries one.
839 ///
840 /// A skinned body of **either** class ships as a `minecraft:mannequin`
841 /// whose `profile.texture` resolves to `delvewright:npc/<texture_id>`, so
842 /// either one owes the same `skins/<texture_id>.png` under the same refusal
843 /// (`DW0309`). Answering it here is what stops the bake from being a
844 /// property of one class.
845 pub fn skin(self) -> Option<&'a NpcSkin> {
846 match self {
847 BodyRef::Npc(n) => n.skin.as_ref(),
848 BodyRef::Actor(a) => a.skin.as_ref(),
849 }
850 }
851
852 /// This class's name in the JSON Schema export (`delvec schema --stage all`).
853 ///
854 /// The join between the closed Rust set and the schema, which is the only
855 /// authority on *which object classes declare what*. `body_skin_sites.rs`
856 /// compares the two.
857 pub fn class(self) -> &'static str {
858 match self {
859 BodyRef::Npc(_) => "Npc",
860 BodyRef::Actor(_) => "Actor",
861 }
862 }
863
864 /// Every body class, by schema name. The closed set, stated once.
865 pub const ALL_CLASSES: [&'static str; 2] = ["Npc", "Actor"];
866}
867
868/// A staged body declaration, with the JSON pointer at the declaration itself.
869///
870/// The pointer is at the OBJECT (`/content/npcs/3`), not at any one of its
871/// fields: a per-property site appends its own field name. A pointer built per
872/// property is how two walks of one population start disagreeing about where a
873/// thing was declared.
874#[derive(Clone, Debug)]
875pub struct BodySite<'a> {
876 /// Which object class declared it, and the object itself.
877 pub body: BodyRef<'a>,
878 /// JSON pointer at the declaration, for a diagnostic path.
879 pub path: String,
880}
881
882/// **Every** body the campaign declares, in stage order: stage-2 npcs in
883/// declaration order, then stage-5 actors in declaration order.
884///
885/// The one walk of the campaign's bodies. A rule about a property a body carries
886/// is a *filter* over this ([`body_traversal_sites`], [`body_skin_sites`]) — never
887/// a second traversal, and never a hand-written loop over one stage's list,
888/// which is exactly how an actor's skin came to be emitted but never baked.
889pub fn body_sites(c: &crate::envelope::Campaign) -> Vec<BodySite<'_>> {
890 let mut out: Vec<BodySite<'_>> = Vec::new();
891 for (i, n) in c.npcs.content.npcs.iter().enumerate() {
892 out.push(BodySite {
893 body: BodyRef::Npc(n),
894 path: format!("/content/npcs/{i}"),
895 });
896 }
897 for (i, a) in c.quests.content.actors.iter().enumerate() {
898 out.push(BodySite {
899 body: BodyRef::Actor(a),
900 path: format!("/content/actors/{i}"),
901 });
902 }
903 out
904}
905
906/// A body that carries a [`BodyTraversal`] declaration, with the JSON pointer at
907/// it.
908#[derive(Clone, Debug)]
909pub struct BodyTraversalSite<'a> {
910 /// Which object class declared it, and the object itself.
911 pub body: BodyRef<'a>,
912 /// JSON pointer at the `traversal` field, for a diagnostic path.
913 pub path: String,
914 /// The declaration.
915 pub traversal: &'a BodyTraversal,
916}
917
918/// Every body in the campaign that DECLARES a traversal, in stage order.
919///
920/// The one enumeration of the declaration's consumers, shared by the DSL's value
921/// check (`DW0455`) and by the compiler's proof (`DW0454`), so "which object
922/// classes carry this" is answered in exactly one place.
923pub fn body_traversal_sites(c: &crate::envelope::Campaign) -> Vec<BodyTraversalSite<'_>> {
924 body_sites(c)
925 .into_iter()
926 .filter_map(|s| {
927 s.body.traversal().map(|t| BodyTraversalSite {
928 body: s.body,
929 path: format!("{}/traversal", s.path),
930 traversal: t,
931 })
932 })
933 .collect()
934}
935
936/// A body that carries an [`NpcSkin`] declaration, with the JSON pointer at it.
937#[derive(Clone, Debug)]
938pub struct BodySkinSite<'a> {
939 /// Which object class declared it, and the object itself.
940 pub body: BodyRef<'a>,
941 /// JSON pointer at the `skin` field, for a diagnostic path.
942 pub path: String,
943 /// The declaration.
944 pub skin: &'a NpcSkin,
945}
946
947/// Every body in the campaign that DECLARES a skin, in stage order.
948///
949/// The one enumeration of what the resource-pack bake must serve and what
950/// `DW0309` must refuse, for every class alike — a skinned npc and a skinned
951/// actor are the same fact about two bodies.
952///
953/// **Declarations, not textures.** Two bodies may name one `texture_id` (an npc
954/// and the puppet that plays it), and the caller decides what that means; the
955/// bake reads each file once.
956pub fn body_skin_sites(c: &crate::envelope::Campaign) -> Vec<BodySkinSite<'_>> {
957 body_sites(c)
958 .into_iter()
959 .filter_map(|s| {
960 s.body.skin().map(|k| BodySkinSite {
961 body: s.body,
962 path: format!("{}/skin", s.path),
963 skin: k,
964 })
965 })
966 .collect()
967}
968
969// ---------------------------------------------------------------------------
970// Stage 2 — npcs
971// ---------------------------------------------------------------------------
972
973/// Stage 2 payload: the campaign's NPCs (casting sheets).
974#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
975#[serde(deny_unknown_fields)]
976pub struct NpcsContent {
977 /// All NPCs in the campaign.
978 pub npcs: Vec<Npc>,
979}
980
981/// A stationary NPC bound to an area anchor (a casting sheet, spec-0001 v0.2).
982///
983/// Stage 2 carries **no dialogue** — the structured [`Persona`] is the character
984/// contract the stage-6 `dialogue` tree must honor.
985#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
986#[serde(deny_unknown_fields)]
987pub struct Npc {
988 /// Unique NPC id.
989 pub id: NpcId,
990 /// Player-facing name.
991 pub name: String,
992 /// NPC role.
993 pub role: Role,
994 /// The area this NPC stands in (stage-1 ref).
995 pub area: AreaId,
996 /// The prefab anchor this NPC stands on.
997 pub anchor: AnchorId,
998 /// The vanilla entity to re-dress, e.g. `minecraft:villager`.
999 pub base_entity: String,
1000 /// The structured persona (character contract for stage 6).
1001 pub persona: Persona,
1002 /// Optional player-model skin (DSL v0.4, spec-0008 §6 / spec-0009). When set,
1003 /// the compiler emits a `minecraft:mannequin` body carrying this skin profile
1004 /// instead of re-dressing `base_entity`; the interaction hitbox is unchanged.
1005 /// Non-skinned NPCs are byte-identical to v0.3.
1006 #[serde(default, skip_serializing_if = "Option::is_none")]
1007 pub skin: Option<NpcSkin>,
1008 /// Deferred entrance (DSL v0.6): when `true` the NPC is **not** summoned at
1009 /// world init — its body and interaction hitbox only appear when a
1010 /// [`Verb::SpawnNpc`] fires, at this same `anchor`. The dual of
1011 /// `despawn-npc`: a character with a scripted entrance must not stand at its
1012 /// mark as a statue from minute one. A deferred NPC that no `spawn-npc` ever
1013 /// spawns is unreachable content (`DW0197`). Default `false` = summoned at
1014 /// init, byte-identical to pre-0.6.
1015 #[serde(default, skip_serializing_if = "is_false")]
1016 pub deferred: bool,
1017 /// What this body can do when it moves (DSL v0.11, spec-0034). Absent = the
1018 /// class the compiler derives from `base_entity` (or from `minecraft:mannequin`
1019 /// when `skin` is set — the body that actually ships). See [`BodyTraversal`]:
1020 /// the declaration must change a verdict or it is `DW0454`, and it can never
1021 /// reach the error tier.
1022 #[serde(default, skip_serializing_if = "Option::is_none")]
1023 pub traversal: Option<BodyTraversal>,
1024}
1025
1026/// A mannequin NPC's player-model skin (DSL v0.4). The skin PNG ships in the
1027/// per-delve resource pack at `assets/delvewright/textures/npc/<texture_id>.png`
1028/// (sourced from the campaign dir's `skins/<texture_id>.png`); the mannequin's
1029/// `profile.texture` resolves to `delvewright:npc/<texture_id>`.
1030#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1031#[serde(deny_unknown_fields)]
1032pub struct NpcSkin {
1033 /// Skin id: the PNG basename under `skins/` and the resource-pack texture
1034 /// path segment (a bare kebab token; validated by `DW0190`).
1035 pub texture_id: String,
1036 /// Player model. **Required** (spec-0009): an omitted model renders slim, so
1037 /// a wide skin on a slim model is distorted — the compiler always emits it.
1038 pub model: SkinModel,
1039}
1040
1041/// Player-model shape for a mannequin skin (`wide` = classic/Steve, `slim` =
1042/// Alex). Emitted verbatim into the mannequin `profile.model`.
1043#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1044#[serde(rename_all = "kebab-case")]
1045pub enum SkinModel {
1046 /// Classic 4-pixel arms (Steve).
1047 Wide,
1048 /// Slim 3-pixel arms (Alex).
1049 Slim,
1050}
1051
1052impl SkinModel {
1053 /// The vanilla `profile.model` token.
1054 pub fn token(self) -> &'static str {
1055 match self {
1056 SkinModel::Wide => "wide",
1057 SkinModel::Slim => "slim",
1058 }
1059 }
1060}
1061
1062/// A structured casting sheet. Structure lives in the
1063/// keys; every value is free text. `archetype`, `speech_style` and `motivation`
1064/// are required; the rest are optional.
1065#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1066#[serde(deny_unknown_fields)]
1067pub struct Persona {
1068 /// One-line character archetype (required).
1069 pub archetype: String,
1070 /// How the NPC speaks — register, tics, formality (required).
1071 pub speech_style: String,
1072 /// Emotional bearing toward the player (optional).
1073 #[serde(default, skip_serializing_if = "Option::is_none")]
1074 pub demeanor: Option<String>,
1075 /// What the NPC wants (required).
1076 pub motivation: String,
1077 /// Something the NPC hides (optional).
1078 #[serde(default, skip_serializing_if = "Option::is_none")]
1079 pub secret: Option<String>,
1080 /// Backstory colour (optional).
1081 #[serde(default, skip_serializing_if = "Option::is_none")]
1082 pub backstory: Option<String>,
1083 /// Attitudes toward other same-stage NPCs (optional; refs validated).
1084 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1085 pub relationships: Vec<Relationship>,
1086}
1087
1088/// One persona relationship: an attitude toward another same-stage NPC.
1089#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1090#[serde(deny_unknown_fields)]
1091pub struct Relationship {
1092 /// The other NPC (stage-2 ref, validated within stage 2).
1093 pub npc: NpcId,
1094 /// Free-text attitude toward that NPC.
1095 pub attitude: String,
1096}
1097
1098/// What a speaking part does. A schema enum offers what the engine accepts,
1099/// so there are two of them: how hard a fight is billed is [`EncounterTier`] on
1100/// the body that fights (a `waves[]` entry or a stage-5 actor), not a role here.
1101#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1102#[serde(rename_all = "kebab-case")]
1103pub enum Role {
1104 /// Gives and advances quests.
1105 QuestGiver,
1106 /// Flavor only.
1107 Flavor,
1108}
1109
1110// ---------------------------------------------------------------------------
1111// Stage 6 — dialogue
1112// ---------------------------------------------------------------------------
1113
1114/// Stage 6 payload: one dialogue tree per stage-2 NPC (spec-0001 v0.2).
1115#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1116#[serde(deny_unknown_fields)]
1117pub struct DialogueContent {
1118 /// One tree per NPC (1:1 with stage 2, both directions).
1119 pub dialogues: Vec<NpcDialogue>,
1120}
1121
1122impl DialogueContent {
1123 /// The dialogue tree for an NPC id, if present.
1124 pub fn tree_for(&self, npc: &str) -> Option<&NpcDialogue> {
1125 self.dialogues.iter().find(|t| t.npc.as_str() == npc)
1126 }
1127}
1128
1129/// One NPC's dialogue tree: a root node plus a set of nodes.
1130#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1131#[serde(deny_unknown_fields)]
1132pub struct NpcDialogue {
1133 /// The NPC this tree belongs to (stage-2 ref).
1134 pub npc: NpcId,
1135 /// The entry node id; every node must be reachable from it.
1136 pub root: DialogueId,
1137 /// The dialogue nodes.
1138 pub nodes: Vec<DialogueNode>,
1139}
1140
1141impl NpcDialogue {
1142 /// The ids of the nodes reachable from `roots` by following option `next`
1143 /// edges, ignoring every option gate.
1144 ///
1145 /// **The one authority for "what can this tree show, entered here".** A
1146 /// dialogue tree has more than one entry point — the stage-6 `root`, and
1147 /// every node a quest's `cast` ledger names as a scene — so "reachable" is
1148 /// always relative to a root SET, and each consumer supplies the set its own
1149 /// question is about. `DW0120`/`DW0123` ask about every entry point at once;
1150 /// the cast ledger's `DW0858` asks about the scenes live during one
1151 /// objective. Gates are ignored on purpose: an option's flag gate is
1152 /// `DW0191`'s question, not this one's.
1153 ///
1154 /// Root ids that name no node of this tree contribute nothing (a dangling
1155 /// scene root is `DW0464`, and a dangling stage-6 `root` is `DW0121`).
1156 pub fn reachable_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1157 let by_id: BTreeMap<&'a str, &'a DialogueNode> =
1158 self.nodes.iter().map(|n| (n.id.as_str(), n)).collect();
1159 let mut seen: BTreeSet<&'a str> = BTreeSet::new();
1160 let mut stack: Vec<&'a str> = roots
1161 .iter()
1162 .filter_map(|r| by_id.get_key_value(*r).map(|(k, _)| *k))
1163 .collect();
1164 while let Some(cur) = stack.pop() {
1165 if !seen.insert(cur) {
1166 continue;
1167 }
1168 let Some(node) = by_id.get(cur) else { continue };
1169 for opt in &node.options {
1170 if let Some(next) = &opt.next
1171 && let Some((k, _)) = by_id.get_key_value(next.as_str())
1172 {
1173 stack.push(k);
1174 }
1175 }
1176 }
1177 seen
1178 }
1179
1180 /// The objective ids some option reachable from `roots` completes — what a
1181 /// player entering this tree at those scenes can actually finish.
1182 pub fn completes_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1183 let seen = self.reachable_from(roots);
1184 let mut out: BTreeSet<&'a str> = BTreeSet::new();
1185 for node in &self.nodes {
1186 if !seen.contains(node.id.as_str()) {
1187 continue;
1188 }
1189 for opt in &node.options {
1190 for eff in &opt.effects {
1191 if let DialogueEffect::CompleteObjective { objective } = eff {
1192 out.insert(objective.as_str());
1193 }
1194 }
1195 }
1196 }
1197 out
1198 }
1199}
1200
1201/// One dialogue node: text plus branching options.
1202#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1203#[serde(deny_unknown_fields)]
1204pub struct DialogueNode {
1205 /// Node id (unique within this NPC's dialogue).
1206 pub id: DialogueId,
1207 /// The line the NPC speaks.
1208 pub text: String,
1209 /// Branching options; empty closes the dialog.
1210 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1211 pub options: Vec<DialogueOption>,
1212}
1213
1214/// One selectable dialogue option.
1215#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1216#[serde(deny_unknown_fields)]
1217pub struct DialogueOption {
1218 /// Button label.
1219 pub label: String,
1220 /// The full line this button is the caption of (DSL v0.8). Vanilla's dialog button codec
1221 /// (`CommonButtonData`) carries an optional `tooltip` component beside
1222 /// `label`, and the client hangs it on the button as a real hover tooltip —
1223 /// so a caption on the button and the sentence the character actually says
1224 /// can both exist. **Not** subject to `DW0331`: a tooltip is not drawn on the
1225 /// 150 px button, it is wrapped at 170 px into its own hover box, so it never
1226 /// scrolls. Player-visible, so it translates like the label
1227 /// (`dlg.<npc>.<node>.opt.<i>.tooltip`).
1228 #[serde(default, skip_serializing_if = "Option::is_none")]
1229 pub tooltip: Option<String>,
1230 /// Next node; omitted closes the dialog.
1231 #[serde(default, skip_serializing_if = "Option::is_none")]
1232 pub next: Option<DialogueId>,
1233 /// Flags that must be set for this option to be shown (DSL v0.4). Mirrors an
1234 /// objective's `requires_flags`: an ungated option (empty) is unchanged; a
1235 /// gated option is hidden until every referenced flag has been set by a
1236 /// `set-flag` effect (quest or dialogue). Validation guarantees a flag-gated
1237 /// option cannot make a critical-path node unreachable (`DW0191`).
1238 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1239 pub requires_flags: Vec<FlagId>,
1240 /// Negative flag gate (DSL v0.6): the option is
1241 /// **hidden** (and its `/trigger` handler inert) while ANY listed flag is set
1242 /// for the player — the dual of `requires_flags`. A `forbids_flags`-gated
1243 /// option counts as *gated* for the `DW0191` deadlock guard: it can be
1244 /// suppressed at any point, so it cannot be the only completing path.
1245 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1246 pub forbids_flags: Vec<FlagId>,
1247 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
1248 /// hold for this gate to be open. The third field of the one gate, carried by
1249 /// every gate consumer — never by the verb that first wanted it. Default
1250 /// empty, so a pre-0.10 campaign is byte-identical.
1251 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1252 pub requires_state: Vec<StateCompare>,
1253 /// Effects fired when this option is chosen.
1254 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1255 pub effects: Vec<DialogueEffect>,
1256 /// What choosing this option does to the story (spec-0025). Required for a
1257 /// **story-weight** beat
1258 /// — an option carrying a `set-flag` effect, which is how a player's choice
1259 /// forks the world (`DW0481`). An option that only walks the tree or
1260 /// completes an objective needs none: the objective already declares one.
1261 #[serde(default, skip_serializing_if = "Option::is_none")]
1262 pub happening: Option<Happening>,
1263}
1264
1265/// Effect fired by a dialogue option. `complete-objective` (v0.2) and, from DSL
1266/// v0.4, `set-flag` (mirrors the quest effect — sets a campaign flag from a
1267/// dialogue choice, enabling flag-gated options/objectives/triggers).
1268#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1269#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
1270pub enum DialogueEffect {
1271 /// Marks a stage-5 objective complete.
1272 CompleteObjective {
1273 /// The objective to complete (resolved at the stage-5 boundary).
1274 objective: ObjectiveId,
1275 },
1276 /// Sets a campaign flag (DSL v0.4), mirroring [`Verb::SetFlag`].
1277 SetFlag {
1278 /// The flag to set.
1279 flag: FlagId,
1280 },
1281 /// Cuts the world time (DSL v0.5), mirroring [`Verb::SetTime`].
1282 SetTime {
1283 /// The time state to cut to.
1284 time: WorldTime,
1285 },
1286 /// Cuts the weather (DSL v0.5), mirroring [`Verb::SetWeather`].
1287 SetWeather {
1288 /// The weather state to cut to.
1289 weather: WorldWeather,
1290 },
1291 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012), mirroring
1292 /// [`Verb::SetCheckpoint`] — usable from a dialogue outcome.
1293 SetCheckpoint {
1294 /// The prefab checkpoint anchor the party respawns at.
1295 anchor: AnchorId,
1296 /// Per-player effects re-run on respawn while this checkpoint is active
1297 /// (scene reset). Empty = no hook.
1298 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1299 on_respawn: Vec<QuestEffect>,
1300 },
1301 /// Summons a `deferred` stage-2 NPC (DSL v0.6), mirroring
1302 /// [`Verb::SpawnNpc`] — a character who walks in mid-conversation.
1303 SpawnNpc {
1304 /// The NPC (stage-2 ref) to summon.
1305 npc: NpcId,
1306 },
1307}
1308
1309impl DialogueEffect {
1310 /// The v0.5 effect name if this dialogue effect is one introduced in DSL v0.5
1311 /// (`set-time`/`set-weather`, spec-0010).
1312 pub fn v05_effect(&self) -> Option<&'static str> {
1313 match self {
1314 DialogueEffect::SetTime { .. } => Some("set-time"),
1315 DialogueEffect::SetWeather { .. } => Some("set-weather"),
1316 _ => None,
1317 }
1318 }
1319
1320 /// The v0.6 effect name if this dialogue effect is one introduced in DSL v0.6
1321 /// (`set-checkpoint`, spec-0012; `spawn-npc`).
1322 pub fn v06_effect(&self) -> Option<&'static str> {
1323 match self {
1324 DialogueEffect::SetCheckpoint { .. } => Some("set-checkpoint"),
1325 DialogueEffect::SpawnNpc { .. } => Some("spawn-npc"),
1326 _ => None,
1327 }
1328 }
1329
1330 /// The NPC id if this is a v0.6 `spawn-npc` dialogue effect.
1331 pub fn spawn_npc(&self) -> Option<&NpcId> {
1332 match self {
1333 DialogueEffect::SpawnNpc { npc } => Some(npc),
1334 _ => None,
1335 }
1336 }
1337
1338 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` dialogue effect.
1339 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
1340 match self {
1341 DialogueEffect::SetCheckpoint { anchor, on_respawn } => {
1342 Some((anchor, on_respawn.as_slice()))
1343 }
1344 _ => None,
1345 }
1346 }
1347
1348 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect —
1349 /// **effect root 5** ([`crate::effects`]). Named separately from
1350 /// [`Self::set_checkpoint`] so the root walk and its mutable mirror name the
1351 /// same accessor modulo mutability, which is what lets one macro body generate
1352 /// both.
1353 pub fn set_checkpoint_on_respawn(&self) -> Option<&[QuestEffect]> {
1354 match self {
1355 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_slice()),
1356 _ => None,
1357 }
1358 }
1359
1360 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect, exposed
1361 /// mutably so the localization pass can rewrite the player-visible strings
1362 /// nested inside it. Lockstep sibling of [`Self::set_checkpoint`] — the bundle
1363 /// is a plain `Vec<QuestEffect>` that emission really lowers, so every scan
1364 /// that reaches it read-only needs a way to reach it writable too.
1365 pub fn set_checkpoint_on_respawn_mut(&mut self) -> Option<&mut [QuestEffect]> {
1366 match self {
1367 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_mut_slice()),
1368 _ => None,
1369 }
1370 }
1371}
1372
1373impl DialogueEffect {
1374 /// The `set-flag` flag id if this is a v0.4 `set-flag` dialogue effect.
1375 pub fn set_flag(&self) -> Option<&FlagId> {
1376 match self {
1377 DialogueEffect::SetFlag { flag } => Some(flag),
1378 _ => None,
1379 }
1380 }
1381
1382 /// The v0.4 effect name if this dialogue effect is one introduced in DSL v0.4
1383 /// (`set-flag`).
1384 pub fn v04_effect(&self) -> Option<&'static str> {
1385 match self {
1386 DialogueEffect::SetFlag { .. } => Some("set-flag"),
1387 _ => None,
1388 }
1389 }
1390
1391 /// The target time if this is a v0.5 `set-time` dialogue effect.
1392 pub fn set_time(&self) -> Option<WorldTime> {
1393 match self {
1394 DialogueEffect::SetTime { time } => Some(*time),
1395 _ => None,
1396 }
1397 }
1398
1399 /// The target weather if this is a v0.5 `set-weather` dialogue effect.
1400 pub fn set_weather(&self) -> Option<WorldWeather> {
1401 match self {
1402 DialogueEffect::SetWeather { weather } => Some(*weather),
1403 _ => None,
1404 }
1405 }
1406}
1407
1408// ---------------------------------------------------------------------------
1409// Stage 3 — classes
1410// ---------------------------------------------------------------------------
1411
1412/// Stage 3 payload: 1..4 selectable classes.
1413#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1414#[serde(deny_unknown_fields)]
1415pub struct ClassesContent {
1416 /// The selectable classes.
1417 pub classes: Vec<Class>,
1418}
1419
1420/// A player class with a starting kit.
1421#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1422#[serde(deny_unknown_fields)]
1423pub struct Class {
1424 /// Unique class id.
1425 pub id: ClassId,
1426 /// Player-facing name.
1427 pub name: String,
1428 /// Selection-screen blurb.
1429 pub blurb: String,
1430 /// Granted items.
1431 pub kit: Vec<KitItem>,
1432}
1433
1434/// One item in a class kit.
1435///
1436/// Note: `lore`, `enchantments` and `attributes` are reserved for M2/M3
1437/// (spec-0001). They are intentionally *not* defined as fields in v0, so a
1438/// document using them is rejected as an unknown field (`DW0100`).
1439#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1440#[serde(deny_unknown_fields)]
1441pub struct KitItem {
1442 /// Vanilla item id, validated against the pinned 1.21.11 registry.
1443 pub item: String,
1444 /// Stack count.
1445 pub count: u32,
1446 /// Optional display name.
1447 #[serde(default, skip_serializing_if = "Option::is_none")]
1448 pub name: Option<String>,
1449 /// Who gets it (DSL v0.6, spec-0018). Absent = [`Carrier::All`]. A class kit is
1450 /// per-player gear by construction — every player who picks the class gets the
1451 /// kit — so `carrier` here marks a **party-unique** kit item: exactly one copy
1452 /// enters the party, given to the first player to pick this class.
1453 #[serde(default, skip_serializing_if = "Option::is_none")]
1454 pub carrier: Option<Carrier>,
1455 /// **The flask** (DSL v0.8, spec-0016 §1): this kit
1456 /// entry is the class's recovery item, and resting at a bonfire replenishes
1457 /// it to exactly `count`. A campaign that places a `bonfire` and declares no
1458 /// flask anywhere in its kits is `DW0476` — the estus loop is what makes
1459 /// dying an investment, so a souls campaign without one is a build error, not
1460 /// a design choice. Absent on every pre-0.8 kit → emission byte-identical.
1461 #[serde(default, skip_serializing_if = "is_false")]
1462 pub flask: bool,
1463 /// **What is in the bottle** (DSL v0.8, spec-0016 §1): the vanilla
1464 /// `minecraft:potion_contents` component of a
1465 /// potion-bearing item ([`POTION_BEARING_ITEMS`]). Without it a
1466 /// `minecraft:potion` is the *Uncraftable Potion* — a bottle that heals
1467 /// nothing — which is exactly the placeholder flask this field exists to
1468 /// abolish, so at `dsl_version` 0.8.0 a potion-bearing kit item that declares
1469 /// no `contents` is `DW0487`.
1470 #[serde(default, skip_serializing_if = "Option::is_none")]
1471 pub contents: Option<PotionContents>,
1472}
1473
1474/// The items whose vanilla item definition carries a `minecraft:potion_contents`
1475/// component — the only items a kit `contents` may be declared on (`DW0486`).
1476///
1477/// Read off the pinned 1.21.11 `item_components` summary (SHA-256
1478/// `51b191e13f86813ca02f1498942e5bc235947edb71eb8105a78401670b3665c4`, the same
1479/// misode/mcmeta ref `crates/delvec/data/PROVENANCE.md` pins): exactly these
1480/// four items declare the component, and on any other item the game drops the
1481/// data on the floor.
1482pub const POTION_BEARING_ITEMS: &[&str] = &[
1483 "minecraft:lingering_potion",
1484 "minecraft:potion",
1485 "minecraft:splash_potion",
1486 "minecraft:tipped_arrow",
1487];
1488
1489/// True if `item_id` (optionally un-namespaced) is one of the four
1490/// [`POTION_BEARING_ITEMS`].
1491pub fn is_potion_bearing_item(item_id: &str) -> bool {
1492 let norm = if item_id.contains(':') {
1493 item_id.to_string()
1494 } else {
1495 format!("minecraft:{item_id}")
1496 };
1497 POTION_BEARING_ITEMS.contains(&norm.as_str())
1498}
1499
1500/// The two **instantaneous** status effects: they are applied once, on the tick
1501/// the potion is drunk (`PotionContents.applyToLivingEntity` branches on
1502/// `isInstantenous` before any effect instance is ever added), so a `duration` on
1503/// one is a statement the game never reads — `DW0486` says so rather than letting
1504/// an author believe they wrote a thirty-second heal.
1505pub const INSTANT_EFFECTS: &[&str] = &["minecraft:instant_health", "minecraft:instant_damage"];
1506
1507/// A potion-bearing kit item's `minecraft:potion_contents` component (DSL v0.8),
1508/// modelled field for field on vanilla rather than invented: a **named** potion,
1509/// a list of **custom effects**, or both, plus the bottle-colour override.
1510///
1511/// Vanilla resolves a drink as the named potion's effects followed by the custom
1512/// ones, and derives the bottle colour from those effects unless `color`
1513/// overrides it — so `{"potion": "minecraft:strong_healing"}` is literally the
1514/// Potion of Healing II a player would brew, not an approximation of one.
1515#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1516#[serde(deny_unknown_fields)]
1517pub struct PotionContents {
1518 /// A named vanilla potion id (`minecraft:strong_healing`,
1519 /// `minecraft:long_night_vision`, …), validated against the pinned 1.21.11
1520 /// `potion` registry (`DW0486`).
1521 #[serde(default, skip_serializing_if = "Option::is_none")]
1522 pub potion: Option<String>,
1523 /// Custom effects applied on top of (or instead of) the named potion — the
1524 /// escape hatch for a recovery item vanilla has no brew for.
1525 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1526 pub effects: Vec<PotionEffect>,
1527 /// Bottle-colour override, `#rrggbb` (vanilla `custom_color`). Absent → the
1528 /// colour vanilla derives from the effects themselves.
1529 #[serde(default, skip_serializing_if = "Option::is_none")]
1530 pub color: Option<String>,
1531}
1532
1533/// One entry of a potion's `custom_effects` list.
1534#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1535#[serde(deny_unknown_fields)]
1536pub struct PotionEffect {
1537 /// Vanilla status-effect id (e.g. `minecraft:regeneration`), validated
1538 /// against the pinned registry (`DW0486`).
1539 pub effect: String,
1540 /// How long it lasts, in **ticks** (20 = one second). Required for every
1541 /// effect except the two [`INSTANT_EFFECTS`], which must NOT declare one.
1542 #[serde(default, skip_serializing_if = "Option::is_none")]
1543 pub duration: Option<u32>,
1544 /// Amplifier, 0 = level I (vanilla's unsigned byte, so 0–255). Absent = 0.
1545 #[serde(default, skip_serializing_if = "Option::is_none")]
1546 pub amplifier: Option<u32>,
1547}
1548
1549impl PotionEffect {
1550 /// True if this effect is applied once on drinking rather than over time.
1551 pub fn is_instant(&self) -> bool {
1552 let norm = crate::registry::namespaced_effect_id(&self.effect);
1553 INSTANT_EFFECTS.contains(&norm.as_str())
1554 }
1555}
1556
1557/// The largest `duration` a potion effect may declare, in ticks: 1 000 000 ticks
1558/// ≈ 13.9 hours, past the 10-hour delve ceiling, so nothing a delve can legally
1559/// need is refused — while a duration typed in *milliseconds*, or one that would
1560/// overflow vanilla's int, is caught (`DW0486`).
1561pub const MAX_POTION_DURATION_TICKS: u32 = 1_000_000;
1562
1563/// The largest `amplifier` a potion effect may declare: vanilla stores it in an
1564/// unsigned byte, so 255 is not a policy but the end of the field.
1565pub const MAX_POTION_AMPLIFIER: u32 = 255;
1566
1567/// The largest `seconds` a [`Verb::GiveEffect`] may declare, derived from
1568/// [`MAX_POTION_DURATION_TICKS`] rather than chosen again: the two are the same
1569/// quantity in different units, and a second independently-picked ceiling is how
1570/// two limits for one fact drift apart. ≈13.9 hours, past the 10-hour delve
1571/// ceiling, so nothing a delve can legally need is refused — while a duration
1572/// typed in *ticks* or in milliseconds is caught (`DW0541`).
1573pub const MAX_EFFECT_SECONDS: u32 = MAX_POTION_DURATION_TICKS / 20;
1574
1575/// The canonical English title of the bonfire rest dialog. Baked at emit time
1576/// when the campaign authors no `prompt`, in the
1577/// `world.boundary.message` tradition: a compiler default is not inventoried, an
1578/// authored line is — so a delve that wants this sentence in `zh-cn` authors it.
1579pub const BONFIRE_PROMPT_EN: &str = "Bonfire";
1580/// The canonical English label of the **rest and save** option.
1581pub const BONFIRE_REST_LABEL_EN: &str = "Rest and save";
1582/// The canonical English label of the **save only** option.
1583pub const BONFIRE_SAVE_LABEL_EN: &str = "Save only";
1584
1585/// A `bonfire`'s authored rest-dialog strings, each `None` when the campaign
1586/// leaves the compiler's canonical English in place
1587/// ([`QuestEffect::bonfire_labels`]).
1588#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1589pub struct BonfireLabels<'a> {
1590 /// Dialog title; `None` → [`BONFIRE_PROMPT_EN`].
1591 pub prompt: Option<&'a str>,
1592 /// **Rest and save** button label; `None` → [`BONFIRE_REST_LABEL_EN`].
1593 pub rest_label: Option<&'a str>,
1594 /// **Save only** button label; `None` → [`BONFIRE_SAVE_LABEL_EN`].
1595 pub save_label: Option<&'a str>,
1596}
1597
1598impl BonfireLabels<'_> {
1599 /// The dialog title actually emitted.
1600 pub fn prompt_or_default(&self) -> &str {
1601 self.prompt.unwrap_or(BONFIRE_PROMPT_EN)
1602 }
1603 /// The **rest and save** label actually emitted.
1604 pub fn rest_or_default(&self) -> &str {
1605 self.rest_label.unwrap_or(BONFIRE_REST_LABEL_EN)
1606 }
1607 /// The **save only** label actually emitted.
1608 pub fn save_or_default(&self) -> &str {
1609 self.save_label.unwrap_or(BONFIRE_SAVE_LABEL_EN)
1610 }
1611}
1612
1613// ---------------------------------------------------------------------------
1614// Stage 4 — quest-plan
1615// ---------------------------------------------------------------------------
1616
1617/// Stage 4 payload: the quest dependency plan.
1618#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1619#[serde(deny_unknown_fields)]
1620pub struct QuestPlanContent {
1621 /// Planned quests (expanded in stage 5).
1622 pub quests: Vec<PlannedQuest>,
1623 /// The quest whose completion ends the campaign.
1624 pub finale: QuestId,
1625 /// The campaign's declared **story forks** (DSL v0.8, spec-0025). Empty/absent = a campaign that claims to have no
1626 /// branch — which the compiler then *verifies* rather than assumes: any flag
1627 /// that gates casts, staging or structure and is set on some playthroughs and
1628 /// not others belongs to no declared point and is `DW0480`.
1629 ///
1630 /// Enumerated branches are the **product of the declared points**, so the
1631 /// branch set is authored and small — never a combinatorial sweep of every
1632 /// flag in the campaign.
1633 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1634 pub branch_points: Vec<BranchPoint>,
1635}
1636
1637impl QuestPlanContent {
1638 /// **The ONE authority on which quests are the spine**: the finale and every
1639 /// quest its `depends_on` chain transitively demands — the quests a body
1640 /// cannot reach the finale without.
1641 ///
1642 /// The capability belongs here, on the stage-4 document, because the spine is
1643 /// a fact about the quest plan and about nothing else. It had grown two
1644 /// derivations of the same closure in two files — one inline in
1645 /// [`crate::validate`]'s `DW0132` convergence check, one a private
1646 /// `mandatory_quests` in [`crate::layout`] read by the layout binding and by
1647 /// the critical-path spine obligation. Both were correct and neither said it
1648 /// was the authority, which is exactly the shape a later clean merge turns
1649 /// into two rules that disagree.
1650 ///
1651 /// **Why the closure is taken over the raw `depends_on` edges, unfiltered.**
1652 /// The `validate` copy first dropped every dep naming a quest the plan does
1653 /// not declare. That filtering is not this function's question: a dangling
1654 /// `depends_on` is `DW0112`'s finding, and silently pruning it here would
1655 /// make the set disagree with the document it is derived from. So an id the
1656 /// plan does not declare is reported in the spine and expands no further —
1657 /// and the one reader that could care, `DW0132`, only ever asks whether a
1658 /// **declared** quest is a member, so an undeclared member cannot change its
1659 /// verdict.
1660 ///
1661 /// Cycle-safe by construction (a quest already in the set is not expanded
1662 /// again), so a plan `DW0130` will refuse still yields a set rather than
1663 /// hanging.
1664 ///
1665 /// **Not the same question as the `mandatory` field**, and the name says so
1666 /// deliberately. Today the two sets always coincide, because `DW0132` demands
1667 /// every declared quest be a transitive dependency of the finale and `DW0866`
1668 /// demands every quest set `mandatory: true`. If `mandatory: false` ever
1669 /// becomes legal those coincide no longer, and this function keeps answering
1670 /// the graph question it has always answered.
1671 #[must_use]
1672 pub fn spine(&self) -> BTreeSet<&str> {
1673 let deps: BTreeMap<&str, &[QuestId]> = self
1674 .quests
1675 .iter()
1676 .map(|q| (q.id.as_str(), q.depends_on.as_slice()))
1677 .collect();
1678 let mut spine: BTreeSet<&str> = BTreeSet::new();
1679 let mut stack = vec![self.finale.as_str()];
1680 while let Some(q) = stack.pop() {
1681 if !spine.insert(q) {
1682 continue;
1683 }
1684 for dep in deps.get(q).copied().unwrap_or(&[]) {
1685 stack.push(dep.as_str());
1686 }
1687 }
1688 spine
1689 }
1690
1691 /// **The ONE authority on which quests are elective** (spec-0051): the
1692 /// quests declaring `mandatory: false`.
1693 ///
1694 /// The counterpart to [`Self::spine`], and deliberately a *different*
1695 /// question. `spine` asks what the graph demands; this asks what the author
1696 /// claims. `DW0866`/`DW0867` are exactly the rules that keep the two
1697 /// answers honest about each other, and they can only do that while each
1698 /// side has one derivation — which is the defect the spine function was
1699 /// created to end, and which a second private `!q.mandatory` filter in the
1700 /// compiler would re-introduce on the other half.
1701 #[must_use]
1702 pub fn optional(&self) -> BTreeSet<&str> {
1703 self.quests
1704 .iter()
1705 .filter(|q| !q.mandatory)
1706 .map(|q| q.id.as_str())
1707 .collect()
1708 }
1709}
1710
1711/// One declared story fork (DSL v0.8, spec-0025).
1712///
1713/// A branch point names the flag set the story forks on, the quest at which the
1714/// fork opens, and every branch it offers. Each branch pins the point's whole
1715/// flag set: the flags it lists are **set**, and every other flag of `forks_on`
1716/// is **not** — which is what makes exclusive-content leakage (`DW0484`) and
1717/// per-branch cast resolution (`DW0483`) decidable instead of hopeful.
1718#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1719#[serde(deny_unknown_fields)]
1720pub struct BranchPoint {
1721 /// Unique branch-point id.
1722 pub id: BranchPointId,
1723 /// The quest at which the fork opens — every branch's divergent content is at
1724 /// or after it in the stage-4 DAG.
1725 pub opens_at: QuestId,
1726 /// The flag set the story forks on. Every branch's `flags` is a subset of
1727 /// this, and the flags it does not list are pinned **unset** on that branch.
1728 pub forks_on: Vec<FlagId>,
1729 /// The alternatives (≥ 2).
1730 pub branches: Vec<BranchDecl>,
1731}
1732
1733/// One alternative of a [`BranchPoint`] (DSL v0.8, spec-0025).
1734#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1735#[serde(deny_unknown_fields)]
1736pub struct BranchDecl {
1737 /// Unique branch id (campaign-wide — it names the emitted chronicle file).
1738 pub id: BranchId,
1739 /// The subset of the point's `forks_on` that is SET on this branch. The rest
1740 /// of `forks_on` is pinned unset. An empty list is legal — the "took neither
1741 /// option" branch — as long as it is genuinely reachable.
1742 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1743 pub flags: Vec<FlagId>,
1744 /// Where this branch goes: either the `quest/<kebab>` the branches converge
1745 /// at, or the `ending/<kebab>` this branch runs to.
1746 ///
1747 /// One field, not two mutually exclusive ones, because the **id prefix
1748 /// already says which it is** — the same convention every cross-stage
1749 /// reference in the DSL uses. That is what makes "exactly one of them" an
1750 /// unrepresentable state rather than a rule some diagnostic has to police: a
1751 /// value that is neither a syntactically valid `quest/…` nor `ending/…` is
1752 /// the ordinary malformed-id `DW0110`, and one that names nothing is the
1753 /// ordinary dangling-reference `DW0112`.
1754 pub leads_to: String,
1755}
1756
1757impl BranchDecl {
1758 /// The convergence quest, if [`Self::leads_to`] names one.
1759 pub fn converges_at(&self) -> Option<QuestId> {
1760 let q = QuestId(self.leads_to.clone());
1761 q.is_valid_syntax().then_some(q)
1762 }
1763
1764 /// The ending, if [`Self::leads_to`] names one.
1765 pub fn ending(&self) -> Option<EndingId> {
1766 let e = EndingId(self.leads_to.clone());
1767 e.is_valid_syntax().then_some(e)
1768 }
1769}
1770
1771/// What a story node does to the story (DSL v0.8, spec-0025).
1772///
1773/// The generalization of spec-0020's `doing` from NPC presence to event flow: a
1774/// design that never got written down node by node cannot compile. It is
1775/// **node-local on purpose** — there is no parallel per-branch script document
1776/// that could itself drift from the graph.
1777///
1778/// `text` is authoring/validation metadata, never shown to a player, so it is
1779/// deliberately **excluded from the l10n inventory** exactly like `doing`. The
1780/// compiler reads only `verb` and `subject`; `text` is the flesh the per-branch
1781/// chronicle is assembled from.
1782#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1783#[serde(deny_unknown_fields)]
1784pub struct Happening {
1785 /// The structured event verb — the machine-decidable part.
1786 pub verb: HappeningVerb,
1787 /// One line of prose stating what this node does to the story.
1788 pub text: String,
1789 /// What the event happens TO: an `npc/`, `actor/`, `wave/` or `anchor/` id
1790 /// (validated — a dangling one is `DW0112`), or an `item/<kebab>` label for a
1791 /// story token the campaign tracks by hand. Optional, because not every beat
1792 /// is about somebody; the hard-contradiction proof (`DW0485`) reasons only
1793 /// over the beats that name one.
1794 #[serde(default, skip_serializing_if = "Option::is_none")]
1795 pub subject: Option<String>,
1796}
1797
1798/// The structured event vocabulary (DSL v0.8, spec-0025).
1799///
1800/// Deliberately small and closed. These ten verbs are what make a subset of
1801/// narrative errors machine-decidable per branch (`DW0485`); everything else a
1802/// beat means lives in [`Happening::text`], which the compiler never interprets.
1803/// Extend only when a real campaign cannot state its beat with what is here.
1804#[derive(
1805 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
1806)]
1807#[serde(rename_all = "kebab-case")]
1808pub enum HappeningVerb {
1809 /// The subject is killed / destroyed. Terminal: nothing the subject does may
1810 /// follow it on the same branch.
1811 Dies,
1812 /// The subject comes through alive — the explicit counterpart of `dies`,
1813 /// which is what lets a branch state that somebody *did not* die.
1814 Survives,
1815 /// The subject leaves the stage (offstage, not dead). Cleared by `arrives`.
1816 Departs,
1817 /// The subject enters the stage.
1818 Arrives,
1819 /// Somebody learns a fact — the true-information beat.
1820 Learns,
1821 /// Somebody comes to believe something (whether or not it is true) — the beat
1822 /// that carries a wrong belief forward, which is where branch drift shows.
1823 Believes,
1824 /// The party (or the subject) gains a thing.
1825 Gains,
1826 /// The party (or the subject) loses a thing. A second `loses` with no
1827 /// intervening `gains` is spending what is already spent (`DW0485`).
1828 Loses,
1829 /// A way is opened.
1830 Opens,
1831 /// A way is sealed. Cleared by `opens`.
1832 Seals,
1833}
1834
1835/// One planned quest (dependency-graph node).
1836#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1837#[serde(deny_unknown_fields)]
1838pub struct PlannedQuest {
1839 /// Unique quest id.
1840 pub id: QuestId,
1841 /// Human-readable goal.
1842 pub goal: String,
1843 /// Area this quest takes place in (stage-1 ref).
1844 pub area: AreaId,
1845 /// NPCs involved (stage-2 refs).
1846 pub npcs: Vec<NpcId>,
1847 /// Prerequisite quests; edges must form a DAG.
1848 pub depends_on: Vec<QuestId>,
1849 /// `false` declares an optional quest (spec-0051).
1850 pub mandatory: bool,
1851 /// Act number (informational).
1852 pub act: u32,
1853}
1854
1855// ---------------------------------------------------------------------------
1856// Stage 5 — quests
1857// ---------------------------------------------------------------------------
1858
1859/// Stage 5 payload: quest expansions.
1860#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1861#[serde(deny_unknown_fields)]
1862pub struct QuestsContent {
1863 /// The expanded quests (1:1 with stage 4).
1864 pub quests: Vec<Quest>,
1865 /// Combat waves (DSL v0.3). Each wave is spawned by a `spawn-wave` effect and
1866 /// slain to complete a `kill` objective. Empty/absent in v0.2 campaigns.
1867 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1868 pub waves: Vec<Wave>,
1869 /// Environment triggers (DSL v0.4, spec-0008 §7): "the world answers". Each
1870 /// watches an anchor for a strike / use / approach event and fires a bundle
1871 /// of [`QuestEffect`]s. Empty/absent in v0.2/v0.3 campaigns.
1872 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1873 pub triggers: Vec<EnvTrigger>,
1874 /// Scripted actors (DSL v0.6, spec-0014): NoAI/Silent/no-loot puppets moved by
1875 /// compiler-emitted per-tick teleport. Distinct from stage-2 NPCs
1876 /// (no dialogue, any mob type). Summoned/removed/moved/unleashed by the actor
1877 /// staging effects. Empty/absent before v0.6.
1878 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1879 pub actors: Vec<Actor>,
1880 /// Traps (DSL v0.6, spec-0011; command payloads spec-0022): environmental
1881 /// hazards, each at one point anchor an area's prefab provides. Each says
1882 /// what springs the trap, what it then does (a command `payload`, a legacy
1883 /// dispenser `effect`, or both), how dangerous it is, how it is disarmed and
1884 /// whether it re-arms. Empty/absent in pre-0.6 campaigns, so a v0.5-or-earlier campaign that declares none stays
1885 /// byte-identical.
1886 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1887 pub traps: Vec<Trap>,
1888 /// Shortcut doors (spec-0016 §2): a gate that is sealed from world-load and
1889 /// is opened — permanently — from the FAR side. Empty/absent in pre-0.6
1890 /// campaigns, so a campaign that declares none stays
1891 /// byte-identical.
1892 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1893 pub shortcuts: Vec<Shortcut>,
1894 /// Ambushes (spec-0016 §3): sugar over "deferred actors + a trigger that
1895 /// springs them". Empty/absent in pre-0.6 campaigns.
1896 ///
1897 /// **Never serialized.** [`parse_campaign`](crate::parse_campaign) expands
1898 /// each ambush into `triggers`, so the canonical form of a campaign is its
1899 /// **desugared** form. That is what keeps the canonical round-trip idempotent
1900 /// (re-parsing canonical output finds no `ambushes` and so cannot expand a
1901 /// second time and duplicate the trigger ids), and it means the sugar exists
1902 /// at exactly one layer boundary — the authored `.json` — with nothing
1903 /// downstream needing to know it was ever there. The list itself is kept in
1904 /// memory so diagnostics can name the ambush the author wrote.
1905 /// Timed gates (spec-0016 §4): gates on a deterministic open/close clock.
1906 /// Empty/absent in pre-0.6 campaigns.
1907 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1908 pub timed_gates: Vec<TimedGate>,
1909 /// Container fills (spec-0021): pre-placed chests/barrels in the prefabs
1910 /// given contents at world init. Empty/absent in pre-0.6 campaigns
1911 ///.
1912 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1913 pub loot: Vec<Loot>,
1914 /// Runtime state data (DSL v0.10, spec-0031): named, scoped, integer-valued
1915 /// counters the campaign sets, adds to and clears at runtime, and compares
1916 /// against in any gate. A campaign that declares none emits none of it.
1917 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1918 pub state: Vec<StateDecl>,
1919 /// **The campaign's death beat** (DSL v0.10, spec-0031): effects run at the
1920 /// moment a player dies, for that player. Effect root **R7**
1921 /// ([`crate::EffectRootKind::OnDeath`]); a campaign that declares none emits
1922 /// none of it.
1923 ///
1924 /// **Why this is campaign-wide and not a field on a checkpoint.** The engine
1925 /// already has `on_respawn`, and it hangs off a `set-checkpoint` because
1926 /// *where you come back* is a property of the checkpoint. *That you died* is
1927 /// not: it is true at every point of the delve, under every checkpoint, and a
1928 /// bundle repeated on each checkpoint would be the same content written N
1929 /// times with N chances to forget one. So death is a moment in the campaign,
1930 /// and this is the one place it is named. Anything that should only happen in
1931 /// some phase of the delve is expressed by the ordinary per-effect
1932 /// `requires_flags` / `forbids_flags` gate every other root already carries —
1933 /// no second gating surface.
1934 ///
1935 /// **Audience is the dying player** (`Audience::Solo`, the audience
1936 /// `on_respawn` and `on_caught` already use): a death is one player's, and
1937 /// re-broadcasting it to the party would duplicate their narration and their
1938 /// kit. A beat the whole party should see is a `narrate` addressed by the
1939 /// author to the party through the effect's own vocabulary, not a different
1940 /// default here.
1941 ///
1942 /// **Timing.** It fires on the death edge while the player is still a corpse
1943 /// (`Health: 0.0f`, on the death screen) — see
1944 /// `emit::emit_checkpoint_functions`. That is the difference between this and
1945 /// `on_respawn`, which deliberately waits for the player to come back.
1946 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1947 pub on_death: Vec<QuestEffect>,
1948 /// Lethal volumes (DSL v0.10, spec-0031): declared boxes that kill whatever
1949 /// enters them. Empty/absent in pre-0.10 campaigns, so a
1950 /// campaign that declares none stays byte-identical.
1951 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1952 pub lethal_volumes: Vec<LethalVolume>,
1953 /// Shops (DSL v0.10, spec-0032): interaction points that open a list of
1954 /// gated offers. Empty/absent in pre-0.10 campaigns, so a
1955 /// campaign that declares none stays byte-identical.
1956 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1957 pub shops: Vec<Shop>,
1958 /// Recovery stakes (DSL v0.10, spec-0032): what a death forfeits, where the
1959 /// marker lands, and how it comes back. Empty/absent in pre-0.10 campaigns
1960 ///, so a campaign that declares none stays byte-identical.
1961 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1962 pub stakes: Vec<Stake>,
1963 #[serde(default, skip_serializing)]
1964 pub ambushes: Vec<Ambush>,
1965 /// Whether [`Self::expand_ambushes`] has already run (never serialized). The
1966 /// authored `ambushes` are deliberately KEPT after expansion so validation
1967 /// and the counterplay proof can attribute diagnostics to the ambush the
1968 /// author actually wrote; this flag is what makes a second expansion a no-op.
1969 #[serde(skip)]
1970 pub ambushes_expanded: bool,
1971}
1972
1973impl QuestsContent {
1974 /// Every environment trigger this stage produces: the authored `triggers`
1975 /// followed by the ones each `ambush` desugars to (spec-0016 §3), in
1976 /// declared order.
1977 ///
1978 /// **This is the single trigger authority.** Validation, the l10n
1979 /// inventory, the flag/wave producer scans, the nav proofs and emission all
1980 /// read triggers through it, so an ambush behaves exactly like the trigger
1981 /// an author would otherwise hand-write — there is no second code path for
1982 /// the sugar to drift down. Deterministic (declaration order, no hashing).
1983 pub fn all_triggers(&self) -> Vec<EnvTrigger> {
1984 let mut out = self.triggers.clone();
1985 out.extend(self.ambushes.iter().map(Ambush::to_trigger));
1986 out
1987 }
1988
1989 /// **Does the campaign itself answer a right-click at `anchor`?**
1990 ///
1991 /// One predicate, read by both consumers of the press-answer rule, so they can
1992 /// never disagree about what "the campaign answered it" means: the compiler's
1993 /// synthesis (`plan::collect_press_answers`, which stands down where this is
1994 /// true) and the obligation on a shortcut door (`DW0429`, which fires where it
1995 /// is false). Split across the two crates they would drift, and the drift
1996 /// would read as "the compiler refused a door I answered".
1997 ///
1998 /// Deliberately the widest reading — *any* `use` trigger anchored there.
1999 /// Pressing it already does something the author chose, and the engine does
2000 /// not adjudicate whether what they chose counts as an answer.
2001 pub fn answers_press_at(&self, anchor: &str) -> bool {
2002 self.all_triggers()
2003 .iter()
2004 .any(|t| matches!(t.on, TriggerOn::Use) && t.at_anchor() == Some(anchor))
2005 }
2006
2007 /// Desugar every `ambush` into a real environment trigger and clear the
2008 /// ambush list (spec-0016 §3). Called once, by
2009 /// [`parse_campaign`](crate::parse_campaign); idempotent by construction
2010 /// (a second call sees no ambushes left to expand).
2011 pub fn expand_ambushes(&mut self) {
2012 if self.ambushes_expanded || self.ambushes.is_empty() {
2013 return;
2014 }
2015 self.triggers = self.all_triggers();
2016 self.ambushes_expanded = true;
2017 }
2018
2019 /// The declared datum with this id, if any (DSL v0.10).
2020 pub fn state_decl(&self, id: &str) -> Option<&StateDecl> {
2021 self.state.iter().find(|s| s.id.as_str() == id)
2022 }
2023
2024 /// The declared stake with this id, if any (DSL v0.10, spec-0032).
2025 pub fn stake_decl(&self, id: &str) -> Option<&Stake> {
2026 self.stakes.iter().find(|s| s.id.as_str() == id)
2027 }
2028}
2029
2030// ---------------------------------------------------------------------------
2031// Stage 5 — runtime state (DSL v0.10, spec-0031)
2032// ---------------------------------------------------------------------------
2033
2034/// Who holds a datum's value (DSL v0.10, spec-0031).
2035///
2036/// **Declared, never inferred.** A datum's multiplayer semantics is the one
2037/// thing about it that cannot be recovered from its uses: a purse read on a
2038/// `talk-to` looks identical whether every player has their own or the party
2039/// shares one, and the difference decides the whole design. spec-0031 states it
2040/// as a rule, and the type makes it un-omittable — there is no default.
2041#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2042#[serde(rename_all = "kebab-case")]
2043pub enum StateScope {
2044 /// Each player holds their own value. Read and written against the acting
2045 /// player, so a bundle with no acting player (the scheduler) cannot touch one
2046 /// (`DW0503`).
2047 Player,
2048 /// One value the whole party shares — the same holder story flags use
2049 /// (spec-0018). Readable and writable from every audience, including the
2050 /// scheduler.
2051 Party,
2052}
2053
2054impl StateScope {
2055 /// The wire token (`player` / `party`).
2056 pub fn token(self) -> &'static str {
2057 match self {
2058 StateScope::Player => "player",
2059 StateScope::Party => "party",
2060 }
2061 }
2062}
2063
2064/// One declared runtime datum (DSL v0.10, spec-0031): a named, scoped,
2065/// integer-valued counter.
2066///
2067/// This is what [`FlagId`] is not. A flag is boolean, party-wide and
2068/// **monotonic** — no verb clears one — which is exactly right for "this has
2069/// happened" and useless for a balance, a floor number, or "a ride is in
2070/// progress". A datum clears, counts down as well as up, and states its scope.
2071#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2072#[serde(deny_unknown_fields)]
2073pub struct StateDecl {
2074 /// Unique datum id (`state/<kebab>`).
2075 pub id: StateId,
2076 /// Who holds the value. Required — see [`StateScope`].
2077 pub scope: StateScope,
2078 /// The value the datum starts at, and the value `clear-state` returns it to.
2079 /// Defaults to `0`.
2080 ///
2081 /// One field rather than a separate `initial` and `cleared`: "the value this
2082 /// datum has when nothing has happened to it yet" is one fact, and two fields
2083 /// would let a campaign declare a datum that can never be returned to its own
2084 /// starting state.
2085 #[serde(default, skip_serializing_if = "is_zero_i32")]
2086 pub initial: i32,
2087 /// Free prose: what this datum means. Never machine-checked, never shown to a
2088 /// player — the forcing function that makes an author say what the number is,
2089 /// the same role `cast[].doing` plays.
2090 #[serde(default, skip_serializing_if = "Option::is_none")]
2091 pub note: Option<String>,
2092 /// The player-visible name of this datum (DSL v0.10, spec-0032).
2093 ///
2094 /// **A named datum is a currency.** There is no separate `currencies` section
2095 /// and there deliberately is not: a purse is a runtime datum that the player
2096 /// can see, and "the player can see it" is a property of the datum, not a
2097 /// different object class. A second struct carrying `id` + `scope` +
2098 /// `initial` + `name` would be a private copy of this one, which is the defect
2099 /// CLAUDE.md names second.
2100 ///
2101 /// Present ⇒ every `set-state` / `add-state` / `clear-state` on this datum
2102 /// also states the new balance to whoever holds it, on the action bar, as
2103 /// `<name>: <value>` with the value carried by vanilla's own `score`
2104 /// component. Absent ⇒ the datum is silent bookkeeping and emission is exactly
2105 /// what it was.
2106 ///
2107 /// Player-visible, so it is inventoried under `state.<id>.name` and
2108 /// translated like any other authored line.
2109 #[serde(default, skip_serializing_if = "Option::is_none")]
2110 pub name: Option<String>,
2111}
2112
2113/// serde `skip_serializing_if` helper: skip a zero `i32` (`StateDecl.initial`).
2114fn is_zero_i32(v: &i32) -> bool {
2115 *v == 0
2116}
2117
2118/// How a [`StateCompare`] relates a datum to its operand (DSL v0.10).
2119///
2120/// Four operators, not six: over integers `less-than n` is `at-most n-1` and
2121/// `greater-than n` is `at-least n+1`, so the extra spellings would add a second
2122/// way to say one thing and a second emission path to keep honest.
2123#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2124#[serde(rename_all = "kebab-case")]
2125pub enum CompareOp {
2126 /// The datum is exactly `value`.
2127 Equals,
2128 /// The datum is anything but `value`.
2129 NotEquals,
2130 /// The datum is `value` or more.
2131 AtLeast,
2132 /// The datum is `value` or less.
2133 AtMost,
2134}
2135
2136impl CompareOp {
2137 /// The wire token (`equals` / `not-equals` / `at-least` / `at-most`).
2138 pub fn token(self) -> &'static str {
2139 match self {
2140 CompareOp::Equals => "equals",
2141 CompareOp::NotEquals => "not-equals",
2142 CompareOp::AtLeast => "at-least",
2143 CompareOp::AtMost => "at-most",
2144 }
2145 }
2146}
2147
2148/// What one of the DSL v0.10 state verbs does to a datum — the value half of
2149/// [`QuestEffect::writes_state`].
2150#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2151pub enum StateWrite {
2152 /// `set-state`: the datum becomes this value.
2153 Set(i32),
2154 /// `add-state`: the datum moves by this signed amount.
2155 Add(i32),
2156 /// `clear-state`: the datum returns to its declared `initial`.
2157 Clear,
2158}
2159
2160/// One numeric term of a gate (DSL v0.10, spec-0031): *this datum compares thus
2161/// to this value*.
2162///
2163/// It rides [`Gate`](crate::gate::Gate) — the shared gate, carried by every
2164/// consumer of `requires_flags`/`forbids_flags` — and not any one verb. The
2165/// comparison's consumers are exactly the gate's consumers ("this door opens at
2166/// 500", "this line is withheld below 200", "this lever does nothing while the
2167/// car is moving"), so hanging it off the first verb that asked would leave the
2168/// second with no surface and make a second bespoke field look like the fix.
2169#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2170#[serde(deny_unknown_fields)]
2171pub struct StateCompare {
2172 /// The datum to read. Must be declared in the stage-5 `state` list
2173 /// (`DW0502`).
2174 pub state: StateId,
2175 /// How to compare it.
2176 pub op: CompareOp,
2177 /// What to compare it against.
2178 pub value: i32,
2179}
2180
2181/// A stage-5 container fill (DSL v0.6, spec-0021): contents for a chest or
2182/// barrel the prefab already placed.
2183///
2184/// The container is **hardware the prefab authored**, exactly like a trap's
2185/// dispenser: this declaration gives an already-placed, already-lit, already
2186/// composed piece of furniture its contents. The compiler never places the
2187/// container itself — if the anchor's cell does not already hold one, that is a
2188/// content defect and a build error (`DW0431`), not something to paper over by
2189/// setblock-ing a chest into a wall.
2190#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2191#[serde(deny_unknown_fields)]
2192pub struct Loot {
2193 /// Unique loot id (`loot/<kebab>`).
2194 pub id: LootId,
2195 /// The anchor whose cell holds the container to fill.
2196 pub anchor: AnchorId,
2197 /// Contents, in declaration order. Slot assignment is positional and
2198 /// deterministic — the first entry lands in `container.0`, the second in
2199 /// `container.1`, and so on (ADR-0006: no RNG, no loot tables).
2200 pub items: Vec<LootItem>,
2201}
2202
2203/// One stack inside a [`Loot`] container.
2204#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2205#[serde(deny_unknown_fields)]
2206pub struct LootItem {
2207 /// Item id (e.g. `minecraft:cooked_cod`). Validated against the pinned
2208 /// 1.21.11 item registry (`DW0143`).
2209 pub item: String,
2210 /// Stack size. Defaults to 1.
2211 #[serde(default = "one_u32")]
2212 pub count: u32,
2213 /// Optional custom item name. Enters the l10n string inventory exactly like
2214 /// a class kit item's name.
2215 #[serde(default, skip_serializing_if = "Option::is_none")]
2216 pub name: Option<String>,
2217 /// Enchantments on this stack (`{"minecraft:sharpness": 3}`), emitted as the
2218 /// 1.21 `minecraft:enchantments` item component.
2219 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
2220 pub enchantments: BTreeMap<String, u32>,
2221}
2222
2223fn one_u32() -> u32 {
2224 1
2225}
2226
2227/// A stage-5 trap (DSL v0.6, spec-0011; command payloads spec-0022): an
2228/// environmental hazard at one cell of a placed piece.
2229///
2230/// **What the prefab has to provide is one point anchor, and for most traps that
2231/// is all.** [`Trap::at`] names the trigger/hazard cell; the compiler models it
2232/// as a hazard for the completability proofs (`DW0342`) and, for a disarmable
2233/// trap, emits the disarm affordance. A [`payload`](Trap::payload) trap needs
2234/// nothing else: **the compiler owns the detection**, emitting a per-tick,
2235/// edge-latched `execute … if entity @a[<cell>]` and running the authored effect
2236/// bundle from it.
2237///
2238/// Two things a piece must pre-wire, each for one case and neither for the
2239/// common one:
2240///
2241/// * the legacy [`effect`](Trap::effect) — a `dispense` payload the prefab's own
2242/// redstone fires — needs the anchor's `dispenser` socket cell, which the
2243/// compiler fills. That is the case "harm is redstone-native" (spec-0011) was
2244/// written about, and the only one in which no detection is emitted.
2245/// * a **flag-gated** trap ([`requires_flags`](Trap::requires_flags) /
2246/// [`forbids_flags`](Trap::forbids_flags)) needs the anchor's `trigger_block`,
2247/// because gating removes the trigger block from the world while the gate is
2248/// shut and puts it back verbatim (`DW0363`).
2249///
2250/// Player-vs-mob distinguishing matters in a sealed box-garden with controlled
2251/// mobs, so `trapped-chest` (opened by a player) is called out as the only
2252/// player-distinct trigger.
2253#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2254#[serde(deny_unknown_fields)]
2255pub struct Trap {
2256 /// Unique trap id (`trap/<kebab>`).
2257 pub id: TrapId,
2258 /// **The point anchor this trap sits on** — any anchor an area's prefab
2259 /// provides, whatever it is called. Its cell is the trigger/hazard cell the
2260 /// compiler models, and for a `payload` trap that cell is the whole of what
2261 /// the piece has to provide: detection is the compiler's.
2262 ///
2263 /// The anchor additionally needs a `dispenser` socket for a legacy
2264 /// [`effect`](Trap::effect) trap, and a `trigger_block` for a flag-gated one
2265 /// (`DW0363`). `anchor/trap` is the name the shipped pieces use, and a name
2266 /// is all it is.
2267 pub at: AnchorId,
2268 /// What springs the trap (all redstone-native).
2269 pub trigger: TrapTrigger,
2270 /// The **legacy** redstone consequence (spec-0011): a static dispenser
2271 /// payload the prefab's own wiring fires. Superseded by [`Trap::payload`]
2272 /// (spec-0022) — redstone now keeps only the trigger — but kept meaningful
2273 /// so existing campaigns build unchanged. Optional since spec-0022; a trap
2274 /// must declare `effect`, `payload`, or both (`DW0440`).
2275 #[serde(default, skip_serializing_if = "Option::is_none")]
2276 pub effect: Option<TrapEffect>,
2277 /// The **command payload** (spec-0022): an ordered effect list in the same
2278 /// vocabulary quests use, run when the trigger fires. This is where a trap's
2279 /// consequence lives now — the compiler owns the detection tick and the
2280 /// effect vocabulary, so a trap's payload is authored like any other effect
2281 /// bundle rather than built out of dust and repeaters. Expressiveness moves
2282 /// from "what dust can carry" to "what the effect vocabulary can say":
2283 /// `volley` and `collapse` (spec-0022's trap verbs) join `damage-players`,
2284 /// `play-sound`, `narrate`, `set-flag` and `spawn-wave`.
2285 ///
2286 /// Empty = a pure spec-0011 redstone trap, which emits exactly what it
2287 /// emitted before (byte-identical).
2288 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2289 pub payload: Vec<QuestEffect>,
2290 /// How dangerous the trap is. A `lethal` trap on the forced critical path
2291 /// carries the completability obligation (`DW0342`); `harmful`/`nonlethal`
2292 /// carry none. Defaults to `harmful`.
2293 #[serde(default)]
2294 pub lethality: Lethality,
2295 /// Optional disarm affordance (quest-coupling): an anchor the player acts on to
2296 /// turn the trap off — setting a flag and emptying the dispenser — before the
2297 /// trap cell is forced.
2298 #[serde(default, skip_serializing_if = "Option::is_none")]
2299 pub disarm: Option<TrapDisarm>,
2300 /// Whether the trap re-arms after firing. `once` = single-shot (fires, then
2301 /// spent — the survivability path); `rearm` = re-fires each trigger (default).
2302 #[serde(default)]
2303 pub reset: TrapReset,
2304 /// Flags that must be set before the trap is considered active (mirrors
2305 /// [`EnvTrigger::requires_flags`]). Default empty.
2306 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2307 pub requires_flags: Vec<FlagId>,
2308 /// Negative flag gate (DSL v0.6): the trap is considered inactive while ANY
2309 /// listed flag is set (mirrors [`EnvTrigger::forbids_flags`]). Default empty.
2310 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2311 pub forbids_flags: Vec<FlagId>,
2312 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2313 /// hold for this gate to be open. The third field of the one gate, carried by
2314 /// every gate consumer — never by the verb that first wanted it. Default
2315 /// empty, so a pre-0.10 campaign is byte-identical.
2316 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2317 pub requires_state: Vec<StateCompare>,
2318}
2319
2320impl Trap {
2321 /// `(item, count)` if this trap declares a legacy `dispense` effect.
2322 pub fn dispense(&self) -> Option<(&str, u32)> {
2323 match &self.effect {
2324 Some(TrapEffect::Dispense { item, count }) => Some((item.as_str(), *count)),
2325 None => None,
2326 }
2327 }
2328
2329 /// Whether this trap is `lethal` (carries the `DW0342` obligation on the
2330 /// forced critical path).
2331 pub fn is_lethal(&self) -> bool {
2332 matches!(self.lethality, Lethality::Lethal)
2333 }
2334}
2335
2336/// The mechanism that springs a [`Trap`] (DSL v0.6, spec-0011). All three are
2337/// redstone-native — the hardware fires without any command — so the compiler
2338/// emits no detection for them; it only models the trigger cell as a hazard and
2339/// fills the dispenser payload. (`approach`, the compiler-detected v0.4 primitive,
2340/// is deliberately *not* a trap trigger: it is already fully expressible as an
2341/// [`EnvTrigger`], so admitting it here would only duplicate that surface.)
2342#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2343#[serde(rename_all = "kebab-case")]
2344pub enum TrapTrigger {
2345 /// A pressure plate: any entity stepping on the cell. Auto-rearms on step-off.
2346 PressurePlate,
2347 /// A tripwire line: any entity crossing it. Auto-rearms.
2348 Tripwire,
2349 /// A trapped chest: a *player opening it* (comparator pulse). The only
2350 /// player-distinct trigger — a controlled mob cannot spring it.
2351 TrappedChest,
2352}
2353
2354impl TrapTrigger {
2355 /// The kebab tag (`pressure-plate` / `tripwire` / `trapped-chest`).
2356 pub fn kind(&self) -> &'static str {
2357 match self {
2358 TrapTrigger::PressurePlate => "pressure-plate",
2359 TrapTrigger::Tripwire => "tripwire",
2360 TrapTrigger::TrappedChest => "trapped-chest",
2361 }
2362 }
2363}
2364
2365/// What a [`Trap`] does when sprung (DSL v0.6, spec-0011). Externally tagged so a
2366/// future effect adds a variant; a non-`dispense` key (e.g. `tnt`,
2367/// `release-falling-block`, `crusher`) is an unknown variant → `DW0100`, keeping
2368/// block-destroying and unmodeled effects out of the schema by construction
2369/// (spec-0011 non-goals — no hardware the compiler cannot model reaches a world).
2370#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2371#[serde(rename_all = "kebab-case", deny_unknown_fields)]
2372pub enum TrapEffect {
2373 /// Load the prefab's pre-wired dispenser with `count` of `item` (arrows, tipped
2374 /// arrows, splash potions). The redstone fires it; terrain is untouched
2375 /// (spec-0011 "primary lethal"). The item is round-tripped into the dispenser
2376 /// `Items` NBT — a deterministic, static payload.
2377 Dispense {
2378 /// Vanilla item id (validated against the pinned 1.21.11 registry, `DW0341`).
2379 item: String,
2380 /// How many to load into the dispenser stack.
2381 count: u32,
2382 },
2383}
2384
2385/// How dangerous a [`Trap`] is (DSL v0.6, spec-0011). Only `lethal` carries the
2386/// forced-critical-path completability obligation (`DW0342`).
2387#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2388#[serde(rename_all = "kebab-case")]
2389pub enum Lethality {
2390 /// Can kill a full-health player — carries the `DW0342` obligation on the path.
2391 Lethal,
2392 /// Hurts but is not designed to kill (the default).
2393 #[default]
2394 Harmful,
2395 /// Cosmetic / trivial (a stumble, a scare).
2396 Nonlethal,
2397}
2398
2399/// Whether a [`Trap`] re-arms after firing (DSL v0.6, spec-0011).
2400#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2401#[serde(rename_all = "kebab-case")]
2402pub enum TrapReset {
2403 /// Fires once, then is spent — the survivability path for a forced lethal trap
2404 /// (respawn-safe with `keep_inventory`, non-re-triggering on the walk back; no
2405 /// soft-loop).
2406 Once,
2407 /// Re-fires every time the trigger is met (default). A forced lethal `rearm`
2408 /// trap must be avoidable or disarmable, else `DW0342`.
2409 #[default]
2410 Rearm,
2411}
2412
2413/// A [`Trap`]'s disarm affordance (DSL v0.6, spec-0011): the player acts on the
2414/// `via` anchor (an interaction the compiler emits, reusing the v0.4 interaction
2415/// entity) to turn the trap off — setting `sets_flag` and emptying the dispenser —
2416/// before the trap cell is forced. Discharges the `DW0342` obligation when the
2417/// affordance is reachable ahead of the trap without crossing it.
2418#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2419#[serde(deny_unknown_fields)]
2420pub struct TrapDisarm {
2421 /// The anchor the player interacts with to disarm.
2422 pub via: AnchorId,
2423 /// The flag set when the trap is disarmed (a new flag this trap produces; other
2424 /// objectives/triggers may read it via `requires_flags`).
2425 pub sets_flag: FlagId,
2426}
2427
2428/// A stage-5 **timed gate** (spec-0016 §4): a gate region driven by a
2429/// deterministic open/close clock, so passage is a timing read rather than a
2430/// permanent state.
2431///
2432/// **The proof is deliberately NOT all-phase passability** — a gate that
2433/// punishes bad timing is the entire point. What the
2434/// compiler requires is that the gate is *readable*: the set of entry phases from
2435/// which a walking player clears the span before it shuts must cover **≥ 20% of
2436/// the cycle** (`DW0378`). Below that it is a coin flip, not a skill, and no
2437/// amount of learning the level makes it fair.
2438#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2439#[serde(deny_unknown_fields)]
2440pub struct TimedGate {
2441 /// Unique timed-gate id (`timed-gate/<kebab>`).
2442 pub id: TimedGateId,
2443 /// The gate anchor the clock drives. Its prefab metadata must declare a fill
2444 /// `block` (`DW0343`), the same requirement `close-gate` and `shortcut` have.
2445 pub gate: AnchorId,
2446 /// Ticks the gate stays OPEN each cycle (> 0).
2447 pub open_ticks: u32,
2448 /// Ticks the gate stays CLOSED each cycle (> 0).
2449 pub closed_ticks: u32,
2450 /// Ticks after world init before the first open window begins (default 0) —
2451 /// how two gates in the same room are put out of step with each other. Must
2452 /// be less than the full cycle.
2453 #[serde(default, skip_serializing_if = "is_zero")]
2454 pub phase: u32,
2455 /// Whether the gate **kills** a player caught inside its region when it
2456 /// shuts (spec-0016 §4 addendum). A portcullis
2457 /// that merely shoves you aside teaches nothing; mistiming the crossing is
2458 /// supposed to be a death you learn from, which is the whole point of §4's
2459 /// ≥20%-of-cycle window proof — the window is fair, so the penalty can be
2460 /// absolute.
2461 ///
2462 /// This is a real judgement issued by command on the closing tick, not
2463 /// suffocation: vanilla's in-wall damage is slow, gear-dependent and
2464 /// escapable, so it would make the portcullis a suggestion. `damage` at the
2465 /// closing edge is exact and unarguable.
2466 ///
2467 /// **Defaults to `false`**, so every campaign authored before this field
2468 /// existed compiles byte-identically; a delve opts its portcullis in.
2469 #[serde(default, skip_serializing_if = "is_false")]
2470 pub crush: bool,
2471 /// Optional **disarm** affordance (souls dossier §5.2): the third
2472 /// rung of the hazard ladder — readable, avoidable, and finally *disable-able*.
2473 /// The real games' best timed hazards can be removed for good (Smouldering
2474 /// Lake's ballista, the Fringefolk chariot); a clock the party can only ever
2475 /// dance with is one rung short of the vocabulary.
2476 ///
2477 /// Interacting with the affordance suppresses the clock **permanently, with
2478 /// the gate resting OPEN** — a jammed portcullis stays up. Permanence is
2479 /// structural exactly as a `shortcut`'s is: no emitted function ever re-arms
2480 /// the clock, and `DW0389` refuses a campaign that spells a re-seal.
2481 ///
2482 /// **Defaults to absent**, so every campaign authored before this field
2483 /// existed compiles byte-identically; a delve opts its portcullis in.
2484 #[serde(default, skip_serializing_if = "Option::is_none")]
2485 pub disarm: Option<TimedGateDisarm>,
2486}
2487
2488/// A [`TimedGate`]'s disarm affordance (souls dossier §5.2) — the
2489/// exact shape a trap's [`TrapDisarm`] takes, and deliberately so: one affordance
2490/// grammar for every mechanism the party can switch off.
2491///
2492/// The player acts on the `via` anchor (a compiler-emitted interaction entity
2493/// plus its visible hardware, `DW0420`) to jam the gate. The clock stops with the
2494/// span cleared, `sets_flag` is raised party-wide, and nothing in the delve can
2495/// put the gate back.
2496#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2497#[serde(deny_unknown_fields)]
2498pub struct TimedGateDisarm {
2499 /// The anchor the player interacts with to jam the gate. Must be an anchor
2500 /// some area's prefab provides, and never the gate anchor itself — the
2501 /// mechanism belongs beside the doorway, not inside the span that crushes.
2502 pub via: AnchorId,
2503 /// The flag set when the gate is disarmed (a new flag this gate produces;
2504 /// other objectives/triggers may read it via `requires_flags`).
2505 pub sets_flag: FlagId,
2506}
2507
2508/// serde `skip_serializing_if` helper: skip a `0`.
2509fn is_zero(n: &u32) -> bool {
2510 *n == 0
2511}
2512
2513/// A stage-5 **ambush** (spec-0016 §3) — one declaration for a beat that
2514/// otherwise takes a deferred actor set plus a hand-wired trigger.
2515///
2516/// **`telegraph` is optional, and that is a design ruling, not an oversight.**
2517/// The un-telegraphed ambush — the shove off the cliff you
2518/// could not have known about — is core souls vocabulary: 初见杀 is how the level
2519/// teaches. The engine does not sand that edge off.
2520///
2521/// What the engine *does* owe the player is **counterplay on the retry**: having
2522/// died once, an informed player must have something to do about it. Determinism
2523/// guarantees the second attempt meets the same ambushers in the same cells; the
2524/// compiler adds the missing half — `DW0376` proves the trigger cell is not a
2525/// sealed pocket, i.e. that with every ambusher standing where it will stand,
2526/// a route out still exists (a retreat, luring ground, a positioning line).
2527/// Dying uninformed is a lesson; dying with no play available is a broken beat.
2528#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2529#[serde(deny_unknown_fields)]
2530pub struct Ambush {
2531 /// Unique ambush id (`ambush/<kebab>`).
2532 pub id: AmbushId,
2533 /// The anchor the trigger watches — the corner, doorway or ledge the player
2534 /// walks into.
2535 pub at: AnchorId,
2536 /// The stage-5 actors that spring (1..N). Each is summoned at its own
2537 /// declared anchor and immediately unleashed to real AI.
2538 pub actors: Vec<ActorId>,
2539 /// What springs it (`approach{range}` / `strike` / `use`), exactly the v0.4
2540 /// environment-trigger vocabulary.
2541 pub trigger: TriggerOn,
2542 /// The **optional** tell, fired at the trigger before the ambushers exist:
2543 /// a sound, a shadow, a line of narration. Empty = un-telegraphed, which is
2544 /// fully legal.
2545 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2546 pub telegraph: Vec<QuestEffect>,
2547 /// What the spring does to the story (DSL v0.8, spec-0025; required at
2548 /// 0.8.0, `DW0481`).
2549 ///
2550 /// **The declaration lives here because this is the object the author
2551 /// wrote.** An ambush desugars into a `spawn-actor` plus an `unleash-actor`
2552 /// per listed actor, and every one of those is a story node `DW0481` demands
2553 /// a `happening` from — on effects the author never wrote and cannot reach.
2554 /// So for as long as this field did not exist, an `ambushes[]` entry could
2555 /// not compile at 0.8.0 or above at all: declared in the schema, accepted by
2556 /// the schema check, and refused at validation with a prescription naming a
2557 /// field that was not there. Nothing caught it because no campaign and no
2558 /// fixture had ever written an ambush at a version where the obligation was
2559 /// live — which is the case spec-0039 exists to make impossible.
2560 ///
2561 /// An ambush is **one** beat, not `2N` of them: the ambushers appearing and
2562 /// coming at you is a single dramatic moment, so one declaration covers the
2563 /// whole spring. [`Self::to_trigger`] stamps it onto the first generated
2564 /// `spawn-actor` so the chronicle carries the line at the right position,
2565 /// and `branch::check_happenings` reads the obligation off the ambush rather
2566 /// than off the beats derived from it. Repeating it on all `2N` is the
2567 /// obvious alternative and it is wrong twice over: the chronicle would gain
2568 /// `N` duplicate lines, and `DW0485` would see one subject act repeatedly
2569 /// and be right to call it a contradiction.
2570 #[serde(default, skip_serializing_if = "Option::is_none")]
2571 pub happening: Option<Happening>,
2572}
2573
2574impl Ambush {
2575 /// The environment trigger this ambush desugars to (spec-0016 §3): a
2576 /// one-shot trigger at `at` whose effects are the telegraph, then a
2577 /// `spawn-actor` + `unleash-actor` per listed actor, in declared order.
2578 ///
2579 /// This is the **single** expansion authority. Every consumer — validation,
2580 /// the l10n inventory, the flag/wave producer scans, nav, emission — reads
2581 /// triggers through [`QuestsContent::all_triggers`], so the sugar cannot
2582 /// diverge from a hand-written equivalent, and an ambush is exactly as
2583 /// debuggable as the trigger an author would otherwise type.
2584 pub fn to_trigger(&self) -> EnvTrigger {
2585 let mut effects = self.telegraph.clone();
2586 for (i, a) in self.actors.iter().enumerate() {
2587 effects.push(QuestEffect {
2588 when: None,
2589 // The ambush declaration, on the beat where the spring becomes
2590 // real. Only the FIRST, for the reason the field documents: one
2591 // ambush is one beat, and stamping the line on every generated
2592 // effect would pad the chronicle and trip `DW0485`.
2593 happening: if i == 0 { self.happening.clone() } else { None },
2594 verb: Verb::SpawnActor { actor: a.clone() },
2595 });
2596 }
2597 for a in &self.actors {
2598 effects.push(Verb::UnleashActor { actor: a.clone() }.into());
2599 }
2600 EnvTrigger {
2601 id: TriggerId(format!(
2602 "trigger/{}",
2603 crate::l10n::local_id(self.id.as_str())
2604 )),
2605 at: Some(self.at.clone()),
2606 on: self.trigger.clone(),
2607 requires_flags: Vec::new(),
2608 forbids_flags: Vec::new(),
2609 requires_state: Vec::new(),
2610 once: true,
2611 // An ambush is a party beat by construction — it springs actors at
2612 // the room, not a reply to the one who walked in.
2613 audience: TriggerAudience::Party,
2614 effects,
2615 }
2616 }
2617}
2618
2619/// A stage-5 **shortcut door** (spec-0016 §2) — the souls loop-back.
2620///
2621/// The owner's definition of the pattern: between two rest points there are two
2622/// routes. The **short** one starts sealed and holds nothing; the **long** one is
2623/// full of enemies and mechanisms. You earn the far side the hard way, pull one
2624/// mechanism, and the short route opens **forever**. That moment is the design.
2625///
2626/// The compiler owns three obligations, none of them optional:
2627/// 1. the `unlock` affordance is reachable while the gate is still sealed — the
2628/// long route genuinely exists (`DW0373`);
2629/// 2. opening the gate genuinely shortens the trip across it — a shortcut that
2630/// pays nothing is a leak, not a shortcut (`DW0360`);
2631/// 3. permanence is **structural**: no `close-gate` may target a shortcut gate
2632/// (`DW0372`). There is no re-sealing verb to reach for.
2633///
2634/// `close-gate` on a NON-shortcut gate (the point-of-no-return staging beat) is
2635/// untouched by this — the two verbs are deliberately disjoint.
2636#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2637#[serde(deny_unknown_fields)]
2638pub struct Shortcut {
2639 /// Unique shortcut id (`shortcut/<kebab>`).
2640 pub id: ShortcutId,
2641 /// The gate anchor this shortcut opens. Sealed from world-load (the prefab
2642 /// carries the physical fill), and its metadata must declare the fill `block`
2643 /// the compiler clears — the same requirement `close-gate` has.
2644 pub gate: AnchorId,
2645 /// The FAR-side anchor whose interaction fires the permanent open. The
2646 /// compiler summons the affordance there and polls it, reusing the v0.4
2647 /// interaction-entity `use` primitive.
2648 pub unlock: AnchorId,
2649 /// Effects fired once, when the shortcut opens — the bar lifting, the
2650 /// elevator descending, the sound of a door you will never have to earn
2651 /// again. Emitted server-source-safe (the poll lives on the tick).
2652 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2653 pub on_unlock: Vec<QuestEffect>,
2654}
2655
2656/// A stage-5 environment trigger (DSL v0.4). Emission uses vanilla-intended
2657/// primitives only (spec-0008 §7): `strike`/`use` read a `minecraft:interaction`
2658/// entity's attack/interaction records; `approach` is a `distance` selector on
2659/// the tick. Look-at / break-attempt detection is excluded on principle (no
2660/// vanilla primitive).
2661#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2662#[serde(deny_unknown_fields)]
2663pub struct EnvTrigger {
2664 /// Unique trigger id (`trigger/<kebab>`).
2665 pub id: TriggerId,
2666 /// The anchor this trigger watches. Required for `strike` / `use` /
2667 /// `approach`, which watch a *place*; **absent** for `strike-npc` (DSL
2668 /// v0.6), which watches a *character* and names it in `on.npc` instead —
2669 /// there is no cell for the author to supply and no cell the compiler
2670 /// would use. Either mismatch is `DW0194`.
2671 #[serde(default, skip_serializing_if = "Option::is_none")]
2672 pub at: Option<AnchorId>,
2673 /// The event that fires it.
2674 pub on: TriggerOn,
2675 /// Flags that must be set before the trigger can fire (DSL v0.4).
2676 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2677 pub requires_flags: Vec<FlagId>,
2678 /// Negative flag gate (DSL v0.6): the trigger is
2679 /// **suppressed** while ANY listed flag is set (by any player — flags are
2680 /// campaign state). The dual of `requires_flags`, so an "armed between two
2681 /// story beats" trigger needs no re-arm plumbing: e.g. a strike-the-giant
2682 /// retaliation trigger with `requires_flags: [flag/sealed]` and
2683 /// `forbids_flags: [flag/asleep]` arms when the cave seals and stands down
2684 /// the moment the wake beat takes over.
2685 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2686 pub forbids_flags: Vec<FlagId>,
2687 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2688 /// hold for this gate to be open. The third field of the one gate, carried by
2689 /// every gate consumer — never by the verb that first wanted it. Default
2690 /// empty, so a pre-0.10 campaign is byte-identical.
2691 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2692 pub requires_state: Vec<StateCompare>,
2693 /// Fire at most once (default `true`, mirroring objective completion). Set
2694 /// `false` to allow re-firing every time the condition is met.
2695 #[serde(default = "default_true")]
2696 pub once: bool,
2697 /// **Who the trigger's effects address** (DSL v0.11). Default
2698 /// [`TriggerAudience::Party`], so every campaign written before this field
2699 /// existed is byte-identical.
2700 ///
2701 /// A trigger is two different things depending on what the author means by
2702 /// it. A pressure plate that opens a gate and narrates the room is a **party
2703 /// beat**: everyone should see it, and it does not matter who stepped on the
2704 /// plate. A barred door that answers *"this cannot be opened from this
2705 /// side"* is a **reply to one person**: broadcasting it tells four players
2706 /// about a door three of them are nowhere near.
2707 ///
2708 /// Until this field the second was inexpressible, which is why the two verbs
2709 /// that needed it (`close-gate`'s seal answer, and nothing at all for a
2710 /// shortcut door) grew their own private reply machinery instead. The
2711 /// capability belongs to the press, not to the verb.
2712 #[serde(default, skip_serializing_if = "TriggerAudience::is_party")]
2713 pub audience: TriggerAudience,
2714 /// Effects fired when the trigger matches.
2715 pub effects: Vec<QuestEffect>,
2716}
2717
2718impl EnvTrigger {
2719 /// The anchor this trigger watches, if it watches a place at all. `None`
2720 /// for `strike-npc`, whose target is a character.
2721 pub fn at_anchor(&self) -> Option<&str> {
2722 self.at.as_ref().map(|a| a.as_str())
2723 }
2724
2725 /// Whether this trigger's bundle is addressed to the player who pressed it.
2726 pub fn addresses_presser(&self) -> bool {
2727 self.audience == TriggerAudience::Presser
2728 }
2729}
2730
2731/// Who an [`EnvTrigger`]'s effects address (DSL v0.11).
2732///
2733/// **This is a dispatch decision, not a cosmetic one.** A `party` trigger is
2734/// polled on the tick with no executor, so `@s` does not exist and every
2735/// player-facing command addresses `@a`. A `presser` trigger is dispatched by a
2736/// `minecraft:player_interacted_with_entity` advancement — the one vanilla
2737/// primitive that runs a function *as the player who clicked* — so `@s` is the
2738/// presser and the bundle addresses them alone.
2739///
2740/// That primitive exists for **right-clicks only**. Vanilla records a left-click
2741/// on an interaction entity in NBT (which names a UUID no command can become) and
2742/// offers no criterion for it, so `presser` on a `strike` is refused (`DW0427`)
2743/// rather than approximated: per CLAUDE.md's no-hack rule, a capability with no
2744/// vanilla primitive under it is excluded, never faked downstream.
2745#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2746#[serde(rename_all = "kebab-case")]
2747pub enum TriggerAudience {
2748 /// The whole party (the default, and what every trigger did before v0.11).
2749 #[default]
2750 Party,
2751 /// The one player whose click fired it.
2752 Presser,
2753}
2754
2755impl TriggerAudience {
2756 /// Serde skip predicate: the default needs no field on the wire, so a
2757 /// canonical round-trip of a pre-0.11 campaign is byte-identical.
2758 fn is_party(&self) -> bool {
2759 *self == TriggerAudience::Party
2760 }
2761}
2762
2763/// The event an [`EnvTrigger`] watches (DSL v0.4).
2764#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2765#[serde(tag = "on", rename_all = "kebab-case", deny_unknown_fields)]
2766pub enum TriggerOn {
2767 /// The player attacks (left-clicks) the interaction entity at the anchor.
2768 Strike,
2769 /// The player uses (right-clicks) the interaction entity at the anchor.
2770 Use,
2771 /// The player comes within `range` blocks of the anchor.
2772 Approach {
2773 /// Approach radius (blocks).
2774 range: u32,
2775 },
2776 /// The player attacks (left-clicks) an **NPC's body** (DSL v0.6).
2777 ///
2778 /// The place-based [`TriggerOn::Strike`] cannot express "hit the giant": it
2779 /// summons its own `minecraft:interaction` at a *cell*, and a large NPC's
2780 /// body eclipses that cell (`DW0359`), so the click never reaches the
2781 /// trigger — the owner's island round-7 finding. This form has no cell. It
2782 /// rides the interaction entity the NPC already owns, which is the entity a
2783 /// click on that NPC reaches by construction.
2784 ///
2785 /// Right-click and left-click stay separate all the way down: a
2786 /// `minecraft:interaction` records them in two distinct NBT fields
2787 /// (`interaction` and `attack`), so the NPC's dialogue keeps the right-click
2788 /// and this trigger takes the left-click, on one shared hitbox.
2789 StrikeNpc {
2790 /// The NPC (stage-2 ref) whose body is the target.
2791 npc: NpcId,
2792 },
2793}
2794
2795impl TriggerOn {
2796 /// The kebab tag (`strike` / `use` / `approach` / `strike-npc`).
2797 pub fn kind(&self) -> &'static str {
2798 match self {
2799 TriggerOn::Strike => "strike",
2800 TriggerOn::Use => "use",
2801 TriggerOn::Approach { .. } => "approach",
2802 TriggerOn::StrikeNpc { .. } => "strike-npc",
2803 }
2804 }
2805
2806 /// Whether this event needs an `at` anchor — true for everything that
2807 /// watches a place, false for `strike-npc`, which watches a character.
2808 pub fn needs_anchor(&self) -> bool {
2809 !matches!(self, TriggerOn::StrikeNpc { .. })
2810 }
2811
2812 /// The NPC whose body this event watches (`strike-npc` only).
2813 pub fn npc_target(&self) -> Option<&NpcId> {
2814 match self {
2815 TriggerOn::StrikeNpc { npc } => Some(npc),
2816 _ => None,
2817 }
2818 }
2819}
2820
2821/// A combat wave (DSL v0.3): a bundle of mobs spawned at an anchor and slain to
2822/// complete a `kill` objective. Emission (spec-0002): a `spawn-wave` effect
2823/// summons the mobs tagged `dw_wave_<id>` (AI enabled — they fight); a
2824/// `player_killed_entity` advancement per tag decrements a scoreboard countdown,
2825/// and the `kill` objective completes when the count reaches zero.
2826#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2827#[serde(deny_unknown_fields)]
2828pub struct Wave {
2829 /// Unique wave id.
2830 pub id: WaveId,
2831 /// The anchor the wave's mobs spawn at.
2832 pub anchor: AnchorId,
2833 /// The mobs that make up the wave (1..N).
2834 pub mobs: Vec<WaveMob>,
2835 /// Re-seat this wave every time the party rests at (or respawns from) a
2836 /// bonfire (spec-0016 §1) — the souls contract: progress is kept, the
2837 /// enemies come back. The compiler kills any survivor carrying the wave tag
2838 /// and re-runs the wave's own spawn function, so the room is restored to its
2839 /// authored composition and spawn cells.
2840 ///
2841 /// Inert without a `bonfire` in the campaign, which is a compile error
2842 /// (`DW0370`) rather than a silent no-op.
2843 #[serde(default, skip_serializing_if = "is_false")]
2844 pub respawns_on_rest: bool,
2845 /// Tower-defense lane routing (spec-0016 §6): march this wave along a
2846 /// waypoint polyline while distant, hand it to native AI the instant a
2847 /// player is inside `aggro_radius`. Absent = today's behaviour (spawn and
2848 /// stand), byte-identical.
2849 #[serde(default, skip_serializing_if = "Option::is_none")]
2850 pub lane: Option<WaveLane>,
2851 /// Where the wave's mobs materialize (spec-0016 §6). Absent =
2852 /// [`WaveSummon::Anchor`], the pre-0.6 behaviour: standable cells around the
2853 /// wave `anchor`.
2854 #[serde(default, skip_serializing_if = "Option::is_none")]
2855 pub summon: Option<WaveSummon>,
2856 /// How hard this encounter is *meant* to be (DSL v0.7, spec-0023). Absent =
2857 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.7 campaign.
2858 ///
2859 /// This is a **declaration, not a knob**: the compiler never scales content
2860 /// from it (spec-0023 "Out of scope"). It exists because the validation
2861 /// ladder's inverted floor gate needs to know which fights the content
2862 /// *claims* are hard — an `elite`/`boss` encounter the unassisted bot beats
2863 /// on its first attempt is reported as too easy for its billing. Marking it
2864 /// is how the author opts into that scrutiny; the alternative — inferring
2865 /// "elite" from how tuned a stack looks — is exactly the downstream folklore
2866 /// CLAUDE.md's no-hack rule forbids.
2867 ///
2868 /// **It does reach emission in exactly one place** (spec-0016 §1): in a
2869 /// campaign with a `bonfire`, a billed `elite`/
2870 /// `boss` wave that does not declare `respawns_on_rest` is refreshed by a
2871 /// rest *while it is still standing* — deleted and re-seated at full count
2872 /// and full health, so chipping it down one life at a time is never a path.
2873 /// Beat it and it stays beaten. `DW0499` forbids billing a wave `boss` and
2874 /// `respawns_on_rest` at once.
2875 #[serde(default, skip_serializing_if = "Option::is_none")]
2876 pub tier: Option<EncounterTier>,
2877}
2878
2879/// What a wave is billed as (DSL v0.7, spec-0023). Consumed by the validation
2880/// ladder (the run's combat plan) and — since spec-0016 §1's undefeated re-seat
2881/// — by one emission site: a bonfire refreshes a billed wave that is still
2882/// standing. Nothing about the encounter itself is scaled from it.
2883#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2884#[serde(rename_all = "kebab-case")]
2885pub enum EncounterTier {
2886 /// Trash / pressure. No floor expectation: a bot that wins it cold proves
2887 /// nothing either way. The default.
2888 #[default]
2889 Ordinary,
2890 /// A set-piece the content bills as a hard fight (spec-0016's optional-elite
2891 /// and spawn-and-unleash vocabulary).
2892 Elite,
2893 /// A campaign's named fight. Same floor rule as `elite`; the distinction is
2894 /// for the run report a human reads.
2895 Boss,
2896}
2897
2898impl EncounterTier {
2899 /// The kebab tag, as it appears in the DSL and in the emitted combat plan.
2900 pub fn token(self) -> &'static str {
2901 match self {
2902 EncounterTier::Ordinary => "ordinary",
2903 EncounterTier::Elite => "elite",
2904 EncounterTier::Boss => "boss",
2905 }
2906 }
2907
2908 /// Does the inverted floor gate (spec-0023) apply to this tier? A fight the
2909 /// content bills as hard carries an expectation the bot can measure; an
2910 /// ordinary one does not.
2911 pub fn has_floor_expectation(self) -> bool {
2912 matches!(self, EncounterTier::Elite | EncounterTier::Boss)
2913 }
2914}
2915
2916/// Where a wave's mobs materialize (spec-0016 §6).
2917#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2918#[serde(rename_all = "kebab-case")]
2919pub enum WaveSummon {
2920 /// Standable cells around the wave `anchor`, nearest first — the pre-0.6
2921 /// behaviour and the default.
2922 Anchor,
2923 /// **Spirit-summoned at the edge of perception**:
2924 /// each mob appears on the ring at its own `attributes.follow_range` from
2925 /// the wave `anchor`, so it acquires a target the instant it exists and
2926 /// closes under pure native AI. Species without patrol AI never march a
2927 /// lane; this is what they do instead — never a spawn on top of the party,
2928 /// never a mob that brushes past.
2929 ///
2930 /// With this mode the wave `anchor` is the **defended point** (what the ring
2931 /// is drawn around), not the spawn point. Each mob stack must declare its
2932 /// own `attributes.follow_range` (`DW0385`) — the ring radius is authored,
2933 /// never guessed from a vanilla defaults table the compiler cannot verify.
2934 AggroEdge,
2935}
2936
2937/// Tower-defense lane routing for a wave (spec-0016 §6), built on vanilla's
2938/// **Raider patrol system** — the intended primitive, live-verified on 1.21.11
2939/// (`docs/notes/td-routing-spike.md`).
2940///
2941/// The squad spawns `Patrolling:1b` with one `PatrolLeader:1b` and a snake_case
2942/// `patrol_target` int-array; a compiler-emitted clock walks the shared waypoint
2943/// index forward, and per mob a player-proximity check releases `Patrolling:0b`.
2944/// From that instant the mob is a plain native hostile. "Combat preempts
2945/// routing" is engine semantics — vanilla's patrol goal is hard-gated on having
2946/// no target — so the owner's rule (march while distant, fight with NATIVE AI
2947/// once aggroed, never brush past) falls out of the primitive unforced.
2948///
2949/// Lanes are raider-family only (`DW0382`), squad ≥ 2 (`DW0383`), and a lane
2950/// pillager must keep its crossbow (`DW0384`).
2951#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2952#[serde(deny_unknown_fields)]
2953pub struct WaveLane {
2954 /// The lane polyline, in march order: anchors some area's prefab provides.
2955 /// At least one; consecutive legs (counting the wave `anchor` as the origin)
2956 /// must be more than 10 blocks apart — vanilla re-rolls a patrol target
2957 /// within 10 blocks of arrival, so a tighter lane is a lane the engine
2958 /// quietly stops following (`DW0386`).
2959 pub waypoints: Vec<AnchorId>,
2960 /// The release radius, in blocks: the compiler sets every lane mob's
2961 /// `follow_range` attribute to exactly this and releases `Patrolling:0b`
2962 /// at the same distance. The two MUST be equal — a patrolling raider that
2963 /// targets a player it cannot engage holds ground instead of marching, so a
2964 /// per-mob `attributes.follow_range` that disagrees is `DW0381`.
2965 pub aggro_radius: u32,
2966}
2967
2968/// One mob stack in a [`Wave`].
2969#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2970#[serde(deny_unknown_fields)]
2971pub struct WaveMob {
2972 /// Vanilla entity id, validated against the pinned 1.21.11 registry.
2973 pub entity: String,
2974 /// How many to spawn.
2975 pub count: u32,
2976 /// Optional custom name (shown above the mob).
2977 #[serde(default, skip_serializing_if = "Option::is_none")]
2978 pub name: Option<String>,
2979 /// Optional attribute overrides (DSL v0.4), emitted as 1.21.11 attribute
2980 /// components. Enables e.g. a weakened live warden as a survivable stealth
2981 /// threat. Omitted = vanilla defaults.
2982 #[serde(default, skip_serializing_if = "Option::is_none")]
2983 pub attributes: Option<MobAttributes>,
2984 /// Optional permanent, ambient status effects (DSL v0.4).
2985 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2986 pub effects: Vec<MobEffect>,
2987 /// Optional worn/held equipment (DSL v0.6). A helmet is the
2988 /// sanctioned fix for daylight-burning undead — never
2989 /// `set-time`. Item ids validate against the pinned 1.21.11 item registry
2990 /// (`DW0143`, the give-item family); every emitted slot carries drop
2991 /// chance 0 so players can never farm wave gear (no-grind constitution).
2992 #[serde(default, skip_serializing_if = "Option::is_none")]
2993 pub equipment: Option<MobEquipment>,
2994 /// What this mob leaves behind when it dies (DSL v0.9). Only an `elite`/`boss` wave may declare it (`DW0491`)
2995 /// — an ordinary mob's kit is never farmable. Empty = drop chance 0 on
2996 /// every slot.
2997 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2998 pub drops: Vec<MobDrop>,
2999}
3000
3001/// Worn/held equipment for a wave mob (DSL v0.6). Each field is a vanilla item
3002/// id for the matching vanilla equipment slot; an unset slot stays empty —
3003/// except `main_hand`, where the compiler's armed-mob default (skeleton bow,
3004/// wither-skeleton sword) still applies unless overridden. Emitted as the
3005/// component-era `equipment`/`drop_chances` summon NBT (1.21.11 silently
3006/// ignores legacy `ArmorItems`/`HandItems` on `/summon`), all drop chances 0.
3007#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3008#[serde(deny_unknown_fields)]
3009pub struct MobEquipment {
3010 /// Head slot.
3011 #[serde(default, skip_serializing_if = "Option::is_none")]
3012 pub head: Option<EquipItem>,
3013 /// Chest slot.
3014 #[serde(default, skip_serializing_if = "Option::is_none")]
3015 pub chest: Option<EquipItem>,
3016 /// Legs slot.
3017 #[serde(default, skip_serializing_if = "Option::is_none")]
3018 pub legs: Option<EquipItem>,
3019 /// Feet slot.
3020 #[serde(default, skip_serializing_if = "Option::is_none")]
3021 pub feet: Option<EquipItem>,
3022 /// Main-hand slot. Overrides the compiler's armed-mob default.
3023 #[serde(default, skip_serializing_if = "Option::is_none")]
3024 pub main_hand: Option<EquipItem>,
3025 /// Off-hand slot.
3026 #[serde(default, skip_serializing_if = "Option::is_none")]
3027 pub off_hand: Option<EquipItem>,
3028}
3029
3030impl MobEquipment {
3031 /// Every slot as `(dsl_field_name, piece)`, in the fixed schema order —
3032 /// the single iteration source for validation paths and emission.
3033 pub fn slots(&self) -> [(&'static str, Option<&EquipItem>); 6] {
3034 [
3035 ("head", self.head.as_ref()),
3036 ("chest", self.chest.as_ref()),
3037 ("legs", self.legs.as_ref()),
3038 ("feet", self.feet.as_ref()),
3039 ("main_hand", self.main_hand.as_ref()),
3040 ("off_hand", self.off_hand.as_ref()),
3041 ]
3042 }
3043
3044 /// The piece this equipment declaration puts in `slot`, if any. The single
3045 /// question a `drops[]` `slot` entry asks: a mob can only drop a piece it
3046 /// actually wears (`DW0490`).
3047 pub fn filled(&self, slot: EquipSlot) -> Option<&EquipItem> {
3048 match slot {
3049 EquipSlot::Head => self.head.as_ref(),
3050 EquipSlot::Chest => self.chest.as_ref(),
3051 EquipSlot::Legs => self.legs.as_ref(),
3052 EquipSlot::Feet => self.feet.as_ref(),
3053 EquipSlot::MainHand => self.main_hand.as_ref(),
3054 EquipSlot::OffHand => self.off_hand.as_ref(),
3055 }
3056 }
3057}
3058
3059/// One vanilla equipment slot, named exactly as the [`MobEquipment`] field that
3060/// fills it (DSL v0.9). The DSL name and the summon-NBT key differ
3061/// (`main_hand` vs `mainhand`), so both live here and nowhere else.
3062#[derive(
3063 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
3064)]
3065#[serde(rename_all = "snake_case")]
3066pub enum EquipSlot {
3067 /// Head slot.
3068 Head,
3069 /// Chest slot.
3070 Chest,
3071 /// Legs slot.
3072 Legs,
3073 /// Feet slot.
3074 Feet,
3075 /// Main-hand slot.
3076 MainHand,
3077 /// Off-hand slot.
3078 OffHand,
3079}
3080
3081impl EquipSlot {
3082 /// The DSL field name (`main_hand`), for diagnostics and JSON pointers.
3083 pub fn field(self) -> &'static str {
3084 match self {
3085 EquipSlot::Head => "head",
3086 EquipSlot::Chest => "chest",
3087 EquipSlot::Legs => "legs",
3088 EquipSlot::Feet => "feet",
3089 EquipSlot::MainHand => "main_hand",
3090 EquipSlot::OffHand => "off_hand",
3091 }
3092 }
3093
3094 /// The 1.21.11 `equipment` / `drop_chances` NBT key (`mainhand`).
3095 pub fn nbt(self) -> &'static str {
3096 match self {
3097 EquipSlot::Head => "head",
3098 EquipSlot::Chest => "chest",
3099 EquipSlot::Legs => "legs",
3100 EquipSlot::Feet => "feet",
3101 EquipSlot::MainHand => "mainhand",
3102 EquipSlot::OffHand => "offhand",
3103 }
3104 }
3105}
3106
3107/// One declared drop of an elite or boss (DSL v0.9).
3108///
3109/// A mob may wear many pieces; what it *leaves behind* is a **declared subset**,
3110/// usually one piece and never automatically everything. Two forms, told apart
3111/// by which field is present:
3112///
3113/// ```json
3114/// { "slot": "main_hand" } // its axe
3115/// { "item": "minecraft:tripwire_hook", "name": "Gate Key" } // a quest item
3116/// ```
3117///
3118/// A `slot` entry must name a slot the same entity's `equipment` really fills
3119/// (`DW0490`) — the drop is the piece the player has been *looking at* through
3120/// the whole fight, so the two declarations cannot disagree. An `item` entry is
3121/// a token the fight *yields* rather than wears, and rides the entity's own
3122/// death loot table.
3123///
3124/// Undeclared slots keep drop chance `0.0` — byte-for-byte today's behaviour, and
3125/// the no-grind constitution's guarantee that an ordinary kit is never farmable.
3126#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3127#[serde(untagged)]
3128pub enum MobDrop {
3129 /// A worn/held piece, named by its equipment slot.
3130 Slot(SlotDrop),
3131 /// A quest token the fight yields (not worn).
3132 Item(ItemDrop),
3133}
3134
3135/// The worn-piece form of a [`MobDrop`].
3136#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3137#[serde(deny_unknown_fields)]
3138pub struct SlotDrop {
3139 /// The equipment slot whose piece drops. Must be filled by the entity's own
3140 /// `equipment` declaration (`DW0490`).
3141 pub slot: EquipSlot,
3142}
3143
3144/// The quest-token form of a [`MobDrop`].
3145#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3146#[serde(deny_unknown_fields)]
3147pub struct ItemDrop {
3148 /// Vanilla item id, validated against the pinned 1.21.11 registry
3149 /// (`DW0143`, the give-item family).
3150 pub item: String,
3151 /// Display name the dropped stack carries as a `custom_name` component.
3152 /// Player-visible, so it enters the l10n string inventory and translates
3153 /// like any other line.
3154 #[serde(default, skip_serializing_if = "Option::is_none")]
3155 pub name: Option<String>,
3156}
3157
3158impl MobDrop {
3159 /// The equipment slot this entry names, or `None` for a quest-item drop.
3160 pub fn slot(&self) -> Option<EquipSlot> {
3161 match self {
3162 MobDrop::Slot(s) => Some(s.slot),
3163 MobDrop::Item(_) => None,
3164 }
3165 }
3166
3167 /// The item id this entry names, or `None` for a worn-piece drop.
3168 pub fn item(&self) -> Option<&str> {
3169 match self {
3170 MobDrop::Slot(_) => None,
3171 MobDrop::Item(i) => Some(&i.item),
3172 }
3173 }
3174
3175 /// The declared display name of a quest-item drop, when set.
3176 pub fn name(&self) -> Option<&String> {
3177 match self {
3178 MobDrop::Slot(_) => None,
3179 MobDrop::Item(i) => i.name.as_ref(),
3180 }
3181 }
3182
3183 /// Mutable access to the display name — the l10n traversal's hook.
3184 pub fn name_mut(&mut self) -> Option<&mut String> {
3185 match self {
3186 MobDrop::Slot(_) => None,
3187 MobDrop::Item(i) => i.name.as_mut(),
3188 }
3189 }
3190}
3191
3192/// One equipped item: either a bare item id, or an id carrying enchantments.
3193///
3194/// The plain form is the common case and stays a plain JSON string, which is
3195/// what keeps every campaign written before enchantments existed byte-identical
3196/// on re-serialisation:
3197///
3198/// ```json
3199/// "main_hand": "minecraft:netherite_sword"
3200/// "head": { "item": "minecraft:netherite_helmet",
3201/// "enchantments": { "minecraft:protection": 4 } }
3202/// ```
3203#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3204#[serde(untagged)]
3205pub enum EquipItem {
3206 /// A bare item id — no enchantments.
3207 Plain(String),
3208 /// An item id plus its enchantments.
3209 Enchanted(EnchantedItem),
3210}
3211
3212impl EquipItem {
3213 /// The item id, whichever form was authored.
3214 pub fn item(&self) -> &str {
3215 match self {
3216 EquipItem::Plain(s) => s,
3217 EquipItem::Enchanted(e) => &e.item,
3218 }
3219 }
3220
3221 /// The enchantments on this piece — empty for the plain form. `BTreeMap`
3222 /// ordered, so emission order is the id order and never hash order
3223 /// (ADR-0006).
3224 pub fn enchantments(&self) -> &BTreeMap<String, u32> {
3225 static EMPTY: std::sync::LazyLock<BTreeMap<String, u32>> =
3226 std::sync::LazyLock::new(BTreeMap::new);
3227 match self {
3228 EquipItem::Plain(_) => &EMPTY,
3229 EquipItem::Enchanted(e) => &e.enchantments,
3230 }
3231 }
3232}
3233
3234/// The enchanted form of [`EquipItem`].
3235#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3236#[serde(deny_unknown_fields)]
3237pub struct EnchantedItem {
3238 /// Item id (e.g. `minecraft:netherite_chestplate`).
3239 pub item: String,
3240 /// Enchantment id → level (e.g. `{"minecraft:protection": 4}`). Emitted as
3241 /// the 1.21 `minecraft:enchantments` item component.
3242 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3243 pub enchantments: BTreeMap<String, u32>,
3244}
3245
3246/// Attribute overrides for a wave mob (DSL v0.4). Each field maps to a 1.21.11
3247/// `minecraft:` attribute component; an unset field keeps the vanilla base value.
3248#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3249#[serde(deny_unknown_fields)]
3250pub struct MobAttributes {
3251 /// `minecraft:max_health` base value.
3252 #[serde(default, skip_serializing_if = "Option::is_none")]
3253 pub max_health: Option<f64>,
3254 /// `minecraft:attack_damage` base value.
3255 #[serde(default, skip_serializing_if = "Option::is_none")]
3256 pub attack_damage: Option<f64>,
3257 /// `minecraft:movement_speed` base value.
3258 #[serde(default, skip_serializing_if = "Option::is_none")]
3259 pub movement_speed: Option<f64>,
3260 /// `minecraft:follow_range` base value.
3261 #[serde(default, skip_serializing_if = "Option::is_none")]
3262 pub follow_range: Option<f64>,
3263}
3264
3265/// One permanent status effect on a wave mob (DSL v0.4), emitted as an ambient,
3266/// non-expiring `effect give`.
3267#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3268#[serde(deny_unknown_fields)]
3269pub struct MobEffect {
3270 /// Vanilla effect id (e.g. `minecraft:slowness`), validated against the
3271 /// pinned registry (`DW0192`).
3272 pub effect: String,
3273 /// Amplifier (0 = level I).
3274 pub amplifier: u32,
3275}
3276
3277/// One expanded quest.
3278#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3279#[serde(deny_unknown_fields)]
3280pub struct Quest {
3281 /// Quest id (matches a stage-4 planned quest).
3282 pub id: QuestId,
3283 /// What starts the quest.
3284 pub trigger: Trigger,
3285 /// Ordered objectives (intra-quest DAG via `after`).
3286 pub objectives: Vec<Objective>,
3287 /// Effects fired when a given objective completes.
3288 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3289 pub on_objective_complete: BTreeMap<ObjectiveId, Vec<QuestEffect>>,
3290 /// Effects fired when the whole quest completes.
3291 pub on_complete: Vec<QuestEffect>,
3292 /// The **cast ledger** (DSL v0.7, spec-0020): for every stage-2 NPC that is
3293 /// live during this quest — spawned and not explicitly removed — where it
3294 /// stands, what it is doing, and what its right-click offers *for this
3295 /// quest's duration*.
3296 ///
3297 /// The ledger exists because an NPC's dialogue used to be one tree for the
3298 /// whole campaign: after the climactic escape a crew member still offered
3299 /// "Tell me what he is." — a premise question absurd once the story moved on.
3300 /// Declaring the scene per quest makes the compiler able to check it
3301 /// (`DW0460`–`DW0467`) and makes the declaration itself the gate: the
3302 /// emitted right-click shows the root this quest declares, so a stale root
3303 /// retires *because the ledger says so*, not because an author remembered a
3304 /// flag.
3305 ///
3306 /// Every NPC live during the quest owes an entry (`DW0460`).
3307 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3308 pub cast: BTreeMap<NpcId, CastEntry>,
3309 /// What this quest does to the story (DSL v0.8, spec-0025; required at 0.8.0,
3310 /// `DW0481`).
3311 #[serde(default, skip_serializing_if = "Option::is_none")]
3312 pub happening: Option<Happening>,
3313}
3314
3315/// One NPC's entry in a quest's [`cast`](Quest::cast) ledger.
3316///
3317/// Three authored shapes, tried in order (untagged): the bare keyword `"dead"` /
3318/// `"offstage"`, a single flat [`CastPlacement`], or a **list** of placements —
3319/// per-branch casts, each gated by the flags that select its branch (spec-0020
3320/// proof 4: where the effect history is branch-dependent, a single flat
3321/// declaration cannot hold on every reachable branch, and `DW0462` says so).
3322#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3323#[serde(untagged)]
3324pub enum CastEntry {
3325 /// The bare keyword form: `"npc/antiphos": "dead"`. Shorthand for a
3326 /// placement whose `at` is that keyword and which carries no `doing` or
3327 /// `dialogue` — a character who is not in the world has no business and
3328 /// answers no right-click.
3329 Absent(CastAbsence),
3330 /// A single placement that must hold on every reachable branch.
3331 Placement(CastPlacement),
3332 /// Per-branch placements (spec-0020 proof 4). Each carries the
3333 /// `requires_flags`/`forbids_flags` that select its branch.
3334 Branches(Vec<CastPlacement>),
3335}
3336
3337impl CastEntry {
3338 /// Every placement this entry declares, in declared order. The bare-keyword
3339 /// form yields none — there is no scene to check.
3340 pub fn placements(&self) -> Vec<&CastPlacement> {
3341 match self {
3342 CastEntry::Absent(_) => Vec::new(),
3343 CastEntry::Placement(p) => vec![p],
3344 CastEntry::Branches(ps) => ps.iter().collect(),
3345 }
3346 }
3347
3348 /// Every placement this entry declares, mutably (the l10n traversal).
3349 pub fn placements_mut(&mut self) -> Vec<&mut CastPlacement> {
3350 match self {
3351 CastEntry::Absent(_) => Vec::new(),
3352 CastEntry::Placement(p) => vec![p],
3353 CastEntry::Branches(ps) => ps.iter_mut().collect(),
3354 }
3355 }
3356
3357 /// The bare-keyword absence this entry declares, if it is that form.
3358 pub fn absence(&self) -> Option<CastAbsence> {
3359 match self {
3360 CastEntry::Absent(a) => Some(*a),
3361 _ => None,
3362 }
3363 }
3364
3365 /// True if this entry declares the NPC out of the world entirely — the bare
3366 /// keyword, or every placement's `at` being a keyword.
3367 pub fn is_absent(&self) -> bool {
3368 match self {
3369 CastEntry::Absent(_) => true,
3370 CastEntry::Placement(p) => p.at.absence().is_some(),
3371 CastEntry::Branches(ps) => {
3372 !ps.is_empty() && ps.iter().all(|p| p.at.absence().is_some())
3373 }
3374 }
3375 }
3376}
3377
3378/// A declared absence: the NPC is deliberately not in the world.
3379#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3380#[serde(rename_all = "kebab-case")]
3381pub enum CastAbsence {
3382 /// Removed from the story for good (must match a `despawn-npc` with no later
3383 /// `spawn-npc`).
3384 Dead,
3385 /// Not in the world for this quest, but may return (must match a
3386 /// `despawn-npc`).
3387 Offstage,
3388}
3389
3390impl CastAbsence {
3391 /// The authored keyword (`dead` / `offstage`).
3392 pub fn token(self) -> &'static str {
3393 match self {
3394 CastAbsence::Dead => "dead",
3395 CastAbsence::Offstage => "offstage",
3396 }
3397 }
3398}
3399
3400/// Where a cast entry puts an NPC: a prefab anchor, or a declared absence.
3401#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3402#[serde(untagged)]
3403pub enum CastPlace {
3404 /// `"dead"` or `"offstage"` — explicitly not in the world.
3405 Absent(CastAbsence),
3406 /// The anchor the NPC stands on for this quest's duration. Must equal the
3407 /// position the effect history actually produces (`DW0461`): declaring an
3408 /// anchor does not teleport anybody.
3409 Anchor(AnchorId),
3410}
3411
3412impl CastPlace {
3413 /// The anchor this place names, if it is an anchor.
3414 pub fn anchor(&self) -> Option<&AnchorId> {
3415 match self {
3416 CastPlace::Anchor(a) => Some(a),
3417 CastPlace::Absent(_) => None,
3418 }
3419 }
3420
3421 /// The declared absence, if this place is one.
3422 pub fn absence(&self) -> Option<CastAbsence> {
3423 match self {
3424 CastPlace::Absent(a) => Some(*a),
3425 CastPlace::Anchor(_) => None,
3426 }
3427 }
3428
3429 /// The authored token, for diagnostics.
3430 pub fn token(&self) -> &str {
3431 match self {
3432 CastPlace::Absent(a) => a.token(),
3433 CastPlace::Anchor(a) => a.as_str(),
3434 }
3435 }
3436}
3437
3438/// One declared scene for one NPC in one quest.
3439#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3440#[serde(deny_unknown_fields)]
3441pub struct CastPlacement {
3442 /// Where the NPC is: an anchor, or `"offstage"` / `"dead"`.
3443 pub at: CastPlace,
3444 /// What the character is *doing* — free prose, never machine-checked.
3445 ///
3446 /// This field is the forcing function, which is the whole reason it is
3447 /// required (`DW0463`) despite being unverifiable: you cannot fill it in
3448 /// without deciding the character's business in this beat, and stage 6
3449 /// receives it as the context the NPC's lines are written against.
3450 #[serde(default, skip_serializing_if = "Option::is_none")]
3451 pub doing: Option<String>,
3452 /// What right-click offers during this quest. Required for an on-stage
3453 /// placement (`DW0463`) — including the explicit `"none"`.
3454 #[serde(default, skip_serializing_if = "Option::is_none")]
3455 pub dialogue: Option<CastDialogue>,
3456 /// Branch gate (per-branch casts): this placement describes the world only
3457 /// once every listed flag is set. Mirrors an option's `requires_flags`.
3458 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3459 pub requires_flags: Vec<FlagId>,
3460 /// Negative branch gate: this placement describes the world only while no
3461 /// listed flag is set. Mirrors an option's `forbids_flags`.
3462 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3463 pub forbids_flags: Vec<FlagId>,
3464 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
3465 /// hold for this gate to be open. The third field of the one gate, carried by
3466 /// every gate consumer — never by the verb that first wanted it. Default
3467 /// empty, so a pre-0.10 campaign is byte-identical.
3468 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3469 pub requires_state: Vec<StateCompare>,
3470}
3471
3472/// What an NPC's right-click offers for a quest's duration.
3473///
3474/// Untagged, tried in order: the keywords `"none"` / `"unchanged"`, a
3475/// `{"barks": […]}` pool, then a dialogue root id.
3476#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3477#[serde(untagged)]
3478pub enum CastDialogue {
3479 /// A keyword: `"none"` or `"unchanged"`.
3480 Keyword(CastDialogueKeyword),
3481 /// A bark pool: right-click yields one inconsequential in-character line —
3482 /// no tree, no options, no consequences.
3483 Barks(CastBarks),
3484 /// A dialogue root id: right-click opens this node of the NPC's stage-6
3485 /// tree. Must be a node of *that* NPC's tree (`DW0464`).
3486 Root(DialogueId),
3487}
3488
3489/// The keyword forms of [`CastDialogue`].
3490#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3491#[serde(rename_all = "kebab-case")]
3492pub enum CastDialogueKeyword {
3493 /// Genuinely no reaction: the right-click is recorded and consumed, and
3494 /// nothing opens. Legal, but a last resort — if a body is clickable, the
3495 /// world should answer; prefer a bark.
3496 None,
3497 /// Carry forward whatever this NPC's dialogue was at its **previous**
3498 /// appearance in the quest-DAG ordering.
3499 ///
3500 /// The point is that carrying dialogue forward is a *conscious, declared
3501 /// act*. It is never an implicit default — an omitted `dialogue` is
3502 /// `DW0463`, not a carry-forward — and writing `"unchanged"` states the
3503 /// intent without re-spelling a root id that then drifts out of sync. It
3504 /// resolves transitively (`unchanged` → `unchanged` → a root), and using it
3505 /// at an NPC's first appearance is `DW0466`: there is nothing to carry.
3506 ///
3507 /// Emission is a **no-op** — no root swap is emitted for that NPC at that
3508 /// quest — which is what makes the sugar cheap and byte-stable.
3509 Unchanged,
3510}
3511
3512/// A bark pool: inconsequential in-character lines, cycled deterministically.
3513#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3514#[serde(deny_unknown_fields)]
3515pub struct CastBarks {
3516 /// The lines, in cycle order. At least one (`DW0464`). Player-visible, so
3517 /// they enter the l10n inventory like any narrate text.
3518 pub barks: Vec<String>,
3519}
3520
3521/// What triggers a quest.
3522#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3523#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3524pub enum Trigger {
3525 /// Fires when the campaign starts.
3526 CampaignStart,
3527 /// Fires when another quest completes.
3528 QuestComplete {
3529 /// The prerequisite quest.
3530 quest: QuestId,
3531 },
3532}
3533
3534/// A quest objective.
3535///
3536/// Every variant may carry `requires_flags`:
3537/// flag-gated activation, satisfied only once each referenced flag has been set
3538/// by a `set-flag` effect.
3539#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3540#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3541pub enum Objective {
3542 /// Completed by a dialogue option's `complete-objective` effect.
3543 TalkTo {
3544 /// Objective id.
3545 id: ObjectiveId,
3546 /// Short player-facing objective name (v0.3, optional).
3547 #[serde(default, skip_serializing_if = "Option::is_none")]
3548 title: Option<String>,
3549 /// One-line location/direction hint (v0.3, optional).
3550 #[serde(default, skip_serializing_if = "Option::is_none")]
3551 hint: Option<String>,
3552 /// The NPC to talk to.
3553 npc: NpcId,
3554 /// Prerequisite objectives (intra-quest ordering).
3555 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3556 after: Vec<ObjectiveId>,
3557 /// Flags that must be set before this objective activates (v0.3).
3558 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3559 requires_flags: Vec<FlagId>,
3560 /// Negative flag gate (DSL v0.6): the
3561 /// objective is suppressed (cannot activate or complete) while ANY listed
3562 /// flag is set for the player — the dual of `requires_flags`.
3563 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3564 forbids_flags: Vec<FlagId>,
3565 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3566 /// must hold for this gate to be open. The third field of the one gate,
3567 /// carried by every gate consumer — never by the verb that first wanted
3568 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3569 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3570 requires_state: Vec<StateCompare>,
3571 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3572 /// bot should traverse sneaking (sprint disabled). Emitted into
3573 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3574 /// hint; no datapack effect.
3575 #[serde(default, skip_serializing_if = "is_false")]
3576 stealth: bool,
3577 /// What this objective does to the story (DSL v0.8, spec-0025; required
3578 /// at 0.8.0, `DW0481`).
3579 #[serde(default, skip_serializing_if = "Option::is_none")]
3580 happening: Option<Happening>,
3581 },
3582 /// Completed by reaching an anchor once prerequisites are met.
3583 ReachAnchor {
3584 /// Objective id.
3585 id: ObjectiveId,
3586 /// Short player-facing objective name (v0.3, optional).
3587 #[serde(default, skip_serializing_if = "Option::is_none")]
3588 title: Option<String>,
3589 /// One-line location/direction hint (v0.3, optional).
3590 #[serde(default, skip_serializing_if = "Option::is_none")]
3591 hint: Option<String>,
3592 /// The anchor to reach.
3593 anchor: AnchorId,
3594 /// Completion radius (blocks).
3595 radius: u32,
3596 /// Prerequisite objectives (intra-quest ordering).
3597 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3598 after: Vec<ObjectiveId>,
3599 /// Flags that must be set before this objective activates (v0.3).
3600 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3601 requires_flags: Vec<FlagId>,
3602 /// Negative flag gate (DSL v0.6): the
3603 /// objective is suppressed (cannot activate or complete) while ANY listed
3604 /// flag is set for the player — the dual of `requires_flags`.
3605 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3606 forbids_flags: Vec<FlagId>,
3607 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3608 /// must hold for this gate to be open. The third field of the one gate,
3609 /// carried by every gate consumer — never by the verb that first wanted
3610 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3611 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3612 requires_state: Vec<StateCompare>,
3613 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3614 /// bot should traverse sneaking (sprint disabled). Emitted into
3615 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3616 /// hint; no datapack effect.
3617 #[serde(default, skip_serializing_if = "is_false")]
3618 stealth: bool,
3619 /// What this objective does to the story (DSL v0.8, spec-0025; required
3620 /// at 0.8.0, `DW0481`).
3621 #[serde(default, skip_serializing_if = "Option::is_none")]
3622 happening: Option<Happening>,
3623 },
3624 /// Completed when the referenced wave is fully slain (v0.3).
3625 Kill {
3626 /// Objective id.
3627 id: ObjectiveId,
3628 /// Short player-facing objective name (v0.3, optional).
3629 #[serde(default, skip_serializing_if = "Option::is_none")]
3630 title: Option<String>,
3631 /// One-line location/direction hint (v0.3, optional).
3632 #[serde(default, skip_serializing_if = "Option::is_none")]
3633 hint: Option<String>,
3634 /// The wave (stage-5 `waves` ref) whose mobs must be slain.
3635 wave: WaveId,
3636 /// Prerequisite objectives.
3637 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3638 after: Vec<ObjectiveId>,
3639 /// Flags that must be set before this objective activates (v0.3).
3640 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3641 requires_flags: Vec<FlagId>,
3642 /// Negative flag gate (DSL v0.6): the
3643 /// objective is suppressed (cannot activate or complete) while ANY listed
3644 /// flag is set for the player — the dual of `requires_flags`.
3645 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3646 forbids_flags: Vec<FlagId>,
3647 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3648 /// must hold for this gate to be open. The third field of the one gate,
3649 /// carried by every gate consumer — never by the verb that first wanted
3650 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3651 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3652 requires_state: Vec<StateCompare>,
3653 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3654 /// bot should traverse sneaking (sprint disabled). Emitted into
3655 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3656 /// hint; no datapack effect.
3657 #[serde(default, skip_serializing_if = "is_false")]
3658 stealth: bool,
3659 /// What this objective does to the story (DSL v0.8, spec-0025; required
3660 /// at 0.8.0, `DW0481`).
3661 #[serde(default, skip_serializing_if = "Option::is_none")]
3662 happening: Option<Happening>,
3663 },
3664 /// Completed when `count` of `item` have been collected (v0.3).
3665 ///
3666 /// The items are provided in a container: the compiler's own chest at
3667 /// `anchor` by default, or — since DSL v0.8 — the prefab's existing
3668 /// chest/barrel at [`Objective::Collect::container`], optionally carrying an
3669 /// [`Objective::Collect::item_name`] and padded to read full with
3670 /// [`Objective::Collect::fill_count`].
3671 Collect {
3672 /// Objective id.
3673 id: ObjectiveId,
3674 /// Short player-facing objective name (v0.3, optional).
3675 #[serde(default, skip_serializing_if = "Option::is_none")]
3676 title: Option<String>,
3677 /// One-line location/direction hint (v0.3, optional).
3678 #[serde(default, skip_serializing_if = "Option::is_none")]
3679 hint: Option<String>,
3680 /// Vanilla item id to collect (validated against the registry).
3681 item: String,
3682 /// How many are required.
3683 count: u32,
3684 /// The anchor items are provided at (chest / pickup).
3685 anchor: AnchorId,
3686 /// **Adopt the container the prefab already placed**: the anchor whose
3687 /// assembled-world cell holds
3688 /// a `chest` / `trapped_chest` / `barrel` this collect fills instead of
3689 /// conjuring its own chest at [`Objective::Collect::anchor`].
3690 ///
3691 /// Same division of labour a `loot` entry and a trap's dispenser already
3692 /// keep with the prefab: furniture belongs in the piece. A beach camp's
3693 /// barrel is scenery the player has been walking past since minute one —
3694 /// having the compiler `setblock` a *second*, floating chest beside it to
3695 /// hold the quest item is exactly the downstream workaround the no-hack
3696 /// rule forbids. A `container` whose cell holds no container is a build
3697 /// error (`DW0438`), never a silent fill into a wall.
3698 ///
3699 /// The critical-path step's position follows the container (the bot opens
3700 /// *this* block), and no chest is placed at `anchor` when it is set.
3701 #[serde(default, skip_serializing_if = "Option::is_none")]
3702 container: Option<AnchorId>,
3703 /// **The item comes off a body, not out of a box**: the wave whose
3704 /// declared `drops[]` yield
3705 /// this objective's item. No container is placed — not the compiler's own
3706 /// chest at `anchor`, not a prefab one — and `container` is therefore
3707 /// mutually exclusive with it (`DW0100`-adjacent; `DW0492`).
3708 ///
3709 /// This is what makes "kill the boss → pick up its key → open the door"
3710 /// a *proved* chain rather than an authoring intention. The compiler
3711 /// requires (a) that the named wave really declares an `{item}` drop of
3712 /// this item (`DW0492`), and (b) that a `kill` objective for that wave
3713 /// precedes this collect in the objective graph (`DW0493`). The existing
3714 /// flow machinery then carries the ordering the rest of the way: the
3715 /// door's `requires_flags` hangs off this collect exactly as it would off
3716 /// a chest one.
3717 ///
3718 /// **Waves only.** An actor's death is not observable by any objective —
3719 /// there is no vanilla-side signal the flow machinery could consume — so
3720 /// an actor-gated collect would be an unprovable claim, and per the
3721 /// no-hack doctrine it is excluded rather than approximated. An actor may
3722 /// still declare `drops[]`; those drops just cannot gate a quest.
3723 #[serde(default, skip_serializing_if = "Option::is_none")]
3724 dropped_by: Option<WaveId>,
3725 /// Display name for the collected item (DSL v0.8), emitted as the vanilla `custom_name` item component.
3726 ///
3727 /// A quest item is a *named thing* in the story ("Cheese", "Tide
3728 /// Ledger"), and a player who opens the barrel must read that name — an
3729 /// unnamed `minecraft:pumpkin_pie` says nothing about what the quest asked
3730 /// for. Player-visible, so it enters the l10n string inventory
3731 /// (`obj.<quest>.<obj>.item_name`) and translates like any other line.
3732 ///
3733 /// Naming changes nothing about adjudication: the completion advancement
3734 /// and the per-tick held check both match on the ITEM ID, which a named
3735 /// stack still carries.
3736 #[serde(default, skip_serializing_if = "Option::is_none")]
3737 item_name: Option<String>,
3738 /// Padding stacks that make the container **read full**. Default `0` =
3739 /// the single required
3740 /// stack and nothing else.
3741 ///
3742 /// A barrel of cheese that opens on one lonely wheel reads as a bug, and
3743 /// vanilla's notion of "full" is *occupied slots*, not stack size — so
3744 /// this counts SLOTS: the objective's own stack lands in `container.0` and
3745 /// each padding stack repeats it in `container.1`, `container.2`, … Slot
3746 /// assignment is positional and total, the same determinism story `loot`
3747 /// tells (ADR-0006): no RNG, no loot tables, nothing to reseed.
3748 ///
3749 /// The padding is the same item, so taking the whole barrel still
3750 /// completes the objective and never over- or under-counts it.
3751 #[serde(default, skip_serializing_if = "is_zero")]
3752 fill_count: u32,
3753 /// Prerequisite objectives.
3754 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3755 after: Vec<ObjectiveId>,
3756 /// Flags that must be set before this objective activates (v0.3).
3757 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3758 requires_flags: Vec<FlagId>,
3759 /// Negative flag gate (DSL v0.6): the
3760 /// objective is suppressed (cannot activate or complete) while ANY listed
3761 /// flag is set for the player — the dual of `requires_flags`.
3762 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3763 forbids_flags: Vec<FlagId>,
3764 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3765 /// must hold for this gate to be open. The third field of the one gate,
3766 /// carried by every gate consumer — never by the verb that first wanted
3767 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3768 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3769 requires_state: Vec<StateCompare>,
3770 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3771 /// bot should traverse sneaking (sprint disabled). Emitted into
3772 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3773 /// hint; no datapack effect.
3774 #[serde(default, skip_serializing_if = "is_false")]
3775 stealth: bool,
3776 /// What this objective does to the story (DSL v0.8, spec-0025; required
3777 /// at 0.8.0, `DW0481`).
3778 #[serde(default, skip_serializing_if = "Option::is_none")]
3779 happening: Option<Happening>,
3780 },
3781 /// Completed by interacting with an entity at `anchor`; if `requires_item` is
3782 /// set, the item must be **held in the main hand** (v0.3; held semantics since
3783 /// DSL v0.7 — see [`Objective::Interact::requires_item`]).
3784 Interact {
3785 /// Objective id.
3786 id: ObjectiveId,
3787 /// Short player-facing objective name (v0.3, optional).
3788 #[serde(default, skip_serializing_if = "Option::is_none")]
3789 title: Option<String>,
3790 /// One-line location/direction hint (v0.3, optional).
3791 #[serde(default, skip_serializing_if = "Option::is_none")]
3792 hint: Option<String>,
3793 /// The anchor the interaction entity stands at.
3794 anchor: AnchorId,
3795 /// Item the player must be **holding in the main hand** for the
3796 /// interaction to complete (optional).
3797 ///
3798 /// Held, not merely possessed: presenting the
3799 /// item IS the action — a player who right-clicks a sleeping giant with a
3800 /// sharpened stake buried in their backpack has not stabbed anything.
3801 /// Before this ruling the gate read the whole inventory, which made every
3802 /// `requires_item` interaction fire the moment the item was picked up
3803 /// anywhere, whatever the player was actually doing with their hands.
3804 #[serde(default, skip_serializing_if = "Option::is_none")]
3805 requires_item: Option<String>,
3806 /// Diegetic feedback for a click that arrives without the required item in
3807 /// hand (DSL v0.7): narrated to that player in
3808 /// chat instead of the silence the gate used to answer with. Requires
3809 /// `requires_item` (`DW0437`).
3810 ///
3811 /// Only fires while the objective is genuinely open — same activation gate
3812 /// as the affordance itself — so a finished or not-yet-active interaction
3813 /// stays quiet.
3814 #[serde(default, skip_serializing_if = "Option::is_none")]
3815 missing_item_hint: Option<String>,
3816 /// Prop block that IS the interaction affordance (DSL v0.4, spec-0008
3817 /// §2): the compiler `setblock`s it at the anchor on activation (exactly
3818 /// as `collect` uses a real chest). Omitted = the glowing-lantern
3819 /// hologram marker (the v0.3 fallback).
3820 #[serde(default, skip_serializing_if = "Option::is_none")]
3821 prop: Option<Prop>,
3822 /// Prerequisite objectives.
3823 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3824 after: Vec<ObjectiveId>,
3825 /// Flags that must be set before this objective activates (v0.3).
3826 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3827 requires_flags: Vec<FlagId>,
3828 /// Negative flag gate (DSL v0.6): the
3829 /// objective is suppressed (cannot activate or complete) while ANY listed
3830 /// flag is set for the player — the dual of `requires_flags`.
3831 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3832 forbids_flags: Vec<FlagId>,
3833 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3834 /// must hold for this gate to be open. The third field of the one gate,
3835 /// carried by every gate consumer — never by the verb that first wanted
3836 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3837 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3838 requires_state: Vec<StateCompare>,
3839 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3840 /// bot should traverse sneaking (sprint disabled). Emitted into
3841 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3842 /// hint; no datapack effect.
3843 #[serde(default, skip_serializing_if = "is_false")]
3844 stealth: bool,
3845 /// What this objective does to the story (DSL v0.8, spec-0025; required
3846 /// at 0.8.0, `DW0481`).
3847 #[serde(default, skip_serializing_if = "Option::is_none")]
3848 happening: Option<Happening>,
3849 },
3850}
3851
3852/// A prop block for an `interact` objective (DSL v0.4). The block is the
3853/// affordance the player interacts with; its id is validated against the pinned
3854/// 1.21.11 block registry (`DW0193`).
3855#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3856#[serde(deny_unknown_fields)]
3857pub struct Prop {
3858 /// Vanilla block id (e.g. `minecraft:lever`).
3859 pub block: String,
3860}
3861
3862// ---------------------------------------------------------------------------
3863// Stage 5 — scripted actors (DSL v0.6, spec-0014)
3864// ---------------------------------------------------------------------------
3865
3866/// A scripted stage actor (DSL v0.6, spec-0014): a NoAI/Silent/no-loot puppet,
3867/// distinct from a stage-2 [`Npc`] (no dialogue, any mob type). Emitted with tag
3868/// `dw_actor_<id>`, `Invulnerable` unless `vulnerable` (a damageable puppet stays
3869/// knockback-immune — the tower-defense creep). `skin` re-dresses it as a
3870/// `minecraft:mannequin`, exactly as a stage-2 NPC skin. The puppet is summoned by
3871/// a `spawn-actor` effect (not at load), moved by `move-actor`, and can be replaced
3872/// by a real-AI twin with `unleash-actor`.
3873#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3874#[serde(deny_unknown_fields)]
3875pub struct Actor {
3876 /// Unique actor id (`actor/<kebab>`).
3877 pub id: ActorId,
3878 /// The vanilla entity to puppet, e.g. `minecraft:warden`. Validated against the
3879 /// pinned 1.21.11 entity registry (`DW0173`).
3880 pub entity: String,
3881 /// Optional custom name shown above the puppet.
3882 #[serde(default, skip_serializing_if = "Option::is_none")]
3883 pub name: Option<String>,
3884 /// Optional player-model skin (mannequin), as a stage-2 NPC (`DW0190`).
3885 #[serde(default, skip_serializing_if = "Option::is_none")]
3886 pub skin: Option<NpcSkin>,
3887 /// The anchor the puppet is summoned on (resolved across areas, like an
3888 /// `open-gate` / `move-npc` destination).
3889 pub anchor: AnchorId,
3890 /// Initial facing (default `south`). The puppet spawns yawed this way.
3891 #[serde(default, skip_serializing_if = "Option::is_none")]
3892 pub facing: Option<Facing>,
3893 /// If `true`, the puppet is damageable (a tower-defense creep) but stays
3894 /// knockback-immune; default `false` (fully `Invulnerable`).
3895 #[serde(default, skip_serializing_if = "is_false")]
3896 pub vulnerable: bool,
3897 /// Gear the actor wears and holds, in the same shape a wave mob uses
3898 /// ([`MobEquipment`]). Emitted into BOTH the staged puppet and the
3899 /// unleashed twin, so the dormant elite the player has been circling is
3900 /// visibly the same armoured thing that stands up. Drop chances are zero —
3901 /// wave gear and actor gear are never farmable (no-grind constitution).
3902 #[serde(default, skip_serializing_if = "Option::is_none")]
3903 pub equipment: Option<MobEquipment>,
3904 /// Attribute overrides, in the same shape a wave mob uses ([`MobAttributes`],
3905 /// the v0.4 surface — one type, one rule set, so the two surfaces cannot
3906 /// drift). Emitted into BOTH the staged puppet and the unleashed twin, so the
3907 /// elite the party fights is the elite the author tuned; without it an actor
3908 /// was stuck at vanilla base values while every wave mob could be tuned,
3909 /// which is what blocked elite authoring. A `vulnerable` actor's
3910 /// knockback-immunity is emitted first and is not authorable.
3911 #[serde(default, skip_serializing_if = "Option::is_none")]
3912 pub attributes: Option<MobAttributes>,
3913 /// How hard this actor's fight is *meant* to be (DSL v0.8, spec-0023) — the
3914 /// same [`EncounterTier`] vocabulary a [`Wave`] declares. Absent =
3915 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.8 campaign.
3916 ///
3917 /// A wave is not the only shape an elite takes. The set-piece souls fight —
3918 /// the armoured thing kneeling among the graves that stands up when you hit
3919 /// it — is an **actor**: staged by `spawn-actor`, given AI by
3920 /// `unleash-actor`, killed by hand rather than by a `kill` objective. Before
3921 /// this field the validation ladder's inverted floor gate could only see
3922 /// `waves[].tier`, so such a boss was *structurally invisible* to it and an
3923 /// empty finding list read as a pass while covering nothing.
3924 ///
3925 /// Like the wave field this is a **declaration, not a knob**: the compiler
3926 /// never scales an actor from it, and emission is unchanged whichever tier is
3927 /// declared. What it buys is scrutiny — the actor enters
3928 /// `validation/combat-plan.json`, and the compiler states, per tiered actor,
3929 /// whether the floor gate can measure it and why not when it cannot
3930 /// (`DW0477`).
3931 #[serde(default, skip_serializing_if = "Option::is_none")]
3932 pub tier: Option<EncounterTier>,
3933 /// What this actor leaves behind when a player kills it. Only an
3934 /// `elite`/`boss` actor may
3935 /// declare it (`DW0491`). Emitted into BOTH the staged puppet and the
3936 /// unleashed twin, exactly as `equipment` is — the drop belongs to the body,
3937 /// not to one of its two lifecycles. A `despawn-actor` strips the
3938 /// declaration off the body before removing it, so re-caging an elite (a
3939 /// souls re-seat) never scatters its axe.
3940 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3941 pub drops: Vec<MobDrop>,
3942 /// What this body can do when it moves (DSL v0.11, spec-0034) — the same
3943 /// [`BodyTraversal`] a stage-2 [`Npc`] carries, because traversal belongs to
3944 /// the body and not to the stage that declares it. Absent = the class the
3945 /// compiler derives from `entity` (or from `minecraft:mannequin` when `skin`
3946 /// is set).
3947 #[serde(default, skip_serializing_if = "Option::is_none")]
3948 pub traversal: Option<BodyTraversal>,
3949}
3950
3951/// A cardinal facing keyword (DSL v0.6). Emitted as the puppet's spawn yaw
3952/// (MC: yaw 0 = +z/south).
3953#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3954#[serde(rename_all = "kebab-case")]
3955pub enum Facing {
3956 /// Facing +z (yaw 0) — the default.
3957 South,
3958 /// Facing -z (yaw 180).
3959 North,
3960 /// Facing -x (yaw 90).
3961 West,
3962 /// Facing +x (yaw 270).
3963 East,
3964}
3965
3966impl Facing {
3967 /// The kebab token (`south` / `north` / `west` / `east`).
3968 pub fn token(self) -> &'static str {
3969 match self {
3970 Facing::South => "south",
3971 Facing::North => "north",
3972 Facing::West => "west",
3973 Facing::East => "east",
3974 }
3975 }
3976}
3977
3978/// How a `despawn-actor` removes its puppet (DSL v0.6).
3979#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3980#[serde(rename_all = "kebab-case")]
3981pub enum DespawnStyle {
3982 /// Silent removal (`kill @e` with no death animation is not possible; the
3983 /// compiler removes the entity via `/kill` on an `Invulnerable` puppet, or a
3984 /// data-driven removal — see the emitter — so no death particles/sound show).
3985 Vanish,
3986 /// Plays the vanilla death animation (a cutscene death).
3987 Kill,
3988}
3989
3990impl DespawnStyle {
3991 /// The kebab token (`vanish` / `kill`).
3992 pub fn token(self) -> &'static str {
3993 match self {
3994 DespawnStyle::Vanish => "vanish",
3995 DespawnStyle::Kill => "kill",
3996 }
3997 }
3998}
3999
4000/// One step of a [`Verb::Sequence`] (DSL v0.6): a group of effects fired at
4001/// an exact tick offset from the sequence's start.
4002#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4003#[serde(deny_unknown_fields)]
4004pub struct SequenceStep {
4005 /// Tick offset from the sequence start at which `effects` fire.
4006 pub at_ticks: u32,
4007 /// The effects fired at `at_ticks`. Any stage-5 effect except a nested
4008 /// `sequence` (rejected with `DW0329`).
4009 pub effects: Vec<QuestEffect>,
4010}
4011
4012impl Objective {
4013 /// This objective's id.
4014 pub fn id(&self) -> &ObjectiveId {
4015 match self {
4016 Objective::TalkTo { id, .. }
4017 | Objective::ReachAnchor { id, .. }
4018 | Objective::Kill { id, .. }
4019 | Objective::Collect { id, .. }
4020 | Objective::Interact { id, .. } => id,
4021 }
4022 }
4023
4024 /// This objective's prerequisites.
4025 pub fn after(&self) -> &[ObjectiveId] {
4026 match self {
4027 Objective::TalkTo { after, .. }
4028 | Objective::ReachAnchor { after, .. }
4029 | Objective::Kill { after, .. }
4030 | Objective::Collect { after, .. }
4031 | Objective::Interact { after, .. } => after,
4032 }
4033 }
4034
4035 /// The short player-facing objective title (v0.3, optional).
4036 pub fn title(&self) -> Option<&str> {
4037 match self {
4038 Objective::TalkTo { title, .. }
4039 | Objective::ReachAnchor { title, .. }
4040 | Objective::Kill { title, .. }
4041 | Objective::Collect { title, .. }
4042 | Objective::Interact { title, .. } => title.as_deref(),
4043 }
4044 }
4045
4046 /// The one-line location/direction hint (v0.3, optional).
4047 pub fn hint(&self) -> Option<&str> {
4048 match self {
4049 Objective::TalkTo { hint, .. }
4050 | Objective::ReachAnchor { hint, .. }
4051 | Objective::Kill { hint, .. }
4052 | Objective::Collect { hint, .. }
4053 | Objective::Interact { hint, .. } => hint.as_deref(),
4054 }
4055 }
4056
4057 /// Mutable access to the optional player-facing title (i18n localization).
4058 pub fn title_mut(&mut self) -> &mut Option<String> {
4059 match self {
4060 Objective::TalkTo { title, .. }
4061 | Objective::ReachAnchor { title, .. }
4062 | Objective::Kill { title, .. }
4063 | Objective::Collect { title, .. }
4064 | Objective::Interact { title, .. } => title,
4065 }
4066 }
4067
4068 /// Mutable access to the optional one-line hint (i18n localization).
4069 pub fn hint_mut(&mut self) -> &mut Option<String> {
4070 match self {
4071 Objective::TalkTo { hint, .. }
4072 | Objective::ReachAnchor { hint, .. }
4073 | Objective::Kill { hint, .. }
4074 | Objective::Collect { hint, .. }
4075 | Objective::Interact { hint, .. } => hint,
4076 }
4077 }
4078
4079 /// The flags that must be set before this objective activates (v0.3).
4080 pub fn requires_flags(&self) -> &[FlagId] {
4081 match self {
4082 Objective::TalkTo { requires_flags, .. }
4083 | Objective::ReachAnchor { requires_flags, .. }
4084 | Objective::Kill { requires_flags, .. }
4085 | Objective::Collect { requires_flags, .. }
4086 | Objective::Interact { requires_flags, .. } => requires_flags,
4087 }
4088 }
4089
4090 /// The negative flag gate (DSL v0.6): flags whose being set **suppresses**
4091 /// this objective. The dual of [`Objective::requires_flags`].
4092 pub fn forbids_flags(&self) -> &[FlagId] {
4093 match self {
4094 Objective::TalkTo { forbids_flags, .. }
4095 | Objective::ReachAnchor { forbids_flags, .. }
4096 | Objective::Kill { forbids_flags, .. }
4097 | Objective::Collect { forbids_flags, .. }
4098 | Objective::Interact { forbids_flags, .. } => forbids_flags,
4099 }
4100 }
4101
4102 /// The numeric gate terms (DSL v0.10, spec-0031): comparisons that must hold
4103 /// before this objective activates. See [`StateCompare`].
4104 pub fn requires_state(&self) -> &[StateCompare] {
4105 match self {
4106 Objective::TalkTo { requires_state, .. }
4107 | Objective::ReachAnchor { requires_state, .. }
4108 | Objective::Kill { requires_state, .. }
4109 | Objective::Collect { requires_state, .. }
4110 | Objective::Interact { requires_state, .. } => requires_state,
4111 }
4112 }
4113
4114 /// What this objective does to the story (DSL v0.8, spec-0025).
4115 pub fn happening(&self) -> Option<&Happening> {
4116 match self {
4117 Objective::TalkTo { happening, .. }
4118 | Objective::ReachAnchor { happening, .. }
4119 | Objective::Kill { happening, .. }
4120 | Objective::Collect { happening, .. }
4121 | Objective::Interact { happening, .. } => happening.as_ref(),
4122 }
4123 }
4124
4125 /// The bot stealth hint (DSL v0.4): traverse this leg sneaking.
4126 pub fn stealth(&self) -> bool {
4127 match self {
4128 Objective::TalkTo { stealth, .. }
4129 | Objective::ReachAnchor { stealth, .. }
4130 | Objective::Kill { stealth, .. }
4131 | Objective::Collect { stealth, .. }
4132 | Objective::Interact { stealth, .. } => *stealth,
4133 }
4134 }
4135
4136 /// The container this objective ADOPTS (DSL v0.8), if it is a `collect` that
4137 /// declares one: the anchor whose prefab-placed chest/barrel it fills instead
4138 /// of conjuring its own chest. `None` on every other objective and on a
4139 /// `collect` that keeps the compiler-placed chest.
4140 pub fn collect_container(&self) -> Option<&AnchorId> {
4141 match self {
4142 Objective::Collect { container, .. } => container.as_ref(),
4143 _ => None,
4144 }
4145 }
4146
4147 /// The wave whose declared drops provide this objective's item (DSL v0.9),
4148 /// if it is a `collect` that declares one. `None` on every other objective
4149 /// and on a `collect` fed by a container.
4150 pub fn collect_dropped_by(&self) -> Option<&WaveId> {
4151 match self {
4152 Objective::Collect { dropped_by, .. } => dropped_by.as_ref(),
4153 _ => None,
4154 }
4155 }
4156
4157 /// The padding-stack count of a `collect` (DSL v0.8); `0` for every other
4158 /// objective and for a `collect` that fills the single required stack only.
4159 pub fn collect_fill_count(&self) -> u32 {
4160 match self {
4161 Objective::Collect { fill_count, .. } => *fill_count,
4162 _ => 0,
4163 }
4164 }
4165
4166 /// The `interact` prop block (DSL v0.4), if this is an `interact` with a prop.
4167 pub fn prop(&self) -> Option<&Prop> {
4168 match self {
4169 Objective::Interact { prop, .. } => prop.as_ref(),
4170 _ => None,
4171 }
4172 }
4173
4174 /// The kebab type tag.
4175 pub fn kind(&self) -> &'static str {
4176 match self {
4177 Objective::TalkTo { .. } => "talk-to",
4178 Objective::ReachAnchor { .. } => "reach-anchor",
4179 Objective::Kill { .. } => "kill",
4180 Objective::Collect { .. } => "collect",
4181 Objective::Interact { .. } => "interact",
4182 }
4183 }
4184
4185 /// The v0.3 verb name if this objective is one of the verbs introduced in
4186 /// DSL v0.3 (`kill`/`collect`/`interact`). These validate in v0.3 campaigns
4187 ///.
4188 pub fn v03_verb(&self) -> Option<&'static str> {
4189 match self {
4190 Objective::Kill { .. } => Some("kill"),
4191 Objective::Collect { .. } => Some("collect"),
4192 Objective::Interact { .. } => Some("interact"),
4193 Objective::TalkTo { .. } | Objective::ReachAnchor { .. } => None,
4194 }
4195 }
4196}
4197
4198/// The condition under which an effect fires, as one object.
4199///
4200/// The three axes of [`crate::gate::Gate`] in their declared form: the flags that
4201/// must be set, the flags that must not be, and the numeric comparisons that must
4202/// hold. Declared once and carried by [`QuestEffect::when`], so every verb is
4203/// gatable on exactly the same terms and a fourth axis is one field here.
4204#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize, JsonSchema)]
4205#[serde(deny_unknown_fields)]
4206pub struct Guard {
4207 /// Flags that must ALL be set (per party) for the effect to fire. Emission
4208 /// wraps the effect's commands in `execute if score #party dw.f_<flag> matches 1`.
4209 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4210 pub requires_flags: Vec<FlagId>,
4211 /// Flags whose being set SUPPRESSES the effect — the dual of `requires_flags`,
4212 /// emitted as `execute unless score #party dw.f_<flag> matches 1`.
4213 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4214 pub forbids_flags: Vec<FlagId>,
4215 /// Numeric comparisons that must ALL hold (spec-0031), emitted as
4216 /// `execute if score <holder> dw.s_<state> matches <range>`.
4217 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4218 pub requires_state: Vec<StateCompare>,
4219}
4220
4221/// An effect fired by quest progress: **one guard, one story note, one verb.**
4222///
4223/// The guard is a property of an effect, not of the verb that first wanted one, so
4224/// it is declared once in [`Guard`] and every verb carries it — including the
4225/// staging and souls vocabulary (`spawn-actor`, `move-actor`, `set-checkpoint`,
4226/// `bonfire`, `begin-stealth`, `sequence`, …) that could not be branch-gated while
4227/// the fields lived on the variants. A gate that can never open on a
4228/// `campaign-complete` is caught where it belongs, by the completability proof.
4229///
4230/// `verb` is `#[serde(flatten)]`, so the JSON is unchanged in shape apart from the
4231/// guard moving under `when`: `{"type": "open-gate", "anchor": "…", "when":
4232/// {"requires_flags": ["…"]}}`. [`Verb`] keeps `deny_unknown_fields`, which is what
4233/// the flattened deserializer applies to everything the outer struct did not claim
4234/// — an author's typo is still `DW0100`.
4235#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4236pub struct QuestEffect {
4237 /// When this effect fires. `None` is the always-open gate.
4238 #[serde(default, skip_serializing_if = "Option::is_none")]
4239 pub when: Option<Guard>,
4240 /// What this beat does to the story (spec-0025) — validation metadata with no
4241 /// emission of its own.
4242 #[serde(default, skip_serializing_if = "Option::is_none")]
4243 pub happening: Option<Happening>,
4244 /// What the effect does.
4245 #[serde(flatten)]
4246 pub verb: Verb,
4247}
4248
4249impl From<Verb> for QuestEffect {
4250 /// An unguarded effect with no story note — the shape a compiler-synthesized
4251 /// beat and most tests want.
4252 fn from(verb: Verb) -> Self {
4253 QuestEffect {
4254 when: None,
4255 happening: None,
4256 verb,
4257 }
4258 }
4259}
4260
4261/// What an effect does, without the guard: the closed set of verbs.
4262#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4263#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
4264pub enum Verb {
4265 /// Opens a prefab-declared gate (one-way).
4266 OpenGate {
4267 /// The gate anchor to open.
4268 anchor: AnchorId,
4269 },
4270 /// Seals a prefab-declared gate — the physical dual of `open-gate` (DSL v0.6):
4271 /// fills the gate anchor's region with the block the anchor declares (e.g. the
4272 /// boulder's `minecraft:basalt`), turning an opened threshold back into a wall.
4273 /// The declared fill block is prefab metadata; a gate anchor with no `block` is
4274 /// rejected (`DW0343`). The completability model treats the region as **solid**
4275 /// from the point in the quest DAG where this fires (mirroring how `open-gate`'s
4276 /// clearing is modelled) — a critical path that must cross a gate after it seals
4277 /// fails the DW0311 reachability proof.
4278 CloseGate {
4279 /// The gate anchor to seal.
4280 anchor: AnchorId,
4281 /// 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
4282 /// and press: the compiler answers that press on the actionbar. Absent, the
4283 /// compiler's canonical English is baked in (`The way is sealed.`) exactly
4284 /// as `world.boundary.message` does; authored, the line is l10n-inventoried
4285 /// under `<effect-key>.sealed_hint` and translates like every other
4286 /// player-visible string.
4287 ///
4288 /// Unlike `happening`, this **does** print in the hand-written `Debug`
4289 /// below when present — it changes emission, so two otherwise-identical
4290 /// sequences that differ only in their seal's answer are different content.
4291 #[serde(default, skip_serializing_if = "Option::is_none")]
4292 sealed_hint: Option<String>,
4293 },
4294 /// Marks the campaign complete (final advancement + credits). Terminal — not
4295 /// flag-gatable (gating the campaign's own completion is a deadlock footgun),
4296 /// so this variant carries no `requires_flags`.
4297 CampaignComplete {
4298 /// Which ENDING this is (DSL v0.8, spec-0025).
4299 /// A campaign with more than one `campaign-complete` has more than one
4300 /// ending, and a branch that runs to an ending names it here — so the
4301 /// terminality proof (`DW0482`) can state *which* ending a branch reached
4302 /// instead of merely that something ended. There is no separate `endings`
4303 /// section: the set of endings is exactly the set named here, the same
4304 /// rule flags follow.
4305 #[serde(default, skip_serializing_if = "Option::is_none")]
4306 ending: Option<EndingId>,
4307 },
4308 /// Gives the party an item (v0.3; party-wide since v0.6/spec-0018).
4309 GiveItem {
4310 /// Vanilla item id to give (validated against the registry).
4311 item: String,
4312 /// How many to give.
4313 count: u32,
4314 /// Optional display name (DSL v0.4), matching [`KitItem::name`].
4315 #[serde(default, skip_serializing_if = "Option::is_none")]
4316 name: Option<String>,
4317 /// Who receives it (DSL v0.6, spec-0018). Absent = [`Carrier::All`] — every
4318 /// party member. `one` hands a single copy to the player whose action fired
4319 /// the effect; it is rejected in a scheduler-only bundle (`DW0371`), which
4320 /// has no acting player.
4321 #[serde(default, skip_serializing_if = "Option::is_none")]
4322 carrier: Option<Carrier>,
4323 },
4324 /// Sets a campaign flag, enabling flag-gated objectives (v0.3).
4325 SetFlag {
4326 /// The flag to set.
4327 flag: FlagId,
4328 },
4329 /// Writes a declared datum to an absolute value (DSL v0.10, spec-0031).
4330 SetState {
4331 /// The datum to write (stage-5 `state` ref).
4332 state: StateId,
4333 /// The value to write.
4334 value: i32,
4335 },
4336 /// Moves a declared datum by a signed amount (DSL v0.10, spec-0031).
4337 ///
4338 /// **Signed on purpose.** A purse that a shop debits and a stake that a death
4339 /// forfeits are the same operation with the sign flipped; a separate
4340 /// `subtract-state` would be a second verb for one mechanism, and the first
4341 /// campaign to need "add a negative" would have to choose between them.
4342 AddState {
4343 /// The datum to move (stage-5 `state` ref).
4344 state: StateId,
4345 /// How far to move it. Negative counts down.
4346 amount: i32,
4347 },
4348 /// Leaves a declared [`Stake`] behind for the acting player (DSL v0.10,
4349 /// spec-0032): forfeit the declared share of its datum, and place a
4350 /// collectable marker at the compile-time anchor for where they are.
4351 ///
4352 /// **Nothing about this verb says "death".** It is written in `on_death`
4353 /// because that is where a souls-shaped delve wants it, but the mechanism is
4354 /// "leave a recoverable cache where the acting player stands", and the effect
4355 /// carries the ordinary gate so any root may run it. What *is* death-specific
4356 /// — that the corpse stands on the death position, so the placement lookup has
4357 /// a position to key on — is a property of the `on_death` root, not of this
4358 /// verb.
4359 DropStake {
4360 /// The stake (stage-5 `stakes` ref) to leave.
4361 stake: StakeId,
4362 },
4363 /// Returns a declared datum to its declared `initial` (DSL v0.10,
4364 /// spec-0031) — the verb `FlagId` has never had.
4365 ClearState {
4366 /// The datum to clear (stage-5 `state` ref).
4367 state: StateId,
4368 },
4369 /// Spawns a stage-5 wave's mobs at its anchor (v0.3).
4370 SpawnWave {
4371 /// The wave (stage-5 `waves` ref) to spawn.
4372 wave: WaveId,
4373 },
4374 /// Narrates a player-visible line (DSL v0.4, spec-0008 §3). `text` enters the
4375 /// l10n key inventory like any player-visible string.
4376 Narrate {
4377 /// The line shown to the player.
4378 text: String,
4379 /// Presentation channel (default `chat`).
4380 #[serde(default, skip_serializing_if = "Option::is_none")]
4381 style: Option<NarrateStyle>,
4382 /// Optional sound id played alongside the line.
4383 #[serde(default, skip_serializing_if = "Option::is_none")]
4384 sound: Option<String>,
4385 },
4386 /// Sets a block at an anchor (DSL v0.4, spec-0008 §2). General form of a prop
4387 /// placement. Block id validated against the pinned 1.21.11 block registry;
4388 /// a vanilla blockstate suffix (`minecraft:grindstone[face=floor]`) is
4389 /// accepted and passed through verbatim (DSL v0.6).
4390 SetBlock {
4391 /// The anchor to place the block at.
4392 anchor: AnchorId,
4393 /// Vanilla block id to place.
4394 block: String,
4395 },
4396 /// **Fill a declared region with a block** at runtime (DSL v0.10, spec-0031).
4397 ///
4398 /// The general spelling of the capability `open-gate` / `close-gate` carried
4399 /// privately: a region, filled or cleared, from a point in the quest DAG.
4400 /// `close-gate` is this verb with the region and the block read off a prefab
4401 /// gate anchor instead of authored; `set-block` is the one-cell case at a
4402 /// point anchor. All three lower through one emission
4403 /// (`emit::fill_region_command`) and are modelled by one completability rule
4404 /// (`plan::RegionEvent`), so a third consumer inherits the proof instead of
4405 /// re-deriving it.
4406 ///
4407 /// From the DAG point at which this fires, the completability model treats the
4408 /// filled cells as whatever the **block** makes them. A full-cube block leaves
4409 /// them **solid**, exactly as a `close-gate` seal is: a critical path that must
4410 /// cross the region afterwards fails `DW0311`. `minecraft:water` /
4411 /// `minecraft:lava` leave them **flooded** — impassable and never floor, because
4412 /// nothing stands on a fluid — and because a fill carries no `replace` filter it
4413 /// takes away whatever floor was in the box, so a forced leg that needed that
4414 /// footing fails `DW0544`.
4415 FillRegion {
4416 /// The volume to fill, as an anchor-centred box (`anchor ± extent`).
4417 ///
4418 /// Deliberately the existing [`StealthZone`] — the engine's one
4419 /// anchor-centred box object class, already shared by `damage-players`'s
4420 /// `in` filter, `collapse`'s `region_anchor`, a `volley` kill zone and a
4421 /// `lethal_volumes[]` region, and resolved through the single
4422 /// `Plan::zone_box`. A private twin with the same two fields would be
4423 /// `tools/check-capability-ownership.py` check C by construction.
4424 ///
4425 /// An anchor-centred box rather than a prefab `region` anchor for the
4426 /// reason `collapse` states: the assembled model deletes every gate-region
4427 /// anchor's cells, so a slab declared that way would already be gone.
4428 region: StealthZone,
4429 /// The block the region is filled with (validated against the pinned
4430 /// 1.21.11 block registry, `DW0193`).
4431 block: String,
4432 },
4433 /// **Clear a declared region to air** at runtime (DSL v0.10, spec-0031) — the
4434 /// physical dual of [`Verb::FillRegion`], and the general spelling of
4435 /// what `open-gate` does to a gate anchor's region.
4436 ///
4437 /// The completability model treats the cleared cells as **passable** from the
4438 /// DAG point at which this fires, with one exception it states out loud: a
4439 /// cleared cell the model already floods stays impassable, because clearing a
4440 /// block does not remove water (`nav::World::with_cleared`).
4441 ClearRegion {
4442 /// The volume to clear, as an anchor-centred box (`anchor ± extent`) —
4443 /// the same object class [`Verb::FillRegion`] fills.
4444 region: StealthZone,
4445 },
4446 /// **Opens a placed piece's contingent way** (DSL v0.12, spec-0042 §2.4): the
4447 /// broken flight a beat repairs, the bridge a beat lowers, the rubble a beat
4448 /// clears.
4449 ///
4450 /// A piece's spatial contract may declare a traversal edge whose crossability
4451 /// depends on a named region — `laid` (empty as built, opening fills it) or
4452 /// `cleared` (built solid, opening voids it). The prefab checker proves the
4453 /// piece is severed as shipped and joined once that region is opened; this is
4454 /// the verb that opens it, and it is the only one, because a way is the object
4455 /// and opening it is the operation.
4456 ///
4457 /// **There is no region, no block and no sign on this effect, and that is the
4458 /// design rather than an omission.** All three are read from the piece's own
4459 /// exported metadata (`spatial_contract.edges[].way`), so the effect and the
4460 /// building cannot disagree about what a way is — two authorities plus an
4461 /// equality check is the defect this shape avoids, not a variant of the fix
4462 /// (spec-0042 AC8). What the campaign decides is *when*.
4463 ///
4464 /// Completability: the way is **shut until this fires**, and from the DAG
4465 /// point at which it fires the region is solid-and-footing (`laid`) or
4466 /// passable (`cleared`) — the same [`Verb::FillRegion`] /
4467 /// [`Verb::ClearRegion`] model, fed from metadata instead of from an
4468 /// authored box, so this verb inherits the forced-footing rule (`DW0546`)
4469 /// rather than restating it. Required content standing beyond a way that no
4470 /// forced opening precedes is `DW0548`, which names the way, the effect and
4471 /// the element.
4472 OpenWay {
4473 /// The placed piece whose way this opens (`prefab/<name>`).
4474 ///
4475 /// A piece, not an anchor: the way's cells are the contract's, not a gate
4476 /// anchor's, and a piece placed twice has two ways. The reference must
4477 /// name exactly one placement; naming none or several is `DW0547`.
4478 piece: PrefabId,
4479 /// The way's region name, as the piece's contract exports it
4480 /// (`spatial_contract.edges[].way.region`).
4481 way: String,
4482 },
4483 /// Despawns an NPC and its interaction hitbox (DSL v0.4, spec-0008 §5).
4484 DespawnNpc {
4485 /// The NPC (stage-2 ref) to remove.
4486 npc: NpcId,
4487 },
4488 /// Moves an NPC (and its interaction hitbox in lockstep) to an anchor (DSL
4489 /// v0.4, spec-0008 §5 + addendum). The compiler plans a **collision-safe walked
4490 /// path** by A* over the solved voxel grid and emits per-tick teleport
4491 /// waypoints along it, so the NPC never clips a wall and walks up to (not into)
4492 /// a solid affordance. An unroutable move is a compile error (`DW0307`).
4493 MoveNpc {
4494 /// The NPC (stage-2 ref) to move.
4495 npc: NpcId,
4496 /// The destination anchor.
4497 to_anchor: AnchorId,
4498 /// Optional travel speed in blocks/tick (defaults to ~0.15).
4499 #[serde(default, skip_serializing_if = "Option::is_none")]
4500 speed: Option<f64>,
4501 /// Effects fired once the NPC arrives at the destination cell — exact
4502 /// parity with [`Verb::MoveActor`]
4503 /// `on_arrive`: same arrival detection (the walk driver's final tick), same
4504 /// execution context, and every deep effect walker recurses into it via
4505 /// [`QuestEffect::nested_effect_lists`]. This is what lets content gate a
4506 /// beat on walk *completion* instead of fire-and-forgetting the walk (e.g.
4507 /// `on_arrive: [set-flag]` so a cutscene waits for the NPC to reach its
4508 /// mark).
4509 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4510 on_arrive: Vec<QuestEffect>,
4511 },
4512 /// Plays a scripted camera cutscene (DSL v0.4 addendum). Per player: save
4513 /// gamemode+position, spectator, then dolly two co-located cameras along a
4514 /// straight-line lerp between waypoints and alternate `spectate` between them
4515 /// each tick (the two-camera bounce; the same-entity re-`spectate` is a server
4516 /// no-op and is never emitted), and restore on completion. The compiler
4517 /// validates the dolly path passes only through non-solid blocks — cameras
4518 /// fly but must not clip a solid (`DW0308`).
4519 ///
4520 /// Camera **aim** (DSL v0.6): with `look_at`, every dolly camera is rotated at
4521 /// emission to face that world point from its own position, so the shot keeps
4522 /// its subject framed for the whole move; without it, the camera faces along
4523 /// the direction of travel (the segment it is currently traversing).
4524 ///
4525 /// **Shape** — a cutscene is a list of [`CameraShot`]s played back-to-back
4526 /// inside one save/restore bracket (hard cut between shots). Two accepted,
4527 /// mutually exclusive spellings, both normalized by
4528 /// [`QuestEffect::cutscene_shots`]:
4529 /// - multi-shot (DSL v0.6): `{"shots": [{path, seconds, look_at?}, …]}`;
4530 /// - single-shot (DSL v0.4): `{"path": […], "seconds": n, "look_at"?: …}` —
4531 /// exactly equivalent to a one-entry `shots` list.
4532 ///
4533 /// Mixing or omitting both is `DW0199`.
4534 Cutscene {
4535 /// Multi-shot form (DSL v0.6): the ordered shot list. Mutually exclusive
4536 /// with the single-shot `path`/`seconds` fields (`DW0199`).
4537 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4538 shots: Vec<CameraShot>,
4539 /// Single-shot form (DSL v0.4): ordered camera waypoints (straight-line
4540 /// lerp between them).
4541 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4542 path: Vec<CameraWaypoint>,
4543 /// Single-shot form (DSL v0.4): shot duration in seconds.
4544 #[serde(default, skip_serializing_if = "Option::is_none")]
4545 seconds: Option<u32>,
4546 /// Single-shot form (DSL v0.6): the subject the camera keeps framed.
4547 /// Absent = face along the direction of travel.
4548 #[serde(default, skip_serializing_if = "Option::is_none")]
4549 look_at: Option<CameraTarget>,
4550 },
4551 /// Cuts the dimension-global world time to a new state (DSL v0.5, spec-0010).
4552 /// Instantaneous (vanilla has no gradual transition); the state persists
4553 /// because the daylight cycle is frozen by sealing.
4554 SetTime {
4555 /// The time state to cut to.
4556 time: WorldTime,
4557 },
4558 /// Cuts the dimension-global weather to a new state (DSL v0.5, spec-0010).
4559 /// Instantaneous; persists because the weather cycle is frozen by sealing.
4560 SetWeather {
4561 /// The weather state to cut to.
4562 weather: WorldWeather,
4563 },
4564 /// Plays a vanilla sound event, positionally or per-player (DSL v0.6,
4565 /// spec-0014). `sound` is validated against the vendored pinned-1.21.11
4566 /// sound-event registry (`DW0326` unknown). `at` selects where the sound
4567 /// originates (default: each player's own position); `volume`/`pitch` map to
4568 /// the `playsound` command's trailing args (pitch clamps to 0.0..=2.0 in
4569 /// vanilla).
4570 PlaySound {
4571 /// The vanilla sound-event id (`minecraft:` prefix optional).
4572 sound: String,
4573 /// Where the sound plays from (default: `players`).
4574 #[serde(default, skip_serializing_if = "Option::is_none")]
4575 at: Option<SoundAt>,
4576 /// Playback volume (vanilla default 1.0; > 1.0 only extends audible range).
4577 #[serde(default, skip_serializing_if = "Option::is_none")]
4578 volume: Option<f64>,
4579 /// Playback pitch (vanilla 0.0..=2.0; default 1.0).
4580 #[serde(default, skip_serializing_if = "Option::is_none")]
4581 pitch: Option<f64>,
4582 },
4583 /// Deals damage to the acting player(s) (DSL v0.6): the real consequence a
4584 /// stealth `on_caught` or a souls-style beat needs — vanilla's `/damage`
4585 /// primitive. Runs in the effect's `as @a` / `as @s` context, so `@s` is each
4586 /// acting player: at top level it damages every player once; inside a stealth
4587 /// `on_caught` it damages the caught player (the "caught → death → respawn at
4588 /// checkpoint" beat). `amount` is in **half-hearts** (1 HP each); an amount ≥ 40
4589 /// is lethal through golden apples / absorption. `within` (JSON `in`) narrows to
4590 /// acting players standing inside an anchor-centred box (the same box model as a
4591 /// stealth zone), keeping the per-`@s` semantics. `damage_type` is the damage
4592 /// type — a curated set of vanilla types that all respect `keepInventory` and do
4593 /// **not** bypass totems (no `out_of_world`/`generic_kill`); default `generic`.
4594 /// (The field is `damage_type`, not `type`, because the effect enum is
4595 /// internally tagged on `type`.)
4596 DamagePlayers {
4597 /// Damage dealt, in half-hearts (1 = 1 HP; ≥ 40 is effectively lethal).
4598 amount: u32,
4599 /// Optional spatial filter: only damage an acting player inside this
4600 /// anchor-centred box (`anchor ± extent`). Absent = every acting player.
4601 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4602 within: Option<StealthZone>,
4603 /// The damage type (default [`DamageKind::Generic`]).
4604 #[serde(default, skip_serializing_if = "Option::is_none")]
4605 damage_type: Option<DamageKind>,
4606 },
4607 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012). Emits
4608 /// `spawnpoint @a` at the anchor cell and mirrors the coords into
4609 /// `storage dw:cp pos`. Party-wide and monotonic by quest order (a later
4610 /// `set-checkpoint` always replaces an earlier one). The compiler proves the
4611 /// cell is standable (`DW0316`) and that the remaining critical path stays
4612 /// reachable from it (`DW0315`).
4613 SetCheckpoint {
4614 /// The prefab checkpoint anchor the party respawns at.
4615 anchor: AnchorId,
4616 /// Per-player effects re-run each time a player respawns while this
4617 /// checkpoint is the active one — scene reset (e.g. re-caging an
4618 /// unleashed actor). Emitted idempotently in declared order; empty = no
4619 /// hook. Respawn is detected via the vanilla `deathCount` criterion.
4620 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4621 on_respawn: Vec<QuestEffect>,
4622 },
4623 /// Places a **bonfire** rest point (DSL v0.6, spec-0016 §1) — the sibling of
4624 /// [`Verb::SetCheckpoint`] for souls-mode pacing. The effect *arms*
4625 /// the rest affordance (a `minecraft:interaction` the player right-clicks at
4626 /// the anchor, the campfire prop being prefab dressing); the checkpoint moves
4627 /// only **when the party actually rests**. Resting fires `on_rest` — the
4628 /// scene reset that makes retry cheap: re-arming traps, re-seating waves
4629 /// declared `respawns_on_rest`, restoring actor postures. Death respawns the
4630 /// party at the last-rested bonfire and runs the **same** `on_rest` bundle,
4631 /// so the world's answer to a death and to a rest is identical (spec-0016:
4632 /// death is an investment, never a tax).
4633 ///
4634 /// Proofs are inherited from the checkpoint machinery: the anchor must be
4635 /// standable (`DW0316`) and must not strand the party (`DW0315`), rooted at
4636 /// the beat that arms the bonfire (the earliest moment a rest can happen).
4637 Bonfire {
4638 /// The prefab anchor the rest affordance stands at, and the cell the
4639 /// party respawns at once rested.
4640 anchor: AnchorId,
4641 /// Effects re-run on every rest **and** on every respawn at this bonfire
4642 /// — the scene reset. Emitted in declared order and expected to be
4643 /// idempotent (the same contract as `set-checkpoint`'s `on_respawn`).
4644 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4645 on_rest: Vec<QuestEffect>,
4646 /// Title of the two-option rest dialog (DSL v0.8).
4647 /// Absent = the compiler's canonical English `Bonfire`,
4648 /// baked at emit time (the `world.boundary.message` precedent): an
4649 /// authored line is inventoried and translates like every other
4650 /// player-visible string.
4651 #[serde(default, skip_serializing_if = "Option::is_none")]
4652 prompt: Option<String>,
4653 /// Label of the **rest and save** button. Absent = `Rest and save`.
4654 /// A dialog button is a fixed-width caption, so keep it to ~20 Latin /
4655 /// ~12 Han characters (skill *Writing craft* §C) — a wider label scrolls.
4656 #[serde(default, skip_serializing_if = "Option::is_none")]
4657 rest_label: Option<String>,
4658 /// Label of the **save only** button. Absent = `Save only`.
4659 #[serde(default, skip_serializing_if = "Option::is_none")]
4660 save_label: Option<String>,
4661 },
4662 /// Begins a stealth beat (DSL v0.6, spec-0014):
4663 /// zone presence alone = hidden — no sneak requirement, which collides with
4664 /// the spectator cutscene camera. While active, every player must be
4665 /// inside some `zone` each tick; a player outside every zone for
4666 /// `grace_ticks` fires `on_caught` (typically a kill → checkpoint respawn).
4667 /// Zone membership is read from the player's position. The compiler proves
4668 /// each zone is standable and reachable from the activating beat (`DW0327`).
4669 BeginStealth {
4670 /// The "shadow" regions, each an anchor-centred box (see [`StealthZone`]).
4671 zones: Vec<StealthZone>,
4672 /// Per-player effects fired when a player is caught (out of every zone
4673 /// for `grace_ticks`). Empty = no consequence.
4674 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4675 on_caught: Vec<QuestEffect>,
4676 /// Ticks a player may be exposed before `on_caught` fires (default 20).
4677 #[serde(default = "default_grace_ticks")]
4678 grace_ticks: u32,
4679 },
4680 /// Ends the active stealth beat (DSL v0.6, spec-0014). No-op if none active.
4681 EndStealth,
4682 /// Summons a `deferred` stage-2 NPC (body + interaction hitbox + name display)
4683 /// at its declared anchor (DSL v0.6) — the dual of `despawn-npc`, and the
4684 /// scripted entrance a staged character needs. Idempotent: spawning an NPC
4685 /// already in the world is a no-op. Only meaningful for an NPC declared
4686 /// `deferred: true`; a non-deferred NPC is already in the world from init.
4687 SpawnNpc {
4688 /// The NPC (stage-2 ref) to summon.
4689 npc: NpcId,
4690 },
4691 // --- DSL v0.6 actor staging effects (spec-0014) ---
4692 /// Summons a stage-5 actor's puppet at its anchor (DSL v0.6). Idempotent: a
4693 /// spawn of an already-present actor is a no-op (re-caging after `unleash`).
4694 SpawnActor {
4695 /// The actor (stage-5 `actors` ref) to summon.
4696 actor: ActorId,
4697 },
4698 /// Removes an actor's puppet (DSL v0.6). `kill` plays the vanilla death
4699 /// animation (cutscene deaths); `vanish` is silent removal.
4700 DespawnActor {
4701 /// The actor (stage-5 `actors` ref) to remove.
4702 actor: ActorId,
4703 /// How the puppet is removed.
4704 style: DespawnStyle,
4705 },
4706 /// Walks an actor's puppet to an anchor by A*-planned per-tick teleport over
4707 /// the assembled model, using the actor's hitbox footprint, yawed along the
4708 /// path tangent (DSL v0.6). Concurrent movers are allowed (a herded
4709 /// flock is N synchronized `move-actor`s). Unroutable → `DW0325`. `on_arrive`
4710 /// effects fire once the puppet reaches the destination cell.
4711 MoveActor {
4712 /// The actor (stage-5 `actors` ref) to move.
4713 actor: ActorId,
4714 /// The destination anchor.
4715 to_anchor: AnchorId,
4716 /// Optional travel speed in blocks/tick (defaults to ~0.15).
4717 #[serde(default, skip_serializing_if = "Option::is_none")]
4718 speed: Option<f64>,
4719 /// Effects fired once the puppet arrives at the destination cell.
4720 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4721 on_arrive: Vec<QuestEffect>,
4722 },
4723 /// Replaces an actor's puppet with a real-AI twin of the same type / position /
4724 /// name / attributes / tag (DSL v0.6) — the "attack the idle giant → real
4725 /// fight" beat. Re-caging is `despawn-actor` + `spawn-actor` (idempotent), not a
4726 /// special verb.
4727 UnleashActor {
4728 /// The actor (stage-5 `actors` ref) to unleash.
4729 actor: ActorId,
4730 },
4731 /// A deterministic timeline (DSL v0.6): one schedule chain firing effect groups
4732 /// at exact tick offsets. Effects are any in the stage-5 set except a nested
4733 /// `sequence` (rejected with `DW0329`).
4734 Sequence {
4735 /// Timeline steps; each fires its `effects` at `at_ticks` from the start.
4736 steps: Vec<SequenceStep>,
4737 },
4738 /// **Saturating projectile volley** (DSL v0.6, spec-0022): command-summoned
4739 /// projectiles with real velocity vectors, fired from a gallery slot into a
4740 /// declared kill zone.
4741 ///
4742 /// The contract is **saturation, not sniping**.
4743 /// Every salvo puts one projectile on the trajectory to **every standable
4744 /// cell of `kill_zone`**, plus one aimed at the triggering player's
4745 /// fire-time position (which punishes standing still). A player therefore
4746 /// cannot dodge a volley by strafing — escaping means *leaving the zone*, a
4747 /// decision rather than a lucky step. Coverage is proven at compile time:
4748 /// `from_anchor` must have clear line of fire to every standable kill-zone
4749 /// cell (`DW0442`), so "the gallery slot can actually hit a player anywhere
4750 /// on the stairs" is a build-time fact, not a hope.
4751 ///
4752 /// Projectiles are summoned `NoGravity` so the flown path is exactly the
4753 /// straight segment the coverage proof checks — proof and runtime share one
4754 /// geometry. Drag scales speed but not direction, so the line is preserved.
4755 Volley {
4756 /// Projectile entity id (default `minecraft:arrow`; validated against
4757 /// the pinned 1.21.11 registry, `DW0441`).
4758 #[serde(default, skip_serializing_if = "Option::is_none")]
4759 projectile: Option<String>,
4760 /// The gallery slot the volley is fired FROM — a point anchor. Its cell
4761 /// must be clear (a projectile spawned inside a wall never leaves it).
4762 from_anchor: AnchorId,
4763 /// The zone the volley must blanket, as an anchor-centred box
4764 /// (`anchor ± extent`) — the same shape `damage-players`'s `in` and
4765 /// `begin-stealth`'s `zones` use. Every standable cell in it receives
4766 /// fire each salvo.
4767 ///
4768 /// Deliberately NOT a bare prefab `region` anchor: the assembled model
4769 /// clears every gate-region anchor's cells unconditionally, so
4770 /// describing a zone that way would delete the geometry it names.
4771 kill_zone: StealthZone,
4772 /// How many rounds the pattern repeats (default 3, `DW0443` bounds it).
4773 #[serde(default, skip_serializing_if = "Option::is_none")]
4774 salvos: Option<u32>,
4775 /// Ticks between salvos (default 10, `DW0443` bounds it).
4776 #[serde(default, skip_serializing_if = "Option::is_none")]
4777 interval: Option<u32>,
4778 },
4779 /// **Ceiling collapse** (DSL v0.6, spec-0022): delete a region's blocks and
4780 /// drop them as `falling_block` entities — the buried-alive trap redstone
4781 /// cannot express at all.
4782 ///
4783 /// The post-collapse world is **modeled, not guessed**: the compiler clears
4784 /// the region, settles every dropped column through the existing gravity
4785 /// model (spec-0010), optionally paves the landing surface with
4786 /// `then_floor`, and re-runs the critical-path completability proof against
4787 /// that mutated world (`DW0445`). A collapse that buries the only route is a
4788 /// build error, exactly as a `shortcut` seal that strands the party is.
4789 Collapse {
4790 /// The volume whose blocks fall, as an anchor-centred box
4791 /// (`anchor ± extent`). Must hold blocks and sit above standable footing
4792 /// (`DW0444`) — a collapse over nothing is scenery, not a trap.
4793 ///
4794 /// An anchor-centred box rather than a prefab `region` anchor for a
4795 /// load-bearing reason: the assembled model deletes every gate-region
4796 /// anchor's cells, so a ceiling slab declared that way would already be
4797 /// gone before the trap ever fired.
4798 region_anchor: StealthZone,
4799 /// The block the falling entities are made of (default
4800 /// `minecraft:gravel`; validated against the pinned registry, `DW0441`).
4801 #[serde(default, skip_serializing_if = "Option::is_none")]
4802 falling_block: Option<String>,
4803 /// Optional block the landing surface is paved with once the debris
4804 /// settles — the authored post-collapse floor the completability proof
4805 /// reasons over.
4806 #[serde(default, skip_serializing_if = "Option::is_none")]
4807 then_floor: Option<String>,
4808 },
4809 /// Grants a vanilla **status effect** for a stated duration (DSL v0.10,
4810 /// spec-0031). The engine has emitted status effects since v0.6 — the
4811 /// night-vision area mitigation is a self-rescheduling, region-scoped
4812 /// `effect give` — and exposed none, so an author who wanted blindness for a
4813 /// lift ride, slowness in deep water or regeneration at a shrine had no
4814 /// surface at all. This is that surface, over the whole pinned 1.21.11
4815 /// `mob_effect` registry (`DW0192` rejects an id outside it).
4816 ///
4817 /// **A grant carries a duration, and there is no way to spell one that does
4818 /// not.** Vanilla's `infinite` keyword is deliberately absent from this
4819 /// surface: an effect whose only removal is a later command is an effect the
4820 /// player keeps forever whenever that command does not run — a logout, a
4821 /// crash, a chain interrupted by a death. A duration expires on its own, with
4822 /// no cooperation from anything. `seconds` is therefore required and bounded
4823 /// (1..=[`MAX_EFFECT_SECONDS`], `DW0541`), and the *pattern* that reintroduces
4824 /// the same hazard — pairing a grant with a `clear-effect` that removes it
4825 /// while it is still live — is `DW0540`.
4826 ///
4827 /// `in` narrows to players inside an anchor-centred box, the same
4828 /// [`StealthZone`] a `begin-stealth` zone, a `damage-players` filter and a
4829 /// `lethal_volumes[]` region use, resolved through the one `Plan::zone_box`.
4830 /// It is what makes "blind whoever is riding the car" expressible without
4831 /// blinding the whole party.
4832 GiveEffect {
4833 /// Vanilla status-effect id (e.g. `minecraft:blindness`), validated
4834 /// against the pinned 1.21.11 registry (`DW0192`).
4835 effect: String,
4836 /// Duration in seconds. Required, `1..=`[`MAX_EFFECT_SECONDS`]
4837 /// (`DW0541`) — see the variant docs for why there is no infinite form.
4838 seconds: u32,
4839 /// Amplifier (0 = level I), `0..=`[`MAX_POTION_AMPLIFIER`] (`DW0541`).
4840 /// Absent = 0.
4841 #[serde(default, skip_serializing_if = "Option::is_none")]
4842 amplifier: Option<u32>,
4843 /// Suppress the swirling particles (vanilla's `hideParticles`). Absent =
4844 /// `false`, vanilla's own default.
4845 #[serde(default, skip_serializing_if = "Option::is_none")]
4846 hide_particles: Option<bool>,
4847 /// Optional spatial filter: only grant to a player inside this
4848 /// anchor-centred box (`anchor ± extent`). Absent = every player the
4849 /// effect's audience addresses.
4850 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4851 within: Option<StealthZone>,
4852 },
4853 /// Removes a status effect (DSL v0.10, spec-0031) — vanilla's `effect clear`.
4854 ///
4855 /// This is **not** how a `give-effect` is supposed to end: a duration is. It
4856 /// exists for the effects the engine did not grant — a potion the player
4857 /// drank, a `wither` a mob applied, the whole set at a bonfire — which is why
4858 /// `effect` is optional (absent = clear everything, exactly as vanilla's
4859 /// `effect clear <targets>` does). Pairing it with a live grant of the same
4860 /// effect in the same bundle is `DW0540`.
4861 ClearEffect {
4862 /// The status-effect id to remove (`DW0192`). **Absent clears every
4863 /// effect**, matching `effect clear <targets>` with no id.
4864 #[serde(default, skip_serializing_if = "Option::is_none")]
4865 effect: Option<String>,
4866 /// Optional spatial filter, identical in shape and meaning to
4867 /// [`Verb::GiveEffect`]'s.
4868 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4869 within: Option<StealthZone>,
4870 },
4871 /// Teleports **everything inside a declared volume** to an anchor (DSL v0.10,
4872 /// spec-0031).
4873 ///
4874 /// **The selector is a region, never a block.** "Whoever is standing on this
4875 /// block" has three different answers for a player half a foot over the edge,
4876 /// a player mid-jump and a player sneaking on the lip; a volume has one, and
4877 /// it is the same one every tick. `from` is the anchor-centred
4878 /// [`StealthZone`] box the rest of the engine already uses.
4879 ///
4880 /// **The selection is total over bodies.** Emission is a single `tp
4881 /// @e[<box>,tag=!dw_fixture] <cell>` with no `type=`, no `limit=` and no
4882 /// `sort=` — every body in the volume moves, and
4883 /// `crates/delvec/tests/v10_teleport.rs` asserts that from the emitted
4884 /// selector rather than from anyone's memory. A machinery-**type** exemption
4885 /// of the kind a `lethal_volumes[]` entry must carry was considered and
4886 /// **rejected**: an NPC is a body plus a co-located `minecraft:interaction`
4887 /// hitbox, so exempting `minecraft:interaction` — as the lethal volume does —
4888 /// would teleport the speaker and leave its dialogue box behind. Everyone on
4889 /// the car travels, players and entities
4890 /// alike; totality over bodies is how that is true.
4891 ///
4892 /// The one narrowing is a **class the engine's own furniture declares about
4893 /// itself**: `dw_fixture` means *my position IS engine state*. A bonfire's
4894 /// hitbox, a shortcut lever and a recovery stake's marker are places, not
4895 /// passengers, and carrying one does not move a thing — it rewrites a fact
4896 /// (for a stake, the ledger holds the marker's coordinates, and the next tick
4897 /// retires a marker nobody has a wager at). Places whose cell is known at
4898 /// compile time are refused outright instead, because the author can move
4899 /// them (`DW0542`); places the runtime puts down are excluded by the selector,
4900 /// because nobody can (`DW0545`). Nothing an author writes carries either tag,
4901 /// and no campaign JSON can turn either off.
4902 ///
4903 /// **A teleport is not a rescue.** Accumulated fall distance carries across
4904 /// one unchanged and is charged in full at the destination — measured Δ
4905 /// exactly `0.0000` in 46/46 trials on the pinned 1.21.11, including
4906 /// teleports 143 and 157 blocks straight *up*, with landing damage
4907 /// `floor(fall_distance) − 3` (`docs/notes/death-and-teleport-spike.md` §3).
4908 /// A platform that arrives under a falling player past ~20 blocks of fall is
4909 /// the surface they die on. The compiler does not try to reset the counter:
4910 /// what *does* reset it was explicitly not measured, and inventing a
4911 /// mechanism from recall is the folklore this project forbids.
4912 Teleport {
4913 /// The volume whose contents are moved, as an anchor-centred box
4914 /// (`anchor ± extent`) — the same shape a `begin-stealth` zone, a
4915 /// `damage-players` `in` filter and a `lethal_volumes[]` region take.
4916 ///
4917 /// Deliberately NOT a bare prefab `region` anchor, for the reason
4918 /// [`Verb::Collapse`] records: the assembled model clears every
4919 /// gate-region anchor's cells, so a volume described that way would
4920 /// delete the geometry it names.
4921 from: StealthZone,
4922 /// The destination anchor. Resolved to a literal cell at build time, so
4923 /// the emitted `tp` carries absolute coordinates and no runtime search.
4924 to: AnchorId,
4925 },
4926}
4927
4928/// Default `grace_ticks` for [`Verb::BeginStealth`] (spec-0014).
4929fn default_grace_ticks() -> u32 {
4930 20
4931}
4932
4933/// Default projectile for [`Verb::Volley`] (spec-0022).
4934pub const DEFAULT_VOLLEY_PROJECTILE: &str = "minecraft:arrow";
4935/// Default salvo count for [`Verb::Volley`] (spec-0022).
4936pub const DEFAULT_VOLLEY_SALVOS: u32 = 3;
4937/// Default ticks between salvos for [`Verb::Volley`] (spec-0022).
4938pub const DEFAULT_VOLLEY_INTERVAL: u32 = 10;
4939/// Largest admissible `salvos` — beyond this a volley is an entity-count
4940/// hazard rather than a trap (`DW0443`).
4941pub const MAX_VOLLEY_SALVOS: u32 = 16;
4942/// Largest admissible `interval` in ticks (`DW0443`): 10 seconds. A volley
4943/// slower than this is no longer one event the player reads as a trap.
4944pub const MAX_VOLLEY_INTERVAL: u32 = 200;
4945/// Default falling block for [`Verb::Collapse`] (spec-0022).
4946pub const DEFAULT_COLLAPSE_FALLING_BLOCK: &str = "minecraft:gravel";
4947
4948/// A stealth "shadow" region (DSL v0.6, spec-0014): an axis-aligned box centred
4949/// on `anchor`, extending `extent` blocks along each axis (so the box spans
4950/// `anchor ± extent`). Presented in-world via dark cells but judged purely by
4951/// region membership, so the check is deterministic and provable.
4952#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4953#[serde(deny_unknown_fields)]
4954pub struct StealthZone {
4955 /// The prefab anchor at the centre of the zone box.
4956 pub anchor: AnchorId,
4957 /// Half-extents `[x, y, z]` in blocks from the anchor (each component ≥ 0);
4958 /// the zone AABB is `[anchor - extent, anchor + extent]`.
4959 pub extent: [u32; 3],
4960}
4961
4962/// Where a [`Verb::PlaySound`] originates (DSL v0.6, spec-0014). A sound
4963/// plays at fixed coordinates or at each listener's own position; the compiler
4964/// resolves no position for a live actor, so the `actor` variant is accepted by
4965/// the schema and rejected with `DW0335`.
4966#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4967#[serde(tag = "at", rename_all = "kebab-case", deny_unknown_fields)]
4968pub enum SoundAt {
4969 /// Play the sound positioned at a resolved anchor, audible to all players.
4970 Anchor {
4971 /// The anchor the sound plays from.
4972 anchor: AnchorId,
4973 },
4974 /// Play the sound at each player's own position (the default).
4975 Players,
4976 /// Play the sound at a scripted actor's position (rejected — `DW0335`; no
4977 /// actor position resolves at emission).
4978 Actor {
4979 /// The actor id (stage-5 `actors[]`).
4980 actor: String,
4981 },
4982}
4983
4984/// The damage type of a [`Verb::DamagePlayers`] effect (DSL v0.6). A
4985/// **curated** subset of the vanilla 1.21.11 damage-type registry: every variant
4986/// respects the `keepInventory` death flow (a gamerule, so all deaths do) and does
4987/// **not** bypass a totem of undying — the totem-bypassing `out_of_world` /
4988/// `generic_kill` types are deliberately excluded, so a scripted consequence can
4989/// never silently void a player's held totem. Modelled as an enum (not a free
4990/// string) so an unknown type is a schema rejection (`DW0100`) and needs no separate
4991/// registry / diagnostic. `generic` is the default: command damage that respects
4992/// totems + absorption but ignores armor, so a scripted hit lands regardless of gear.
4993#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4994#[serde(rename_all = "kebab-case")]
4995pub enum DamageKind {
4996 /// `minecraft:generic` — armor-ignoring command damage (default).
4997 Generic,
4998 /// `minecraft:magic` — magical damage.
4999 Magic,
5000 /// `minecraft:wither` — the wither/withering effect's damage type.
5001 Wither,
5002 /// `minecraft:on_fire` — burning damage.
5003 Fire,
5004 /// `minecraft:drown` — drowning damage.
5005 Drown,
5006 /// `minecraft:freeze` — powder-snow freezing damage.
5007 Freeze,
5008 /// `minecraft:fall` — fall damage.
5009 Fall,
5010 /// `minecraft:lightning_bolt` — a lightning strike's damage type.
5011 LightningBolt,
5012 /// `minecraft:explosion` — a (non-player) explosion's damage type.
5013 Explosion,
5014}
5015
5016impl DamageKind {
5017 /// The vanilla `minecraft:` damage-type id emitted to `/damage`.
5018 pub fn id(self) -> &'static str {
5019 match self {
5020 DamageKind::Generic => "minecraft:generic",
5021 DamageKind::Magic => "minecraft:magic",
5022 DamageKind::Wither => "minecraft:wither",
5023 DamageKind::Fire => "minecraft:on_fire",
5024 DamageKind::Drown => "minecraft:drown",
5025 DamageKind::Freeze => "minecraft:freeze",
5026 DamageKind::Fall => "minecraft:fall",
5027 DamageKind::LightningBolt => "minecraft:lightning_bolt",
5028 DamageKind::Explosion => "minecraft:explosion",
5029 }
5030 }
5031}
5032
5033/// A stage-5 **lethal volume** (DSL v0.10, spec-0031): a declared box that kills
5034/// whatever enters it, and states — in the campaign's own words — what killed it.
5035///
5036/// # A mechanism, not a fiction
5037///
5038/// The commissioning case was a cliff whose fall must be fatal, but nothing here
5039/// knows what a cliff is: a lava pit, an acid pool, an out-of-bounds plane and the
5040/// bottom of a lift shaft are the same declaration, differently dressed and
5041/// differently worded. The alternative considered and **rejected** for the cliff
5042/// was making the world's horizon void so the fall kills anyway — that changes
5043/// approved art to obtain a behaviour, and it serves exactly one fiction.
5044///
5045/// # It is geometry, so the completability proof owns it
5046///
5047/// A volume that kills is, for a route, a volume that cannot be crossed. The
5048/// compiler models its cells as impassable in the same navigation world every
5049/// other reachability proof runs on, exactly as a `close-gate`'s sealed region is
5050/// modelled solid — so a forced path that has no way to an objective except
5051/// through a lethal volume is a build failure (`DW0510`) naming the volume, never
5052/// a shipped delve that kills the player on the critical path. A respawn seat
5053/// inside one is the death loop that failure mode ends in, and is its own
5054/// error (`DW0511`).
5055///
5056/// # It rides the death edge that already exists
5057///
5058/// The kill is a `/damage`, exactly like `damage-players`, a trap payload or a
5059/// timed gate's crush. Everything downstream — the vanilla `deathCount` edge
5060/// (`dw.deaths` / `dw.death_ack`), the checkpoint re-seat (`cp_respawn_check`),
5061/// `keep_inventory` — sees an ordinary death and needs no second detector.
5062#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5063#[serde(deny_unknown_fields)]
5064pub struct LethalVolume {
5065 /// Unique lethal-volume id (`lethal/<kebab>`).
5066 pub id: LethalVolumeId,
5067 /// The volume: an anchor-centred box (`anchor ± extent`).
5068 ///
5069 /// **Deliberately the existing zone type**, not a second struct with the same
5070 /// two fields. `StealthZone` is already the engine's anchor-centred box object
5071 /// class — `damage-players`'s `in` filter reuses it, and the compiler resolves
5072 /// every one of them through the single `Plan::zone_box`. A private twin here
5073 /// would be `tools/check-capability-ownership.py` check C by construction, and
5074 /// would fork the resolution the very next time a box grew a capability.
5075 pub region: StealthZone,
5076 /// What this volume says when it kills — a player-visible line, inventoried
5077 /// under `lethal.<id>.message` and translated like every other one.
5078 ///
5079 /// Required, and deliberately so: a volume with no words is a player who dies
5080 /// with no idea why, and there is no compiler-owned default that could be
5081 /// right for a cliff, a lava pit and an acid pool at once.
5082 pub message: String,
5083 /// The damage type the kill is dealt with (default [`DamageKind::Generic`]).
5084 ///
5085 /// This is what words vanilla's own broadcast — `fall` says the party member
5086 /// fell from a high place, `on_fire` that they burnt to a crisp — while
5087 /// [`Self::message`] says what the *place* was. The curated enum is shared
5088 /// with `damage-players`, so a lethal volume can no more void a held totem
5089 /// than a scripted hit can.
5090 #[serde(default, skip_serializing_if = "Option::is_none")]
5091 pub damage_type: Option<DamageKind>,
5092}
5093
5094// ---------------------------------------------------------------------------
5095// Stage 5 — trade and the recovery stake (DSL v0.10, spec-0032)
5096// ---------------------------------------------------------------------------
5097
5098/// A stage-5 **shop** (DSL v0.10, spec-0032): an interaction point that opens a
5099/// list of offers, each of which is a gate and a bundle of effects.
5100///
5101/// # It is the rest flow with different buttons, and that is the whole design
5102///
5103/// A bonfire is already an interaction entity, a player-interaction advancement
5104/// that supplies the acting player, a `minecraft:multi_action` dialog, buttons
5105/// that run `/trigger`, and tick dispatch. A shop is that same hardware with an
5106/// authored button list, so nothing here is new machinery — it is the machinery
5107/// spec-0016 §1 shipped, made author-visible.
5108///
5109/// # There is no price field, and that is deliberate
5110///
5111/// A price is *"may this happen yet?"*, which is the question
5112/// [`Gate`](crate::gate::Gate) answers for six other object classes. An offer is
5113/// therefore the **seventh gate consumer**: it carries `requires_flags`,
5114/// `forbids_flags` and `requires_state`, and the numeric comparison it needs is
5115/// the one spec-0031 put in the gate rather than in the verb that first asked.
5116/// A `price` field would be a second comparison surface for one meaning, which is
5117/// the defect CLAUDE.md names first.
5118///
5119/// # Villager `Offers` is excluded
5120///
5121/// Three independent reasons, any one sufficient (spec-0032): a vanilla trade
5122/// cost can only ever be an item, never a scoreboard value; right-click on a
5123/// villager body is already allocated to dialogue; and the data-driven trade
5124/// registry post-dates the pinned 1.21.11.
5125#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5126#[serde(deny_unknown_fields)]
5127pub struct Shop {
5128 /// Unique shop id (`shop/<kebab>`).
5129 pub id: ShopId,
5130 /// The prefab anchor the shop's interaction point stands on.
5131 pub anchor: AnchorId,
5132 /// The dialog's title line. Player-visible, inventoried under
5133 /// `shop.<id>.title`.
5134 pub title: String,
5135 /// The item the visible marker renders as (default `minecraft:emerald`).
5136 /// Cosmetic only: the marker is a `minecraft:item_display`, so it never
5137 /// occupies the cell or obstructs the hitbox.
5138 #[serde(default, skip_serializing_if = "Option::is_none")]
5139 pub marker_item: Option<String>,
5140 /// The offers, in declaration order — which is button order, and the order
5141 /// the `/trigger` routing values are assigned in.
5142 pub offers: Vec<ShopOffer>,
5143}
5144
5145/// One button in a [`Shop`]: a gate, a label, and the effects choosing it runs.
5146///
5147/// **Effect root R8.** The bundle hangs off an object with runtime machinery of
5148/// its own (an advancement, a dialog, a trigger objective and a tick dispatch),
5149/// which is spec-0031's stated rule for adding a root rather than desugaring.
5150///
5151/// **Refusal is authored, not a field.** An offer whose own gate is closed is not
5152/// shown at all; an offer that should be *shown and refuse* leaves its own gate
5153/// open and gates its effects instead — the purchase behind `at-least <price>`,
5154/// the apology behind `at-most <price − 1>`. Both are the ordinary per-effect
5155/// gate every effect already carries, so the engine adds no `refused` field and
5156/// no second way to say one thing.
5157#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5158#[serde(deny_unknown_fields)]
5159pub struct ShopOffer {
5160 /// The button's caption. Player-visible, inventoried under
5161 /// `shop.<id>.offer.<i>.label`, and width-checked like any dialog button.
5162 pub label: String,
5163 /// The button's hover tooltip — the natural home for a price in words.
5164 /// Player-visible, inventoried under `shop.<id>.offer.<i>.tooltip`.
5165 #[serde(default, skip_serializing_if = "Option::is_none")]
5166 pub tooltip: Option<String>,
5167 /// Flags that must all be set for this offer to be shown (the one gate).
5168 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5169 pub requires_flags: Vec<FlagId>,
5170 /// Flags whose being set hides this offer (the one gate).
5171 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5172 pub forbids_flags: Vec<FlagId>,
5173 /// Numeric gate terms (the one gate) — **this is where a price lives**.
5174 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5175 pub requires_state: Vec<StateCompare>,
5176 /// What choosing this offer does. Effect root R8; runs with the choosing
5177 /// player as the acting player, so a `player`-scoped datum is writable here.
5178 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5179 pub effects: Vec<QuestEffect>,
5180}
5181
5182impl ShopOffer {
5183 /// This offer's whole gate, as one value (DSL v0.10) — see
5184 /// [`crate::gate::Gate`].
5185 pub fn gate(&self) -> crate::gate::Gate<'_> {
5186 crate::gate::Gate::of(
5187 &self.requires_flags,
5188 &self.forbids_flags,
5189 &self.requires_state,
5190 )
5191 }
5192}
5193
5194/// How much of a datum a death forfeits into a [`Stake`] (DSL v0.10, spec-0032).
5195///
5196/// A creator who wants **no death cost at all** picks [`Forfeit::None`]; the
5197/// stake then still marks where they fell, which is the memorial case.
5198#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5199#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
5200pub enum Forfeit {
5201 /// The whole balance.
5202 All,
5203 /// A percentage of the balance, rounded toward zero (integer arithmetic —
5204 /// ADR-0006 forbids anything a second implementation could round differently).
5205 Proportion {
5206 /// 0–100.
5207 percent: u32,
5208 },
5209 /// A fixed amount, capped at the balance so a purse can never go negative.
5210 Fixed {
5211 /// The amount.
5212 amount: i32,
5213 },
5214 /// Nothing is taken. The stake is a marker, not a wager.
5215 None,
5216}
5217
5218/// What a death does when the player already holds the maximum number of live
5219/// stakes (DSL v0.10, spec-0032).
5220#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5221#[serde(rename_all = "kebab-case")]
5222pub enum OnFull {
5223 /// Retire the player's oldest live stake — its contents are lost — and place a
5224 /// new one. With `max_live: 1` this is the souls behaviour.
5225 Replace,
5226 /// Leave the existing stakes alone: the new death places nothing and forfeits
5227 /// nothing. One wager at a time.
5228 Keep,
5229}
5230
5231impl OnFull {
5232 /// The wire token (`replace` / `keep`).
5233 pub fn token(self) -> &'static str {
5234 match self {
5235 OnFull::Replace => "replace",
5236 OnFull::Keep => "keep",
5237 }
5238 }
5239}
5240
5241/// Who may collect a stake that is not theirs (DSL v0.10, spec-0032).
5242#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5243#[serde(rename_all = "kebab-case")]
5244pub enum CollectBy {
5245 /// Only the player who left it. The default.
5246 Owner,
5247 /// Anyone standing at it. The whole of every live stake at that place is
5248 /// transferred to the collector.
5249 Anyone,
5250}
5251
5252impl CollectBy {
5253 /// The wire token (`owner` / `anyone`).
5254 pub fn token(self) -> &'static str {
5255 match self {
5256 CollectBy::Owner => "owner",
5257 CollectBy::Anyone => "anyone",
5258 }
5259 }
5260}
5261
5262/// A stage-5 **recovery stake** (DSL v0.10, spec-0032): what a death leaves
5263/// behind, and the one chance to get it back.
5264///
5265/// # A mechanism, not a genre
5266///
5267/// "Souls" is one setting of this declaration and nothing here knows the word.
5268/// The mechanism is *a death forfeits some of a declared datum into a collectable
5269/// marker at a computed place, and collecting it returns exactly what was taken*.
5270/// A campaign with no death cost, a campaign with a permanent memorial at every
5271/// death site, and a campaign with the souls loop are three configurations, not
5272/// three engines.
5273///
5274/// # Where it lands is a compile-time answer
5275///
5276/// The owner's rule: *the anchor is the point, on the walkable path
5277/// from the respawn point in force at the moment of death to the death point
5278/// under the quest state in force at that moment, that minimises distance to the
5279/// death point.* Every term already has an owner in the compiler — walkability is
5280/// the navigation world the completability proof runs on, quest-state passability
5281/// is the DAG-indexed sealing `close-gate` established, and the respawn point in
5282/// force is engine state. So it is a table computed at build time and a lookup at
5283/// run time: **no runtime search, no nondeterminism.**
5284///
5285/// # It is hardware, so it inherits the hardware rules
5286///
5287/// The marker is an invisible `minecraft:interaction` for the hitbox plus a
5288/// glowing `minecraft:item_display` for the rendering — the same pair every other
5289/// affordance in the engine uses, and therefore the same invisible-affordance
5290/// (`DW0420`) and hardware-erasure (`DW0421`) proofs. It is deliberately **not**
5291/// a dropped item entity: an item despawns after 6000 ticks, burns in lava, sinks
5292/// in the void, and can be picked up by anyone.
5293#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5294#[serde(deny_unknown_fields)]
5295pub struct Stake {
5296 /// Unique stake id (`stake/<kebab>`).
5297 pub id: StakeId,
5298 /// The datum a death forfeits into this stake, and a collection returns.
5299 /// Must be declared in the stage-5 `state` list, and must be `player`-scoped:
5300 /// a stake is a personal wager, and a party-shared purse would turn one
5301 /// player's death into everyone's penalty.
5302 pub state: StateId,
5303 /// How much of [`Self::state`] a death takes. Default: the whole balance.
5304 #[serde(default, skip_serializing_if = "Option::is_none")]
5305 pub forfeit: Option<Forfeit>,
5306 /// How many live stakes one player may hold at once. Default 1; `0` means a
5307 /// death never places one (and never forfeits anything), which is the
5308 /// "no death cost" configuration.
5309 #[serde(default, skip_serializing_if = "Option::is_none")]
5310 pub max_live: Option<u32>,
5311 /// What a death does when the player is already at [`Self::max_live`].
5312 /// Default [`OnFull::Replace`].
5313 #[serde(default, skip_serializing_if = "Option::is_none")]
5314 pub on_full: Option<OnFull>,
5315 /// Who may collect. Default [`CollectBy::Owner`].
5316 #[serde(default, skip_serializing_if = "Option::is_none")]
5317 pub collect_by: Option<CollectBy>,
5318 /// The line a collection says, on the action bar. Player-visible, inventoried
5319 /// under `stake.<id>.collected`.
5320 pub collected_message: String,
5321 /// The item the glowing marker renders as (default `minecraft:soul_lantern`).
5322 #[serde(default, skip_serializing_if = "Option::is_none")]
5323 pub marker_item: Option<String>,
5324}
5325
5326impl Stake {
5327 /// The forfeit rule, with the documented default applied.
5328 pub fn forfeit(&self) -> Forfeit {
5329 self.forfeit.unwrap_or(Forfeit::All)
5330 }
5331
5332 /// How many live stakes one player may hold, with the documented default.
5333 pub fn max_live(&self) -> u32 {
5334 self.max_live.unwrap_or(1)
5335 }
5336
5337 /// The at-capacity rule, with the documented default.
5338 pub fn on_full(&self) -> OnFull {
5339 self.on_full.unwrap_or(OnFull::Replace)
5340 }
5341
5342 /// The collection rule, with the documented default.
5343 pub fn collect_by(&self) -> CollectBy {
5344 self.collect_by.unwrap_or(CollectBy::Owner)
5345 }
5346
5347 /// The item the marker renders as, with the documented default.
5348 pub fn marker_item(&self) -> &str {
5349 self.marker_item
5350 .as_deref()
5351 .unwrap_or("minecraft:soul_lantern")
5352 }
5353}
5354
5355/// The presentation channel for a [`Verb::Narrate`] (DSL v0.4).
5356#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5357#[serde(rename_all = "kebab-case")]
5358pub enum NarrateStyle {
5359 /// A chat line (default).
5360 Chat,
5361 /// A large on-screen title.
5362 Title,
5363 /// An on-screen subtitle.
5364 Subtitle,
5365 /// An "art" title rendered through the delve's custom resource-pack pixel-banner
5366 /// font (`delve:art`) so endings can flash blocky all-caps text (DSL v0.6,
5367 /// spec-0014). Text is checked at compile time against the font's glyph inventory
5368 /// (`DW0328`); characters outside it (e.g. non-Latin script) are rejected. It
5369 /// renders in the vanilla title slot, so it is width-checked like any title
5370 /// (`DW0330`) — roughly 15 glyphs fit on screen.
5371 Art,
5372 /// The **actionbar** — the one-line strip above the hotbar (DSL v0.11).
5373 ///
5374 /// This is the channel a *reply* uses: it does not interrupt, it does not
5375 /// stack, and it is overwritten by the next one. Every reply the compiler
5376 /// itself writes has always used it — a sealed gate's answer, a checkpoint
5377 /// return, the lobby's party count — but `narrate` could not reach it, which
5378 /// is the mechanical reason `close-gate.sealed_hint` could not have been an
5379 /// ordinary `narrate` even had someone tried (capability-ownership audit
5380 /// finding 3b). A channel is a property of the message, not of the verb that
5381 /// first wanted it.
5382 ///
5383 /// Unlike a title it is never width-checked: vanilla truncates nothing and
5384 /// draws it at GUI width, and a reply is a fragment rather than a banner.
5385 Actionbar,
5386}
5387
5388impl NarrateStyle {
5389 /// The kebab tag (`chat` / `title` / `subtitle` / `art` / `actionbar`).
5390 pub fn token(self) -> &'static str {
5391 match self {
5392 NarrateStyle::Chat => "chat",
5393 NarrateStyle::Title => "title",
5394 NarrateStyle::Subtitle => "subtitle",
5395 NarrateStyle::Art => "art",
5396 NarrateStyle::Actionbar => "actionbar",
5397 }
5398 }
5399}
5400
5401/// One camera waypoint of a [`Verb::Cutscene`] (DSL v0.4): an anchor plus
5402/// an integer block offset from it, giving the camera's world position.
5403#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5404#[serde(deny_unknown_fields)]
5405pub struct CameraWaypoint {
5406 /// The anchor the waypoint is relative to.
5407 pub anchor: AnchorId,
5408 /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
5409 #[serde(default, skip_serializing_if = "is_zero3")]
5410 pub offset: [i32; 3],
5411}
5412
5413/// One shot of a [`Verb::Cutscene`] (DSL v0.6): a camera dolly with its
5414/// own duration and optional subject. A cutscene plays its shots back-to-back —
5415/// a hard cut between them — inside a single gamemode/position save-restore
5416/// bracket, so a wide establishing move can be followed by an interior close-up
5417/// without the players ever leaving the cinematic.
5418#[derive(Clone, PartialEq, Serialize, Deserialize, JsonSchema)]
5419#[serde(deny_unknown_fields)]
5420pub struct CameraShot {
5421 /// Ordered camera waypoints (straight-line lerp between them). A one-waypoint
5422 /// path is a static shot. Required without `shot_style`; with one, optional —
5423 /// an explicit `path` always overrides the style's expanded dolly.
5424 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5425 pub path: Vec<CameraWaypoint>,
5426 /// This shot's duration in seconds. Required without `shot_style`; with one,
5427 /// optional — the style's default duration applies (see
5428 /// [`ShotStyle::default_seconds`]), and an explicit value always overrides.
5429 #[serde(default, skip_serializing_if = "Option::is_none")]
5430 pub seconds: Option<u32>,
5431 /// Optional subject the camera keeps framed for this shot. Absent = face
5432 /// along the direction of travel (or, under a `shot_style`, the style's own
5433 /// aim at its `subject`). An explicit `look_at` always overrides a style's
5434 /// aim.
5435 #[serde(default, skip_serializing_if = "Option::is_none")]
5436 pub look_at: Option<CameraTarget>,
5437 /// Shot-style preset (DSL v0.6, spec-0015 shot-grammar library): the
5438 /// compiler expands the style deterministically into a camera dolly +
5439 /// per-keyframe aim from the `subject`'s resolved geometry. Requires
5440 /// `subject`; `path`/`look_at`/`seconds` remain legal and always override
5441 /// the corresponding expanded part (`DW0348` polices the combinations).
5442 #[serde(default, skip_serializing_if = "Option::is_none")]
5443 pub shot_style: Option<ShotStyle>,
5444 /// The styled shot's subject — what the shot is *about*. Required with
5445 /// `shot_style`, rejected without one (`DW0348`).
5446 #[serde(default, skip_serializing_if = "Option::is_none")]
5447 pub subject: Option<CameraSubject>,
5448 /// `two-shot` only: the second framed subject (`DW0348` elsewhere).
5449 #[serde(default, skip_serializing_if = "Option::is_none")]
5450 pub subject_b: Option<CameraSubject>,
5451 /// Styled shots only: the style's characteristic camera distance in blocks
5452 /// (its *start* distance for the dolly styles). Default per style — see the
5453 /// `shot_style` table in `docs/reference/compiler.md`. Clamped range 1..=48
5454 /// (`DW0348`).
5455 #[serde(default, skip_serializing_if = "Option::is_none")]
5456 pub dist: Option<f64>,
5457 /// `orbit-arc` only: the sweep in degrees, 45..=120 (dossier range),
5458 /// default 90 (`DW0348` elsewhere or out of range).
5459 #[serde(default, skip_serializing_if = "Option::is_none")]
5460 pub degrees: Option<f64>,
5461 /// Styled shots only: placement bearing in degrees — where the camera sits
5462 /// (or starts) relative to the subject, measured like a Minecraft yaw
5463 /// *from* the subject: `0` puts the camera south of the subject (+Z), `90`
5464 /// west (−X), `-90` east (+X), `180` north (−Z). Default `0`. For
5465 /// `side-track` the bearing picks which side of the subject's travel the
5466 /// camera runs abeam (`0` = right of travel, `180` = left).
5467 #[serde(default, skip_serializing_if = "Option::is_none")]
5468 pub bearing: Option<f64>,
5469}
5470
5471/// A `shot_style` preset (DSL v0.6): the dossier's 9-template library
5472/// (`docs/notes/camera-dossier.md` §2), each expanded deterministically by the
5473/// compiler into a dolly + aim from the subject's geometry. Camera "lens feel"
5474/// is **distance only** — vanilla has no in-game FOV control.
5475#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5476#[serde(rename_all = "kebab-case")]
5477pub enum ShotStyle {
5478 /// Fully static close framing of a prop/detail. The beat that always looks
5479 /// right.
5480 Insert,
5481 /// Static position; only the aim turns as the subject (ideally moving)
5482 /// passes. Rockstar's roadside "ground view".
5483 LockedOff,
5484 /// Straight dolly toward the subject along the view axis; medium → close.
5485 PushIn,
5486 /// Reverse of `push-in`: close → wide, revealing context.
5487 PullBackReveal,
5488 /// High and far, descending and closing on the subject. First sight of an
5489 /// area.
5490 EstablishingCrane,
5491 /// Constant-radius, constant-height arc around the subject.
5492 OrbitArc,
5493 /// Parallel dolly abeam a **moving** subject at constant offset — needs a
5494 /// compiler-known subject path (`DW0349`).
5495 SideTrack,
5496 /// Static placement solved so **both** subjects land on opposite thirds
5497 /// (Toric-space construction). Needs `subject_b`.
5498 TwoShot,
5499 /// Low, close, trailing a **moving** subject near ground level — needs a
5500 /// compiler-known subject path (`DW0349`).
5501 LowFollow,
5502}
5503
5504impl ShotStyle {
5505 /// The kebab token (diagnostics, digests).
5506 pub fn token(self) -> &'static str {
5507 match self {
5508 ShotStyle::Insert => "insert",
5509 ShotStyle::LockedOff => "locked-off",
5510 ShotStyle::PushIn => "push-in",
5511 ShotStyle::PullBackReveal => "pull-back-reveal",
5512 ShotStyle::EstablishingCrane => "establishing-crane",
5513 ShotStyle::OrbitArc => "orbit-arc",
5514 ShotStyle::SideTrack => "side-track",
5515 ShotStyle::TwoShot => "two-shot",
5516 ShotStyle::LowFollow => "low-follow",
5517 }
5518 }
5519
5520 /// Default shot duration in seconds, from the dossier's per-style duration
5521 /// ranges (§2, anchored on the film-editing ASL literature) — the value an
5522 /// omitted `seconds` resolves to.
5523 pub fn default_seconds(self) -> u32 {
5524 match self {
5525 ShotStyle::Insert => 2,
5526 ShotStyle::LockedOff => 6,
5527 ShotStyle::PushIn => 4,
5528 ShotStyle::PullBackReveal => 6,
5529 ShotStyle::EstablishingCrane => 8,
5530 ShotStyle::OrbitArc => 8,
5531 ShotStyle::SideTrack => 8,
5532 ShotStyle::TwoShot => 5,
5533 ShotStyle::LowFollow => 5,
5534 }
5535 }
5536
5537 /// `true` for the styles whose subject must be *moving* on a compiler-known
5538 /// path (`move-npc` / `move-actor` in the same effect group or sequence) —
5539 /// `side-track` and `low-follow` (`DW0349` otherwise).
5540 pub fn needs_moving_subject(self) -> bool {
5541 matches!(self, ShotStyle::SideTrack | ShotStyle::LowFollow)
5542 }
5543}
5544
5545/// A styled shot's subject (DSL v0.6): the world thing the shot frames — a
5546/// prefab anchor point, a stage-2 NPC, or a stage-5 actor — plus an integer
5547/// block offset. For `npc`/`actor` subjects the aim point is the entity's cell
5548/// **plus one block up** (torso height, so a close shot does not frame feet)
5549/// before `offset` is applied; an `anchor` subject aims at the block centre
5550/// exactly like a [`CameraTarget`].
5551/// Each variant's payload is a **named struct** carrying `deny_unknown_fields`
5552/// — serde has no variant-level `deny_unknown_fields`, so an untagged
5553/// enum with inline struct variants silently *ignores* any key it does not
5554/// recognise: `{"npc": …, "ofset": [0,1,0]}` would deserialize happily with the
5555/// offset dropped, and `{"anchor": …, "npc": …}` would quietly match `Anchor`
5556/// and discard the NPC. Lifting each variant into its own type keeps the repo-wide
5557/// deny-unknown rule for both serde and the published JSON Schema
5558/// (`additionalProperties: false`): a mistyped shot subject fails the schema
5559/// instead of rendering a shot pointed somewhere the author never asked for.
5560#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5561#[serde(untagged)]
5562pub enum CameraSubject {
5563 /// A fixed world point: prefab anchor + offset.
5564 Anchor(AnchorSubject),
5565 /// A stage-2 NPC — moving if a `move-npc` for it runs in the same effect
5566 /// group / sequence, else static at its declared (or spawn) anchor.
5567 Npc(NpcSubject),
5568 /// A stage-5 actor — moving if a `move-actor` for it runs in the same
5569 /// effect group / sequence, else static at its declared anchor.
5570 Actor(ActorSubject),
5571}
5572
5573/// A [`CameraSubject::Anchor`] payload: a fixed world point.
5574#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5575#[serde(deny_unknown_fields)]
5576pub struct AnchorSubject {
5577 /// The anchor the subject sits at.
5578 pub anchor: AnchorId,
5579 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5580 #[serde(default, skip_serializing_if = "is_zero3")]
5581 pub offset: [i32; 3],
5582}
5583
5584/// A [`CameraSubject::Npc`] payload: a stage-2 NPC.
5585#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5586#[serde(deny_unknown_fields)]
5587pub struct NpcSubject {
5588 /// The NPC (stage-2 ref).
5589 pub npc: NpcId,
5590 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5591 #[serde(default, skip_serializing_if = "is_zero3")]
5592 pub offset: [i32; 3],
5593}
5594
5595/// A [`CameraSubject::Actor`] payload: a stage-5 actor.
5596#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5597#[serde(deny_unknown_fields)]
5598pub struct ActorSubject {
5599 /// The actor (stage-5 `actors` ref).
5600 pub actor: ActorId,
5601 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5602 #[serde(default, skip_serializing_if = "is_zero3")]
5603 pub offset: [i32; 3],
5604}
5605
5606impl CameraSubject {
5607 /// The subject's integer offset, whichever variant.
5608 pub fn offset(&self) -> [i32; 3] {
5609 match self {
5610 CameraSubject::Anchor(s) => s.offset,
5611 CameraSubject::Npc(s) => s.offset,
5612 CameraSubject::Actor(s) => s.offset,
5613 }
5614 }
5615
5616 /// A short canonical rendering for digests/diagnostics.
5617 pub fn canon(&self) -> String {
5618 let (kind, id, o) = match self {
5619 CameraSubject::Anchor(s) => ("a", s.anchor.as_str(), &s.offset),
5620 CameraSubject::Npc(s) => ("n", s.npc.as_str(), &s.offset),
5621 CameraSubject::Actor(s) => ("c", s.actor.as_str(), &s.offset),
5622 };
5623 format!("{kind}:{id}@{},{},{}", o[0], o[1], o[2])
5624 }
5625}
5626
5627/// `Debug` is hand-written because it is a **stable content-key rendering**:
5628/// the compiler's `payload_verb_key` (FNV over a verb's own `{:?}`) names the
5629/// generated `volley_`, `collapse_` and `teleport_` functions from it, so a shot
5630/// that uses none of the v0.6 style fields must render byte-identically to the
5631/// pre-style struct (`seconds` prints its inner value; absent style fields print
5632/// nothing) — otherwise a purely additive schema change would silently churn the
5633/// content key of every payload that carries a cutscene.
5634impl std::fmt::Debug for CameraShot {
5635 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
5636 let mut d = f.debug_struct("CameraShot");
5637 d.field("path", &self.path);
5638 match self.seconds {
5639 Some(v) => d.field("seconds", &v),
5640 None => d.field("seconds", &self.seconds),
5641 };
5642 d.field("look_at", &self.look_at);
5643 if self.shot_style.is_some() {
5644 d.field("shot_style", &self.shot_style);
5645 }
5646 if self.subject.is_some() {
5647 d.field("subject", &self.subject);
5648 }
5649 if self.subject_b.is_some() {
5650 d.field("subject_b", &self.subject_b);
5651 }
5652 if self.dist.is_some() {
5653 d.field("dist", &self.dist);
5654 }
5655 if self.degrees.is_some() {
5656 d.field("degrees", &self.degrees);
5657 }
5658 if self.bearing.is_some() {
5659 d.field("bearing", &self.bearing);
5660 }
5661 d.finish()
5662 }
5663}
5664
5665impl CameraShot {
5666 /// The shot's resolved duration in seconds: explicit `seconds`, else the
5667 /// style default, else `1` (a shape-invalid shot — `DW0199` reports it; the
5668 /// fallback only keeps downstream passes total).
5669 pub fn resolved_seconds(&self) -> u32 {
5670 self.seconds
5671 .or(self.shot_style.map(ShotStyle::default_seconds))
5672 .unwrap_or(1)
5673 }
5674}
5675
5676/// The subject a [`Verb::Cutscene`] camera keeps framed (DSL v0.6): an
5677/// anchor plus an integer block offset from it, giving the world point every
5678/// dolly camera is aimed at. Same shape as a [`CameraWaypoint`] — a waypoint says
5679/// where the camera *is*, a target says what it *looks at*.
5680#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5681#[serde(deny_unknown_fields)]
5682pub struct CameraTarget {
5683 /// The anchor the look target is relative to.
5684 pub anchor: AnchorId,
5685 /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
5686 #[serde(default, skip_serializing_if = "is_zero3")]
5687 pub offset: [i32; 3],
5688}
5689
5690/// serde `skip_serializing_if` helper: skip a `[0, 0, 0]` offset.
5691fn is_zero3(v: &[i32; 3]) -> bool {
5692 *v == [0, 0, 0]
5693}
5694
5695impl Verb {
5696 /// The kebab-case `type` tag this verb serializes as — the verb a
5697 /// diagnostic should name so the author can find it in the JSON.
5698 pub fn tag(&self) -> &'static str {
5699 match self {
5700 Verb::OpenGate { .. } => "open-gate",
5701 Verb::CloseGate { .. } => "close-gate",
5702 Verb::CampaignComplete { .. } => "campaign-complete",
5703 Verb::GiveItem { .. } => "give-item",
5704 Verb::SetFlag { .. } => "set-flag",
5705 Verb::SetState { .. } => "set-state",
5706 Verb::AddState { .. } => "add-state",
5707 Verb::ClearState { .. } => "clear-state",
5708 Verb::DropStake { .. } => "drop-stake",
5709 Verb::SpawnWave { .. } => "spawn-wave",
5710 Verb::Narrate { .. } => "narrate",
5711 Verb::SetBlock { .. } => "set-block",
5712 Verb::FillRegion { .. } => "fill-region",
5713 Verb::ClearRegion { .. } => "clear-region",
5714 Verb::OpenWay { .. } => "open-way",
5715 Verb::DespawnNpc { .. } => "despawn-npc",
5716 Verb::MoveNpc { .. } => "move-npc",
5717 Verb::Cutscene { .. } => "cutscene",
5718 Verb::SetTime { .. } => "set-time",
5719 Verb::SetWeather { .. } => "set-weather",
5720 Verb::PlaySound { .. } => "play-sound",
5721 Verb::DamagePlayers { .. } => "damage-players",
5722 Verb::SetCheckpoint { .. } => "set-checkpoint",
5723 Verb::Bonfire { .. } => "bonfire",
5724 Verb::BeginStealth { .. } => "begin-stealth",
5725 Verb::EndStealth => "end-stealth",
5726 Verb::SpawnNpc { .. } => "spawn-npc",
5727 Verb::SpawnActor { .. } => "spawn-actor",
5728 Verb::DespawnActor { .. } => "despawn-actor",
5729 Verb::MoveActor { .. } => "move-actor",
5730 Verb::UnleashActor { .. } => "unleash-actor",
5731 Verb::Sequence { .. } => "sequence",
5732 Verb::Volley { .. } => "volley",
5733 Verb::Collapse { .. } => "collapse",
5734 Verb::GiveEffect { .. } => "give-effect",
5735 Verb::ClearEffect { .. } => "clear-effect",
5736 Verb::Teleport { .. } => "teleport",
5737 }
5738 }
5739}
5740
5741impl QuestEffect {
5742 /// The gate anchor if this is `open-gate`.
5743 pub fn open_gate_anchor(&self) -> Option<&AnchorId> {
5744 match &self.verb {
5745 Verb::OpenGate { anchor, .. } => Some(anchor),
5746 _ => None,
5747 }
5748 }
5749
5750 /// The gate anchor if this is `close-gate` (DSL v0.6).
5751 pub fn close_gate_anchor(&self) -> Option<&AnchorId> {
5752 match &self.verb {
5753 Verb::CloseGate { anchor, .. } => Some(anchor),
5754 _ => None,
5755 }
5756 }
5757
5758 /// The authored `sealed_hint` if this is a `close-gate` that declares one (DSL
5759 /// v0.8). `None` for every other effect **and** for a `close-gate` that takes
5760 /// the compiler's canonical English seal line.
5761 pub fn close_gate_sealed_hint(&self) -> Option<&str> {
5762 match &self.verb {
5763 Verb::CloseGate { sealed_hint, .. } => sealed_hint.as_deref(),
5764 _ => None,
5765 }
5766 }
5767
5768 /// The wave id if this is `spawn-wave` (v0.3).
5769 pub fn spawn_wave(&self) -> Option<&WaveId> {
5770 match &self.verb {
5771 Verb::SpawnWave { wave, .. } => Some(wave),
5772 _ => None,
5773 }
5774 }
5775
5776 /// The flag id if this is `set-flag` (v0.3).
5777 pub fn set_flag(&self) -> Option<&FlagId> {
5778 match &self.verb {
5779 Verb::SetFlag { flag, .. } => Some(flag),
5780 _ => None,
5781 }
5782 }
5783
5784 /// The item id if this is `give-item` (v0.3).
5785 pub fn give_item(&self) -> Option<&str> {
5786 match &self.verb {
5787 Verb::GiveItem { item, .. } => Some(item),
5788 _ => None,
5789 }
5790 }
5791
5792 /// `true` if this is a `give-item` carrying a v0.4 display `name`.
5793 pub fn give_item_named(&self) -> bool {
5794 matches!(self.verb, Verb::GiveItem { name: Some(_), .. })
5795 }
5796
5797 /// The declared `carrier` if this is a `give-item` that states one (v0.6,
5798 /// spec-0018). `None` for any other effect **and** for a `give-item` that
5799 /// leaves it absent — absent reads as [`Carrier::All`], and the distinction
5800 /// matters only for the pre-0.6 reserved-field gate.
5801 pub fn give_carrier(&self) -> Option<Carrier> {
5802 match &self.verb {
5803 Verb::GiveItem { carrier, .. } => *carrier,
5804 _ => None,
5805 }
5806 }
5807
5808 /// Does this `give-item` hand a single copy to the acting player (v0.6,
5809 /// spec-0018)? `false` for every other effect and for the party-wide default.
5810 pub fn gives_to_one(&self) -> bool {
5811 matches!(self.give_carrier(), Some(Carrier::One))
5812 }
5813
5814 /// The `set-block` block id if this is a v0.4 `set-block` effect.
5815 pub fn set_block(&self) -> Option<(&AnchorId, &str)> {
5816 match &self.verb {
5817 Verb::SetBlock { anchor, block, .. } => Some((anchor, block.as_str())),
5818 _ => None,
5819 }
5820 }
5821
5822 /// The NPC id if this is a v0.4 `despawn-npc` effect.
5823 pub fn despawn_npc(&self) -> Option<&NpcId> {
5824 match &self.verb {
5825 Verb::DespawnNpc { npc, .. } => Some(npc),
5826 _ => None,
5827 }
5828 }
5829
5830 /// `(npc, to_anchor)` if this is a v0.4 `move-npc` effect.
5831 pub fn move_npc(&self) -> Option<(&NpcId, &AnchorId)> {
5832 match &self.verb {
5833 Verb::MoveNpc { npc, to_anchor, .. } => Some((npc, to_anchor)),
5834 _ => None,
5835 }
5836 }
5837
5838 /// The v0.3 effect name if this effect is one introduced in DSL v0.3
5839 /// (`give-item`/`set-flag`/`spawn-wave`). These validate in v0.3 campaigns
5840 ///.
5841 pub fn v03_effect(&self) -> Option<&'static str> {
5842 match &self.verb {
5843 Verb::GiveItem { .. } => Some("give-item"),
5844 Verb::SetFlag { .. } => Some("set-flag"),
5845 Verb::SpawnWave { .. } => Some("spawn-wave"),
5846 Verb::OpenGate { .. }
5847 | Verb::CloseGate { .. }
5848 | Verb::CampaignComplete { .. } => None,
5849 // v0.4 effects report via `v04_effect`; v0.5 via `v05_effect`; they
5850 // are not v0.3 verbs.
5851 Verb::Narrate { .. }
5852 | Verb::SetBlock { .. }
5853 | Verb::DespawnNpc { .. }
5854 | Verb::MoveNpc { .. }
5855 | Verb::Cutscene { .. }
5856 | Verb::SetTime { .. }
5857 | Verb::SetWeather { .. }
5858 | Verb::PlaySound { .. }
5859 | Verb::DamagePlayers { .. }
5860 | Verb::SetCheckpoint { .. }
5861 | Verb::Bonfire { .. }
5862 | Verb::BeginStealth { .. }
5863 | Verb::EndStealth
5864 | Verb::SpawnActor { .. }
5865 | Verb::DespawnActor { .. }
5866 | Verb::MoveActor { .. }
5867 | Verb::UnleashActor { .. }
5868 | Verb::SpawnNpc { .. }
5869 | Verb::Sequence { .. }
5870 // spec-0022 trap-payload verbs are v0.6 — they report via `v06_effect`.
5871 | Verb::Volley { .. }
5872 | Verb::Collapse { .. }
5873 // spec-0031's state verbs, region writes, status effects and teleport,
5874 // and spec-0032's `drop-stake`, are all v0.10 — they report via
5875 // `v10_effect`.
5876 | Verb::SetState { .. }
5877 | Verb::AddState { .. }
5878 | Verb::ClearState { .. }
5879 | Verb::FillRegion { .. }
5880 | Verb::ClearRegion { .. }
5881 // spec-0042's `open-way` is v0.12 — it reports via `v12_effect`.
5882 | Verb::OpenWay { .. }
5883 | Verb::GiveEffect { .. }
5884 | Verb::ClearEffect { .. }
5885 | Verb::Teleport { .. }
5886 | Verb::DropStake { .. } => None,
5887 }
5888 }
5889
5890 /// The v0.4 effect name if this effect is one introduced in DSL v0.4
5891 /// (`narrate`/`set-block`/`despawn-npc`/`move-npc`/`cutscene`). These validate
5892 /// in v0.4 campaigns.
5893 pub fn v04_effect(&self) -> Option<&'static str> {
5894 match &self.verb {
5895 Verb::Narrate { .. } => Some("narrate"),
5896 Verb::SetBlock { .. } => Some("set-block"),
5897 Verb::DespawnNpc { .. } => Some("despawn-npc"),
5898 Verb::MoveNpc { .. } => Some("move-npc"),
5899 Verb::Cutscene { .. } => Some("cutscene"),
5900 _ => None,
5901 }
5902 }
5903
5904 /// The v0.5 effect name if this effect is one introduced in DSL v0.5
5905 /// (`set-time`/`set-weather`, spec-0010).
5906 pub fn v05_effect(&self) -> Option<&'static str> {
5907 match &self.verb {
5908 Verb::SetTime { .. } => Some("set-time"),
5909 Verb::SetWeather { .. } => Some("set-weather"),
5910 _ => None,
5911 }
5912 }
5913
5914 /// The v0.6 effect name if this effect is one introduced in DSL v0.6
5915 /// (`set-checkpoint`, spec-0012; `begin-stealth`/`end-stealth`, spec-0014;
5916 /// `play-sound`, spec-0014; the scripted-actor staging verbs
5917 /// `spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`/`sequence`,
5918 /// spec-0014). These validate in v0.6 campaigns
5919 /// earlier. (The `narrate` `art` style is a v0.6 addition to an existing verb
5920 /// — see [`QuestEffect::narrate_art`] — not a new effect.)
5921 pub fn v06_effect(&self) -> Option<&'static str> {
5922 match &self.verb {
5923 Verb::CloseGate { .. } => Some("close-gate"),
5924 Verb::SetCheckpoint { .. } => Some("set-checkpoint"),
5925 Verb::Bonfire { .. } => Some("bonfire"),
5926 Verb::BeginStealth { .. } => Some("begin-stealth"),
5927 Verb::EndStealth => Some("end-stealth"),
5928 Verb::PlaySound { .. } => Some("play-sound"),
5929 Verb::DamagePlayers { .. } => Some("damage-players"),
5930 Verb::SpawnActor { .. } => Some("spawn-actor"),
5931 Verb::DespawnActor { .. } => Some("despawn-actor"),
5932 Verb::MoveActor { .. } => Some("move-actor"),
5933 Verb::UnleashActor { .. } => Some("unleash-actor"),
5934 Verb::Sequence { .. } => Some("sequence"),
5935 Verb::SpawnNpc { .. } => Some("spawn-npc"),
5936 // spec-0022 trap-payload verbs — v0.6 surface, reserved earlier.
5937 Verb::Volley { .. } => Some("volley"),
5938 Verb::Collapse { .. } => Some("collapse"),
5939 _ => None,
5940 }
5941 }
5942
5943 /// The v0.10 effect name if this effect is one introduced in DSL v0.10
5944 /// (`set-state`/`add-state`/`clear-state` and the region writes
5945 /// `fill-region`/`clear-region`, spec-0031). These validate in v0.10
5946 /// campaigns.
5947 pub fn v10_effect(&self) -> Option<&'static str> {
5948 match &self.verb {
5949 Verb::SetState { .. } => Some("set-state"),
5950 Verb::AddState { .. } => Some("add-state"),
5951 Verb::ClearState { .. } => Some("clear-state"),
5952 Verb::FillRegion { .. } => Some("fill-region"),
5953 Verb::ClearRegion { .. } => Some("clear-region"),
5954 Verb::GiveEffect { .. } => Some("give-effect"),
5955 Verb::ClearEffect { .. } => Some("clear-effect"),
5956 Verb::Teleport { .. } => Some("teleport"),
5957 Verb::DropStake { .. } => Some("drop-stake"),
5958 _ => None,
5959 }
5960 }
5961
5962 /// The v0.12 effect name if this effect is one introduced in DSL v0.12
5963 /// (`open-way`, spec-0042).
5964 pub fn v12_effect(&self) -> Option<&'static str> {
5965 match &self.verb {
5966 Verb::OpenWay { .. } => Some("open-way"),
5967 _ => None,
5968 }
5969 }
5970
5971 /// **The way this effect opens** (DSL v0.12, spec-0042): the placed piece and
5972 /// the name of one way that piece's spatial contract exports.
5973 ///
5974 /// The third spelling of the one region write, beside
5975 /// [`QuestEffect::region_write`] (the author's own box) and
5976 /// [`QuestEffect::gate_region_write`] (a gate anchor's box). It answers with a
5977 /// *reference* and never with geometry, because the geometry is not the
5978 /// campaign's to state: the cells, the block and the direction all live in the
5979 /// piece's metadata, and the compiler resolves them there
5980 /// (`compiler::ways`). A region-shaped accessor here would be the second
5981 /// authority this surface exists to avoid.
5982 pub fn way_write(&self) -> Option<(&PrefabId, &str)> {
5983 match &self.verb {
5984 Verb::OpenWay { piece, way, .. } => Some((piece, way.as_str())),
5985 _ => None,
5986 }
5987 }
5988
5989 /// **The one region write**, whichever verb spelled it (DSL v0.10,
5990 /// spec-0031): the box to write and the block to write it with — `None` for
5991 /// the block meaning *clear to air*.
5992 ///
5993 /// This is the accessor the capability belongs to. It answers for
5994 /// `fill-region` / `clear-region`, which name their own box; `open-gate` /
5995 /// `close-gate` are the same operation over a box a prefab gate anchor
5996 /// declares, so they answer through
5997 /// [`QuestEffect::gate_region_write`](Self::gate_region_write) — the anchor
5998 /// is theirs, the *operation* is shared.
5999 pub fn region_write(&self) -> Option<(&StealthZone, Option<&str>)> {
6000 match &self.verb {
6001 Verb::FillRegion { region, block, .. } => Some((region, Some(block.as_str()))),
6002 Verb::ClearRegion { region, .. } => Some((region, None)),
6003 _ => None,
6004 }
6005 }
6006
6007 /// The gate anchor this effect writes, and whether the write **fills** it:
6008 /// `Some((anchor, true))` for `close-gate`, `Some((anchor, false))` for
6009 /// `open-gate`, `None` for everything else.
6010 ///
6011 /// The gate half of [`QuestEffect::region_write`]: same operation, but the box
6012 /// and the fill block come from the prefab's gate anchor rather than from the
6013 /// author. Everything that reasons about runtime region writes reads both
6014 /// accessors and nothing else.
6015 pub fn gate_region_write(&self) -> Option<(&AnchorId, bool)> {
6016 match &self.verb {
6017 Verb::CloseGate { anchor, .. } => Some((anchor, true)),
6018 Verb::OpenGate { anchor, .. } => Some((anchor, false)),
6019 _ => None,
6020 }
6021 }
6022
6023 /// `(projectile, from_anchor, kill_zone, salvos, interval)` if this is a
6024 /// `volley` (spec-0022), with the documented defaults already applied.
6025 pub fn volley(&self) -> Option<(&str, &AnchorId, &StealthZone, u32, u32)> {
6026 match &self.verb {
6027 Verb::Volley {
6028 projectile,
6029 from_anchor,
6030 kill_zone,
6031 salvos,
6032 interval,
6033 ..
6034 } => Some((
6035 projectile.as_deref().unwrap_or(DEFAULT_VOLLEY_PROJECTILE),
6036 from_anchor,
6037 kill_zone,
6038 salvos.unwrap_or(DEFAULT_VOLLEY_SALVOS),
6039 interval.unwrap_or(DEFAULT_VOLLEY_INTERVAL),
6040 )),
6041 _ => None,
6042 }
6043 }
6044
6045 /// `(region_anchor, falling_block, then_floor)` if this is a `collapse`
6046 /// (spec-0022), with the documented default already applied.
6047 pub fn collapse(&self) -> Option<(&StealthZone, &str, Option<&str>)> {
6048 match &self.verb {
6049 Verb::Collapse {
6050 region_anchor,
6051 falling_block,
6052 then_floor,
6053 ..
6054 } => Some((
6055 region_anchor,
6056 falling_block
6057 .as_deref()
6058 .unwrap_or(DEFAULT_COLLAPSE_FALLING_BLOCK),
6059 then_floor.as_deref(),
6060 )),
6061 _ => None,
6062 }
6063 }
6064
6065 /// The NPC id if this is a v0.6 `spawn-npc` effect (the dual of
6066 /// [`QuestEffect::despawn_npc`]).
6067 pub fn spawn_npc(&self) -> Option<&NpcId> {
6068 match &self.verb {
6069 Verb::SpawnNpc { npc, .. } => Some(npc),
6070 _ => None,
6071 }
6072 }
6073
6074 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` effect.
6075 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6076 match &self.verb {
6077 Verb::SetCheckpoint { anchor, on_respawn } => Some((anchor, on_respawn.as_slice())),
6078 _ => None,
6079 }
6080 }
6081
6082 /// `(anchor, on_rest)` if this is a `bonfire` effect (spec-0016 §1).
6083 pub fn bonfire(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6084 match &self.verb {
6085 Verb::Bonfire {
6086 anchor, on_rest, ..
6087 } => Some((anchor, on_rest.as_slice())),
6088 _ => None,
6089 }
6090 }
6091
6092 /// The bonfire's authored rest-dialog strings, each `None` when unauthored
6093 /// (the compiler then bakes its canonical English). `None` for every other
6094 /// effect (spec-0016 §1).
6095 pub fn bonfire_labels(&self) -> Option<BonfireLabels<'_>> {
6096 match &self.verb {
6097 Verb::Bonfire {
6098 prompt,
6099 rest_label,
6100 save_label,
6101 ..
6102 } => Some(BonfireLabels {
6103 prompt: prompt.as_deref(),
6104 rest_label: rest_label.as_deref(),
6105 save_label: save_label.as_deref(),
6106 }),
6107 _ => None,
6108 }
6109 }
6110
6111 /// The `within` filter zone if this is a v0.6 `damage-players` effect that
6112 /// declares one (the `in` spatial scope). `None` for an unscoped
6113 /// `damage-players` and for every other effect.
6114 pub fn damage_within(&self) -> Option<&StealthZone> {
6115 match &self.verb {
6116 Verb::DamagePlayers { within, .. } => within.as_ref(),
6117 _ => None,
6118 }
6119 }
6120
6121 /// `(zones, on_caught, grace_ticks)` if this is a v0.6 `begin-stealth` effect.
6122 pub fn begin_stealth(&self) -> Option<(&[StealthZone], &[QuestEffect], u32)> {
6123 match &self.verb {
6124 Verb::BeginStealth {
6125 zones,
6126 on_caught,
6127 grace_ticks,
6128 } => Some((zones.as_slice(), on_caught.as_slice(), *grace_ticks)),
6129 _ => None,
6130 }
6131 }
6132
6133 /// The target time if this is a v0.5 `set-time` effect.
6134 pub fn set_time(&self) -> Option<WorldTime> {
6135 match &self.verb {
6136 Verb::SetTime { time, .. } => Some(*time),
6137 _ => None,
6138 }
6139 }
6140
6141 /// The target weather if this is a v0.5 `set-weather` effect.
6142 pub fn set_weather(&self) -> Option<WorldWeather> {
6143 match &self.verb {
6144 Verb::SetWeather { weather, .. } => Some(*weather),
6145 _ => None,
6146 }
6147 }
6148
6149 /// The effect lists nested one level inside this effect (DSL v0.6): a
6150 /// `sequence`'s per-step effects (in step order), a `set-checkpoint`'s
6151 /// `on_respawn`, a `begin-stealth`'s `on_caught`, and a `move-actor`'s /
6152 /// `move-npc`'s `on_arrive`. Empty for a leaf effect.
6153 ///
6154 /// This is the **single authority** on effect nesting. Every deep traversal —
6155 /// the flag/wave producer scans, the checkpoint/stealth collector, the l10n
6156 /// string inventory, and emission — walks the tree through it (see
6157 /// [`Self::visit_deep`]), so a new nesting site is picked up everywhere at
6158 /// once and no walker can silently miss a list (the class of bug where a
6159 /// `set-flag`/`set-checkpoint` nested in a `sequence` was skipped).
6160 pub fn nested_effect_lists(&self) -> Vec<&[QuestEffect]> {
6161 match &self.verb {
6162 Verb::Sequence { steps } => steps.iter().map(|s| s.effects.as_slice()).collect(),
6163 Verb::SetCheckpoint { on_respawn, .. } => vec![on_respawn.as_slice()],
6164 Verb::Bonfire { on_rest, .. } => vec![on_rest.as_slice()],
6165 Verb::BeginStealth { on_caught, .. } => vec![on_caught.as_slice()],
6166 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6167 vec![on_arrive.as_slice()]
6168 }
6169 _ => Vec::new(),
6170 }
6171 }
6172
6173 /// Visit `self` and every transitively nested effect (depth-first, pre-order),
6174 /// descending through [`Self::nested_effect_lists`].
6175 pub fn visit_deep<'a>(&'a self, f: &mut dyn FnMut(&'a QuestEffect)) {
6176 f(self);
6177 for list in self.nested_effect_lists() {
6178 for e in list {
6179 e.visit_deep(f);
6180 }
6181 }
6182 }
6183
6184 /// Each nested effect list ([`Self::nested_effect_lists`]) paired with the
6185 /// **stable key segment** used to derive child l10n keys / diagnostic paths, and
6186 /// exposed mutably so the localization pass can rewrite nested player-visible
6187 /// strings in place. Segments: `seq.<step>` for each sequence step (step index),
6188 /// `respawn` for `set-checkpoint.on_respawn`, `caught` for
6189 /// `begin-stealth.on_caught`, `arrive` for `move-actor.on_arrive`. Kept in
6190 /// lockstep with `nested_effect_lists` (same lists, same order) — the position-
6191 /// derived segments make every derived key deterministic and stable across
6192 /// builds (ADR-0006 byte-identity).
6193 pub fn nested_effect_lists_keyed_mut(&mut self) -> Vec<(String, &mut [QuestEffect])> {
6194 match &mut self.verb {
6195 Verb::Sequence { steps } => steps
6196 .iter_mut()
6197 .enumerate()
6198 .map(|(s, st)| (format!("seq.{s}"), st.effects.as_mut_slice()))
6199 .collect(),
6200 Verb::SetCheckpoint { on_respawn, .. } => {
6201 vec![("respawn".to_string(), on_respawn.as_mut_slice())]
6202 }
6203 Verb::Bonfire { on_rest, .. } => {
6204 vec![("rest".to_string(), on_rest.as_mut_slice())]
6205 }
6206 Verb::BeginStealth { on_caught, .. } => {
6207 vec![("caught".to_string(), on_caught.as_mut_slice())]
6208 }
6209 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6210 vec![("arrive".to_string(), on_arrive.as_mut_slice())]
6211 }
6212 _ => Vec::new(),
6213 }
6214 }
6215
6216 /// Immutable sibling of [`Self::nested_effect_lists_keyed_mut`] that additionally
6217 /// exposes the **JSON-pointer path segment** for each nested list, so a deep
6218 /// consumer scan (sound/art/give/wave refs) can report a precise diagnostic path
6219 /// *and* the matching l10n key. Each entry is `(path_seg, key_seg, list)`; the
6220 /// caller appends the per-effect index — `/{j}` to the path, `.{j}` to the key.
6221 /// Kept in lockstep with `nested_effect_lists` / `nested_effect_lists_keyed_mut`
6222 /// (same lists, same order): the l10n key segments match
6223 /// `nested_effect_lists_keyed_mut` exactly (`seq.<step>`/`respawn`/`caught`/
6224 /// `arrive`), and the path segments name the real fields
6225 /// (`steps/<step>/effects`, `on_respawn`, `on_caught`, `on_arrive`).
6226 pub fn nested_effect_lists_labeled(&self) -> Vec<(String, String, &[QuestEffect])> {
6227 match &self.verb {
6228 Verb::Sequence { steps } => steps
6229 .iter()
6230 .enumerate()
6231 .map(|(s, st)| {
6232 (
6233 format!("steps/{s}/effects"),
6234 format!("seq.{s}"),
6235 st.effects.as_slice(),
6236 )
6237 })
6238 .collect(),
6239 Verb::SetCheckpoint { on_respawn, .. } => vec![(
6240 "on_respawn".to_string(),
6241 "respawn".to_string(),
6242 on_respawn.as_slice(),
6243 )],
6244 Verb::Bonfire { on_rest, .. } => vec![(
6245 "on_rest".to_string(),
6246 "rest".to_string(),
6247 on_rest.as_slice(),
6248 )],
6249 Verb::BeginStealth { on_caught, .. } => vec![(
6250 "on_caught".to_string(),
6251 "caught".to_string(),
6252 on_caught.as_slice(),
6253 )],
6254 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6255 vec![(
6256 "on_arrive".to_string(),
6257 "arrive".to_string(),
6258 on_arrive.as_slice(),
6259 )]
6260 }
6261 _ => Vec::new(),
6262 }
6263 }
6264
6265 /// Every world anchor this effect names **at this node** — the single
6266 /// authority on the anchor-bearing effect surface, the referential sibling of
6267 /// [`Self::nested_effect_lists`]. Each entry is `(json_path_suffix, anchor)`,
6268 /// where the suffix is appended to the effect's own JSON pointer
6269 /// (`anchor`, `to_anchor`, `in/anchor`, `zones/<i>/anchor`, `at/anchor`,
6270 /// `shots/<i>/path/<j>/anchor`, …).
6271 ///
6272 /// Not recursive: pair it with [`Self::visit_deep`] to sweep a whole effect
6273 /// tree. Every consumer that must resolve an anchor — the DSL's `DW0142`
6274 /// reference scan, the compiler's build-time resolution seal (`DW0355`) —
6275 /// goes through here, so a new anchor-bearing variant (or a new anchor field
6276 /// on an existing one) is picked up by all of them at once. That closes the
6277 /// silent-drop class of bug: an anchor-bearing effect whose anchor is typo'd
6278 /// used to emit *nothing* (the emitter's `for … if name == anchor` loop simply
6279 /// found no match) while every shallow validator looked straight past it.
6280 ///
6281 /// # The third element is the SHAPE the site demands
6282 ///
6283 /// A reference is not only a name: `close-gate` fills and clears a region and
6284 /// `bonfire` seats a body, and until spec-0052 those two sat in one match arm
6285 /// with nothing recording the difference. The demand rides with the reference
6286 /// so that a new anchor-bearing variant cannot be added without stating what
6287 /// it does with the anchor — the same reason this is one authority and not
6288 /// three walks.
6289 ///
6290 /// **A demand is stated only where the shape is structurally required**, and
6291 /// the line is drawn where this engine's own `DW0845` already draws it — *a
6292 /// region is not a place to stand*:
6293 ///
6294 /// * [`StationKind::Gate`] where the verb cannot function without a region
6295 /// that seals and clears: the two gate verbs. A point is not a gate, and
6296 /// `gate_region_block_any` finds nothing for one.
6297 /// * [`StationKind::Point`] where a **body is put**: a checkpoint seat, a
6298 /// bonfire, a `move-npc`/`move-actor` destination, a `teleport`
6299 /// destination. A body cannot stand inside bars.
6300 /// * `None` wherever a reference merely names a **location** — every
6301 /// anchor-centred volume's centre, every camera field, a `set-block`, a
6302 /// `play-sound`. A gate region's own corner is a perfectly good answer
6303 /// there, and refusing it would refuse correct content.
6304 ///
6305 /// That last case is not a gap left for later. An earlier draft of this rule
6306 /// demanded a point at every non-gate site, and the gallery refused to
6307 /// compile: `trigger/east-door-wrong-side` is a `use` trigger sitting on the
6308 /// very `anchor/seam-…` of a barred door so that it can say "the east door
6309 /// does not open from this side". A check that resolves against a smaller
6310 /// world than the campaign has refuses CONTENT, which is the lesson `DW0343`
6311 /// carries three files away.
6312 pub fn anchor_refs(&self) -> Vec<(String, &AnchorId, Option<StationKind>)> {
6313 // Every camera field is a point: a shot flies through cells and looks at
6314 // one.
6315 /// `(suffix, anchor, kind)` for a shot's own anchor-bearing fields, under `base`.
6316 fn shot_refs<'a>(
6317 base: &str,
6318 shot: &'a CameraShot,
6319 ) -> Vec<(String, &'a AnchorId, Option<StationKind>)> {
6320 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shot
6321 .path
6322 .iter()
6323 .enumerate()
6324 .map(|(j, w)| (format!("{base}path/{j}/anchor"), &w.anchor, None))
6325 .collect();
6326 if let Some(t) = &shot.look_at {
6327 out.push((format!("{base}look_at/anchor"), &t.anchor, None));
6328 }
6329 for (field, subject) in [("subject", &shot.subject), ("subject_b", &shot.subject_b)] {
6330 if let Some(CameraSubject::Anchor(s)) = subject {
6331 out.push((format!("{base}{field}/anchor"), &s.anchor, None));
6332 }
6333 }
6334 out
6335 }
6336 match &self.verb {
6337 // The two gate verbs address a REGION that seals and clears; the
6338 // three below them seat or write at a cell. They shared an arm until
6339 // the demand had somewhere to be written down.
6340 Verb::OpenGate { anchor, .. } | Verb::CloseGate { anchor, .. } => {
6341 vec![("anchor".to_string(), anchor, Some(StationKind::Gate))]
6342 }
6343 // A checkpoint and a bonfire are **respawn seats** — a body is put
6344 // there, so a region is not one. `set-block` writes a block at a
6345 // cell, which names a location and seats nothing.
6346 Verb::SetCheckpoint { anchor, .. } | Verb::Bonfire { anchor, .. } => {
6347 vec![("anchor".to_string(), anchor, Some(StationKind::Point))]
6348 }
6349 Verb::SetBlock { anchor, .. } => {
6350 vec![("anchor".to_string(), anchor, None)]
6351 }
6352 Verb::MoveNpc { to_anchor, .. } | Verb::MoveActor { to_anchor, .. } => {
6353 vec![("to_anchor".to_string(), to_anchor, Some(StationKind::Point))]
6354 }
6355 // The `in` filter is one capability on three verbs, so it registers
6356 // once: `damage-players` (v0.6) and the v0.10 status-effect pair.
6357 Verb::DamagePlayers {
6358 within: Some(zone), ..
6359 }
6360 | Verb::GiveEffect {
6361 within: Some(zone), ..
6362 }
6363 | Verb::ClearEffect {
6364 within: Some(zone), ..
6365 } => vec![("in/anchor".to_string(), &zone.anchor, None)],
6366 // Both of a `teleport`'s anchors are load-bearing — the source volume
6367 // decides WHAT moves and the destination decides WHERE — so a typo in
6368 // either is a dangling reference (`DW0142`), never a silently
6369 // zero-cell volume or a dropped command.
6370 Verb::Teleport { from, to, .. } => vec![
6371 ("from/anchor".to_string(), &from.anchor, None),
6372 ("to".to_string(), to, Some(StationKind::Point)),
6373 ],
6374 Verb::BeginStealth { zones, .. } => zones
6375 .iter()
6376 .enumerate()
6377 .map(|(i, z)| (format!("zones/{i}/anchor"), &z.anchor, None))
6378 .collect(),
6379 Verb::PlaySound {
6380 at: Some(SoundAt::Anchor { anchor }),
6381 ..
6382 } => vec![("at/anchor".to_string(), anchor, None)],
6383 // spec-0022 trap-payload verbs. Both anchors of a `volley` are
6384 // load-bearing for the coverage proof, so both register here — a
6385 // typo'd `kill_zone` must be a dangling-reference error, never a
6386 // silently zero-cell (and therefore vacuously "covered") volley.
6387 Verb::Volley {
6388 from_anchor,
6389 kill_zone,
6390 ..
6391 } => vec![
6392 ("from_anchor".to_string(), from_anchor, None),
6393 ("kill_zone/anchor".to_string(), &kill_zone.anchor, None),
6394 ],
6395 Verb::Collapse { region_anchor, .. } => {
6396 vec![(
6397 "region_anchor/anchor".to_string(),
6398 ®ion_anchor.anchor,
6399 None,
6400 )]
6401 }
6402 // The v0.10 region writes: the box's anchor is load-bearing for both
6403 // the emission and the completability model, so a typo'd one must be a
6404 // dangling-reference error (`DW0142`/`DW0355`), never a silently
6405 // unwritten — and therefore vacuously proven — region.
6406 Verb::FillRegion { region, .. } | Verb::ClearRegion { region, .. } => {
6407 vec![("region/anchor".to_string(), ®ion.anchor, None)]
6408 }
6409 // Both cutscene spellings (`DW0199` polices mixing them): the v0.6
6410 // multi-shot list, or the v0.4 single-shot fields flattened at the
6411 // effect's own level.
6412 Verb::Cutscene {
6413 shots,
6414 path,
6415 look_at,
6416 ..
6417 } => {
6418 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shots
6419 .iter()
6420 .enumerate()
6421 .flat_map(|(i, s)| shot_refs(&format!("shots/{i}/"), s))
6422 .collect();
6423 out.extend(
6424 path.iter()
6425 .enumerate()
6426 .map(|(j, w)| (format!("path/{j}/anchor"), &w.anchor, None)),
6427 );
6428 if let Some(t) = look_at {
6429 out.push(("look_at/anchor".to_string(), &t.anchor, None));
6430 }
6431 out
6432 }
6433 _ => Vec::new(),
6434 }
6435 }
6436
6437 /// The `cutscene` camera subject if this is a single-shot `cutscene` carrying
6438 /// the v0.6 `look_at` field.
6439 pub fn cutscene_look_at(&self) -> Option<&CameraTarget> {
6440 match &self.verb {
6441 Verb::Cutscene { look_at, .. } => look_at.as_ref(),
6442 _ => None,
6443 }
6444 }
6445
6446 /// `true` if this is a `cutscene` written in the v0.6 multi-shot form
6447 ///.
6448 pub fn cutscene_multi_shot(&self) -> bool {
6449 matches!(&self.verb, Verb::Cutscene { shots, .. } if !shots.is_empty())
6450 }
6451
6452 /// The normalized shot list of a `cutscene`, whichever spelling was used: the
6453 /// v0.6 `shots` list as-is, or the v0.4 `path`/`seconds`/`look_at` fields as a
6454 /// single shot. `None` for a non-cutscene effect; an empty list for a cutscene
6455 /// whose shape is invalid (`DW0199` reports that).
6456 pub fn cutscene_shots(&self) -> Option<Vec<CameraShot>> {
6457 match &self.verb {
6458 Verb::Cutscene {
6459 shots,
6460 path,
6461 seconds,
6462 look_at,
6463 ..
6464 } => {
6465 if !shots.is_empty() {
6466 return Some(shots.clone());
6467 }
6468 match seconds {
6469 Some(secs) => Some(vec![CameraShot {
6470 path: path.clone(),
6471 seconds: Some(*secs),
6472 look_at: look_at.clone(),
6473 shot_style: None,
6474 subject: None,
6475 subject_b: None,
6476 dist: None,
6477 degrees: None,
6478 bearing: None,
6479 }]),
6480 None => Some(Vec::new()),
6481 }
6482 }
6483 _ => None,
6484 }
6485 }
6486
6487 /// `true` if this is a `narrate` carrying the `art` style (glyph-checked
6488 /// `DW0328`).
6489 pub fn narrate_art(&self) -> bool {
6490 matches!(
6491 &self.verb,
6492 Verb::Narrate {
6493 style: Some(NarrateStyle::Art),
6494 ..
6495 }
6496 )
6497 }
6498
6499 /// The `narrate` line's text if this is a `narrate` with the `art` style.
6500 pub fn narrate_art_text(&self) -> Option<&str> {
6501 match &self.verb {
6502 Verb::Narrate {
6503 text,
6504 style: Some(NarrateStyle::Art),
6505 ..
6506 } => Some(text.as_str()),
6507 _ => None,
6508 }
6509 }
6510
6511 /// The `narrate` line's style and text if this is a `narrate` rendered **on
6512 /// screen** — `title`, `subtitle` or `art` — rather than in chat. These are the
6513 /// styles vanilla draws centred and unwrapped, so their rendered width is
6514 /// length-checked against the screen (`DW0330`); `chat` scrolls and wraps, so it
6515 /// is exempt.
6516 pub fn narrate_on_screen(&self) -> Option<(NarrateStyle, &str)> {
6517 match &self.verb {
6518 Verb::Narrate {
6519 text,
6520 style: Some(s),
6521 ..
6522 } if matches!(
6523 s,
6524 NarrateStyle::Title | NarrateStyle::Subtitle | NarrateStyle::Art
6525 ) =>
6526 {
6527 Some((*s, text.as_str()))
6528 }
6529 _ => None,
6530 }
6531 }
6532
6533 /// Every vanilla sound-event id this effect references, for registry
6534 /// validation (`DW0326`): a `play-sound`'s `sound`, and a `narrate`'s optional
6535 /// `sound`. Returns `(subpath, id)` pairs where `subpath` locates the field
6536 /// within the effect (e.g. `sound`).
6537 pub fn sound_refs(&self) -> Vec<(&'static str, &str)> {
6538 match &self.verb {
6539 Verb::PlaySound { sound, .. } => vec![("sound", sound.as_str())],
6540 Verb::Narrate { sound: Some(s), .. } => vec![("sound", s.as_str())],
6541 _ => Vec::new(),
6542 }
6543 }
6544
6545 /// The `play-sound` `at: actor` id, if this effect is a `play-sound`
6546 /// targeting an actor (rejected `DW0335`).
6547 pub fn play_sound_actor(&self) -> Option<&str> {
6548 match &self.verb {
6549 Verb::PlaySound {
6550 at: Some(SoundAt::Actor { actor }),
6551 ..
6552 } => Some(actor.as_str()),
6553 _ => None,
6554 }
6555 }
6556
6557 /// The per-effect flag gate: flags that must ALL be set (per party) for this
6558 /// effect to fire. Empty for an ungated effect. Read off the one [`Guard`], so
6559 /// **every** verb answers it — the staging and souls vocabulary included.
6560 pub fn requires_flags(&self) -> &[FlagId] {
6561 self.when.as_ref().map_or(&[][..], |g| &g.requires_flags)
6562 }
6563
6564 /// The per-effect **negative** flag gate: flags whose being set suppresses this
6565 /// effect — the dual of [`QuestEffect::requires_flags`], on the same guard.
6566 pub fn forbids_flags(&self) -> &[FlagId] {
6567 self.when.as_ref().map_or(&[][..], |g| &g.forbids_flags)
6568 }
6569
6570 /// The numeric gate terms (spec-0031) — the third axis of the same guard, so
6571 /// "which verbs are gatable" has exactly one answer.
6572 pub fn requires_state(&self) -> &[StateCompare] {
6573 self.when.as_ref().map_or(&[][..], |g| &g.requires_state)
6574 }
6575
6576 /// The datum this effect writes and how, if it is one of the DSL v0.10 state
6577 /// verbs (`set-state` / `add-state` / `clear-state`).
6578 pub fn writes_state(&self) -> Option<(&StateId, StateWrite)> {
6579 match &self.verb {
6580 Verb::SetState { state, value, .. } => Some((state, StateWrite::Set(*value))),
6581 Verb::AddState { state, amount, .. } => Some((state, StateWrite::Add(*amount))),
6582 Verb::ClearState { state, .. } => Some((state, StateWrite::Clear)),
6583 _ => None,
6584 }
6585 }
6586
6587 /// The `on_arrive` bundle if this is a `move-npc` carrying one (DSL v0.6;
6588 /// parity with `move-actor`). `None` for a bare `move-npc` and every other
6589 /// effect.
6590 pub fn move_npc_on_arrive(&self) -> Option<&[QuestEffect]> {
6591 match &self.verb {
6592 Verb::MoveNpc { on_arrive, .. } if !on_arrive.is_empty() => Some(on_arrive.as_slice()),
6593 _ => None,
6594 }
6595 }
6596
6597 /// The actor id this effect targets, if it is one of the actor staging effects
6598 /// (`spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`). `sequence` has
6599 /// no single actor (its nested effects each carry their own).
6600 pub fn actor_ref(&self) -> Option<&ActorId> {
6601 match &self.verb {
6602 Verb::SpawnActor { actor, .. }
6603 | Verb::DespawnActor { actor, .. }
6604 | Verb::MoveActor { actor, .. }
6605 | Verb::UnleashActor { actor, .. } => Some(actor),
6606 _ => None,
6607 }
6608 }
6609
6610 /// Every vanilla **status-effect** id this effect names, for registry
6611 /// validation (`DW0192`) — the sibling of [`Self::sound_refs`] and the single
6612 /// authority on the status-effect-bearing verb surface. `(subpath, id)`
6613 /// pairs; empty for a `clear-effect` that names none (which clears all).
6614 pub fn status_effect_refs(&self) -> Vec<(&'static str, &str)> {
6615 match &self.verb {
6616 Verb::GiveEffect { effect, .. } => vec![("effect", effect.as_str())],
6617 Verb::ClearEffect {
6618 effect: Some(e), ..
6619 } => vec![("effect", e.as_str())],
6620 _ => Vec::new(),
6621 }
6622 }
6623
6624 /// `(effect, seconds, amplifier, hide_particles, in)` if this is a
6625 /// `give-effect` (DSL v0.10), with the documented defaults already applied.
6626 pub fn give_effect(&self) -> Option<(&str, u32, u32, bool, Option<&StealthZone>)> {
6627 match &self.verb {
6628 Verb::GiveEffect {
6629 effect,
6630 seconds,
6631 amplifier,
6632 hide_particles,
6633 within,
6634 ..
6635 } => Some((
6636 effect.as_str(),
6637 *seconds,
6638 amplifier.unwrap_or(0),
6639 hide_particles.unwrap_or(false),
6640 within.as_ref(),
6641 )),
6642 _ => None,
6643 }
6644 }
6645
6646 /// `(effect, in)` if this is a `clear-effect` (DSL v0.10). The effect is
6647 /// `None` for the clear-everything form, exactly as vanilla spells it.
6648 pub fn clear_effect(&self) -> Option<(Option<&str>, Option<&StealthZone>)> {
6649 match &self.verb {
6650 Verb::ClearEffect { effect, within, .. } => Some((effect.as_deref(), within.as_ref())),
6651 _ => None,
6652 }
6653 }
6654
6655 /// `(from, to)` if this is a `teleport` (DSL v0.10): the source volume and
6656 /// the destination anchor.
6657 pub fn teleport(&self) -> Option<(&StealthZone, &AnchorId)> {
6658 match &self.verb {
6659 Verb::Teleport { from, to, .. } => Some((from, to)),
6660 _ => None,
6661 }
6662 }
6663}
6664
6665// ---------------------------------------------------------------------------
6666// Stage 7 — world-edits (the map editor edit script, DSL v0.6, spec-0017)
6667// ---------------------------------------------------------------------------
6668
6669/// Stage 7 payload (optional; DSL v0.6, spec-0017): the map-editor edit script.
6670///
6671/// The artifact of record for L3 world detailing: an ordered list of edit
6672/// batches the compiler replays deterministically **after** world assembly.
6673/// The world files are never truth — same DSL + same edits + same seed →
6674/// byte-identical world (ADR-0006). A campaign without a `world-edits.json`
6675/// builds byte-identically to one from before this stage existed.
6676#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6677#[serde(deny_unknown_fields)]
6678pub struct WorldEditsContent {
6679 /// Ordered edit batches, replayed in order. After every batch the post-edit
6680 /// invariants re-prove (walkability, sealing + relight, boundary safety),
6681 /// so each batch is a valid, snapshot-reviewable world state.
6682 pub batches: Vec<EditBatch>,
6683}
6684
6685/// One edit batch: an ordered group of edit verbs applied to a single area,
6686/// checked and snapshot-rendered as a unit.
6687#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6688#[serde(deny_unknown_fields)]
6689pub struct EditBatch {
6690 /// Batch id (`batch/<kebab>`), unique in the script. Also the batch's
6691 /// snapshot name and seed-stream label — renaming a batch deliberately
6692 /// reseeds its noise.
6693 pub id: EditBatchId,
6694 /// The stage-1 area this batch edits. Frames and regions resolve against
6695 /// this area's placed pieces and anchors.
6696 pub area: AreaId,
6697 /// Authoring context (why this batch exists). Machine-ignored; **excluded**
6698 /// from l10n like `theme`/`premise`.
6699 #[serde(default, skip_serializing_if = "Option::is_none")]
6700 pub note: Option<String>,
6701 /// Ordered edit verbs. `select` defines named regions; later verbs in the
6702 /// same batch refer back to them (strictly backward, like every DSL ref).
6703 pub edits: Vec<WorldEdit>,
6704}
6705
6706/// One edit verb (spec-0017 L3). Every verb operates on named regions and every
6707/// seeded verb derives its noise stream from the campaign seed + its script
6708/// position (`edits/<batch>/<index>`) — no wall clock, no unseeded RNG.
6709#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6710#[serde(tag = "verb", rename_all = "kebab-case", deny_unknown_fields)]
6711pub enum WorldEdit {
6712 /// Define a named region (`region/<kebab>`) for later verbs in this batch.
6713 Select {
6714 /// The region name being defined (unique within the batch).
6715 name: RegionId,
6716 /// The region's shape (box, surface band, palette match, or a
6717 /// composition of earlier regions).
6718 shape: RegionShape,
6719 },
6720 /// Fill every cell of a region from a seeded palette recipe (value-noise
6721 /// keyed, so picks cluster into patches — never a uniform fill).
6722 Fill {
6723 /// The region (an earlier `select` in this batch) to fill.
6724 region: RegionId,
6725 /// The palette recipe to fill with.
6726 recipe: PaletteRecipe,
6727 },
6728 /// Like `fill`, but only rewrites cells whose current block matches one of
6729 /// `matching` (base ids; blockstate suffixes are ignored when matching).
6730 Replace {
6731 /// The region (an earlier `select` in this batch) to edit.
6732 region: RegionId,
6733 /// Base block ids to rewrite (e.g. `["minecraft:stone"]`).
6734 matching: Vec<String>,
6735 /// The palette recipe to rewrite them with.
6736 recipe: PaletteRecipe,
6737 },
6738 /// Clear a region to air. Sealing-aware: the carved region re-enters the
6739 /// sealing + relight passes and every walkability invariant re-proves.
6740 Carve {
6741 /// The region (an earlier `select` in this batch) to clear.
6742 region: RegionId,
6743 },
6744 /// Reshape terrain surface within a region (raise / lower / smooth).
6745 Morph {
6746 /// The region (an earlier `select` in this batch) whose columns to
6747 /// reshape. The region defines the footprint and where each column's
6748 /// surface is read (the highest occupied cell in the region's y-range);
6749 /// `raise`/`smooth` may add cells above the region's top — reshaping
6750 /// upward is the point — while removal only touches region cells.
6751 region: RegionId,
6752 /// The surface operation.
6753 op: MorphOp,
6754 },
6755 /// Seeded dressing scatter (spec-0017): drop weighted single-block
6756 /// dressing (flora, rocks, props) onto standable cells of a region —
6757 /// air cells with an occupied cell directly below — honoring keep-clear
6758 /// envelopes (`avoid`). Per-cell white-noise density gate (dressing wants
6759 /// speckle, not the fill verbs' clustered patches), deterministic from the
6760 /// campaign seed + script position.
6761 Scatter {
6762 /// The region (an earlier `select` in this batch) to dress.
6763 region: RegionId,
6764 /// Weighted dressing blocks (blockstate suffixes allowed).
6765 items: Vec<PaletteBlock>,
6766 /// Per-candidate placement probability in `(0, 1]`.
6767 density: f64,
6768 /// Keep-clear envelopes: earlier regions whose cells (and columns —
6769 /// matched by `(x, z)`) never receive dressing.
6770 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6771 avoid: Vec<RegionId>,
6772 /// Optional minimum spacing: when set, candidates are taken in
6773 /// descending noise order and one is rejected while another accepted
6774 /// candidate is closer than this on **both** horizontal axes (the
6775 /// generators' spread rule).
6776 #[serde(default, skip_serializing_if = "Option::is_none")]
6777 spacing: Option<u32>,
6778 /// Optional cap on how many items are placed (highest-noise first).
6779 #[serde(default, skip_serializing_if = "Option::is_none")]
6780 limit: Option<u32>,
6781 },
6782 /// Structural flora (spec-0017): plant hand-shaped trees via the
6783 /// lean-or-grow canopy rules — a canopy that would reach a
6784 /// keep-clear (`avoid`) column first leans one block away from it; if that
6785 /// still covers the corridor the tree grows tall instead, arching its
6786 /// whole canopy 3 blocks above the trunk's floor. No leaf is ever sliced.
6787 Plant {
6788 /// The region (an earlier `select` in this batch) to plant in. Trunk
6789 /// cells are standable region cells (air over an occupied cell).
6790 region: RegionId,
6791 /// The tree species (canopy shape rules are per-species).
6792 tree: TreeKind,
6793 /// How many trees to plant (≥ 1; highest-noise candidates first).
6794 count: u32,
6795 /// Keep-clear envelopes: trunks never stand in these columns and
6796 /// canopies lean/grow to clear them.
6797 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6798 avoid: Vec<RegionId>,
6799 /// Minimum trunk spacing (reject when closer on BOTH axes; default 4).
6800 #[serde(default, skip_serializing_if = "Option::is_none")]
6801 spacing: Option<u32>,
6802 },
6803 /// Stamp a prefab fragment (spec-0017): copy a library prefab's
6804 /// non-air cells into the world at a frame-resolved position. The fragment
6805 /// is a first-class library prefab — its provenance/license metadata is
6806 /// recorded and validated exactly like any placed prefab (ADR-0013);
6807 /// nothing outside the library can be stamped.
6808 Fragment {
6809 /// The library prefab to stamp.
6810 prefab: PrefabId,
6811 /// The frame `at` resolves in.
6812 frame: EditFrame,
6813 /// Where the fragment's local `(0, 0, 0)` lands (frame coordinates).
6814 at: [i32; 3],
6815 /// Placement rotation (default `none`), the same quarter-turn set as
6816 /// `/place template`.
6817 #[serde(default, skip_serializing_if = "Option::is_none")]
6818 rotation: Option<FragmentRotation>,
6819 },
6820 /// Explicit region relight (spec-0017, spec-0010 machinery): run the
6821 /// deterministic fixture-placement pass over ONE region and bake the
6822 /// resulting fixtures into the edit script's writes — authorial control of
6823 /// where fixtures land, instead of the whole-area pass's greedy siting.
6824 /// (The whole-area relight still re-proves after every batch either way.)
6825 Relight {
6826 /// The region (an earlier `select` in this batch) to relight: its
6827 /// reachable walkable cells are brought to `min_light`.
6828 region: RegionId,
6829 /// Fixture override; default = the area's declared `lighting.fixture`.
6830 #[serde(default, skip_serializing_if = "Option::is_none")]
6831 fixture: Option<Fixture>,
6832 /// Target light override (1..=14); default = the area's declared
6833 /// `lighting.min_light`. Required (with `fixture`) when the area
6834 /// declares no `lighting`.
6835 #[serde(default, skip_serializing_if = "Option::is_none")]
6836 min_light: Option<u8>,
6837 },
6838 /// L2 massing (spec-0017): replace a placed piece with another
6839 /// library prefab that re-mates every currently-mated socket at its exact
6840 /// world pose (any rotation; overlap-checked). Applied at **plan** time —
6841 /// the whole downstream ladder (anchors, gate reachability, assembly,
6842 /// relight, nav, L3 detailing) re-runs over the massaged layout. Massing
6843 /// verbs live in massing-only batches, ordered before every detailing
6844 /// batch.
6845 SwapPiece {
6846 /// The piece's placement index in its area's solved layout (0-based,
6847 /// entry first).
6848 piece: u32,
6849 /// The prefab the indexed piece must currently be (drift guard).
6850 prefab: PrefabId,
6851 /// The library prefab to swap in.
6852 with: PrefabId,
6853 },
6854 /// L2 massing (spec-0017): attach a new piece at a specific **open**
6855 /// (unmated) socket of an existing piece — the targeted form of the
6856 /// solver's frontier attach. The socket opens (its seal becomes a
6857 /// passage); the new piece's other sockets seal.
6858 InsertPiece {
6859 /// The host piece's placement index.
6860 at_piece: u32,
6861 /// The prefab the host piece must currently be (drift guard).
6862 prefab: PrefabId,
6863 /// The host's connector index (prefab metadata `connectors` order).
6864 socket: u32,
6865 /// The library prefab to attach.
6866 insert: PrefabId,
6867 },
6868 /// L2 massing (spec-0017): remove a **leaf** piece (exactly one
6869 /// mated socket; never the entry piece). The neighbour's socket unmates
6870 /// and re-seals. Removal shifts later placement indices — order removals
6871 /// before other index-referencing massing verbs.
6872 RemovePiece {
6873 /// The piece's placement index.
6874 piece: u32,
6875 /// The prefab the indexed piece must currently be (drift guard).
6876 prefab: PrefabId,
6877 },
6878 /// L2 massing (spec-0017): override one socket's seal — `open`
6879 /// clears the opening to a passage, `sealed` walls it up — independent of
6880 /// its mated state (sealing a mated doorway makes a wall between joined
6881 /// pieces; opening an unmated exterior socket exposes the outside, which
6882 /// the boundary-safety proof then judges).
6883 RewireSocket {
6884 /// The piece's placement index.
6885 piece: u32,
6886 /// The prefab the indexed piece must currently be (drift guard).
6887 prefab: PrefabId,
6888 /// The connector index (prefab metadata `connectors` order).
6889 socket: u32,
6890 /// The socket's new state.
6891 state: SocketState,
6892 },
6893 /// L2 massing (spec-0017): re-pick this piece from its area pool's
6894 /// compatible members (weighted, seeded from the campaign seed + this
6895 /// verb's script position — moving the verb deliberately re-rolls). The
6896 /// current prefab is excluded, so a reseed always changes the piece or
6897 /// errors loudly.
6898 ReseedPiece {
6899 /// The piece's placement index.
6900 piece: u32,
6901 /// The prefab the indexed piece must currently be (drift guard).
6902 prefab: PrefabId,
6903 },
6904}
6905
6906/// A socket seal state for `rewire-socket` (spec-0017).
6907#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6908#[serde(rename_all = "kebab-case")]
6909pub enum SocketState {
6910 /// The opening is cleared to a passage.
6911 Open,
6912 /// The opening is walled up.
6913 Sealed,
6914}
6915
6916/// A tree species for the `plant` verb (spec-0017). One species per
6917/// canopy-rule implementation; the shipped rule set is the lean-or-grow oak.
6918#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6919#[serde(rename_all = "kebab-case")]
6920pub enum TreeKind {
6921 /// Small hand-shaped oak (3–4 logs, 5-wide leaf ball) with the
6922 /// lean-or-grow corridor rules.
6923 Oak,
6924}
6925
6926/// A `fragment` stamp rotation (spec-0017) — the `/place template`
6927/// quarter-turn set.
6928#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6929#[serde(rename_all = "kebab-case")]
6930pub enum FragmentRotation {
6931 /// No rotation.
6932 None,
6933 /// 90° clockwise.
6934 Clockwise90,
6935 /// 180°.
6936 Clockwise180,
6937 /// 90° counterclockwise.
6938 Counterclockwise90,
6939}
6940
6941/// A `select` verb's shape (spec-0017): primitive shapes resolve in a declared
6942/// frame; compositions combine earlier regions of the same batch.
6943#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6944#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
6945pub enum RegionShape {
6946 /// An inclusive axis-aligned box, `min`/`max` in the declared frame.
6947 Box {
6948 /// The coordinate frame `min`/`max` resolve in.
6949 frame: EditFrame,
6950 /// Inclusive minimum corner (frame coordinates).
6951 min: [i32; 3],
6952 /// Inclusive maximum corner (frame coordinates; each axis ≥ `min`).
6953 max: [i32; 3],
6954 },
6955 /// The band of cells at `from..=to` blocks relative to each column's
6956 /// terrain surface (the highest non-air cell of the column) within an
6957 /// earlier region. `from: 1, to: 3` is the 3 cells of air-space above the
6958 /// surface; `from: 0, to: 0` is the surface cells themselves; negative
6959 /// offsets reach below the surface.
6960 SurfaceBand {
6961 /// The earlier region whose columns are scanned.
6962 over: RegionId,
6963 /// Inclusive band start, relative to each column's surface y.
6964 from: i32,
6965 /// Inclusive band end (≥ `from`), relative to each column's surface y.
6966 to: i32,
6967 },
6968 /// The cells of an earlier region whose current block matches one of
6969 /// `blocks` (base ids; blockstate suffixes ignored when matching).
6970 PaletteMatch {
6971 /// The earlier region to filter.
6972 within: RegionId,
6973 /// Base block ids to match (e.g. `["minecraft:grass_block"]`).
6974 blocks: Vec<String>,
6975 },
6976 /// The union of earlier regions.
6977 Union {
6978 /// The earlier regions to unite (≥ 2).
6979 of: Vec<RegionId>,
6980 },
6981 /// The intersection of earlier regions.
6982 Intersect {
6983 /// The earlier regions to intersect (≥ 2).
6984 of: Vec<RegionId>,
6985 },
6986 /// An earlier region minus other earlier regions.
6987 Subtract {
6988 /// The earlier region to start from.
6989 base: RegionId,
6990 /// The earlier regions to remove from it (≥ 1).
6991 remove: Vec<RegionId>,
6992 },
6993}
6994
6995/// The coordinate frame a primitive [`RegionShape`] resolves in (spec-0017):
6996/// piece-local or anchor-relative — never raw world coordinates, so an edit
6997/// script survives a layout's world placement moving.
6998#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6999#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7000pub enum EditFrame {
7001 /// The local frame of a placed piece of the batch's area: `[0, 0, 0]` is
7002 /// the piece's structure origin, axes as authored (the compiler applies
7003 /// the piece's placed rotation).
7004 PieceLocal {
7005 /// The piece's placement index in the area's solved layout (0-based,
7006 /// entry piece first — the order `delvec snapshot`'s manifest lists).
7007 piece: u32,
7008 /// The prefab the indexed piece must be (a drift guard: if a re-solve
7009 /// changed the layout, the mismatch is a loud compile error, never a
7010 /// silently misplaced edit).
7011 prefab: PrefabId,
7012 },
7013 /// Relative to a resolved anchor of the batch's area: `[0, 0, 0]` is the
7014 /// anchor cell, axes world-aligned.
7015 AnchorRelative {
7016 /// The anchor (prefab metadata, resolved by the compiler).
7017 anchor: AnchorId,
7018 },
7019}
7020
7021/// A surface operation for the `morph` verb (spec-0017).
7022#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7023#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7024pub enum MorphOp {
7025 /// Raise each column's surface by up to `by` blocks, drawing the added
7026 /// cells from `recipe` (value-noise keyed per cell, so a raised band reads
7027 /// as natural strata, not an extruded slab).
7028 Raise {
7029 /// How many blocks to raise each column (≥ 1).
7030 by: u32,
7031 /// The palette recipe for the added cells.
7032 recipe: PaletteRecipe,
7033 },
7034 /// Lower each column's surface by up to `by` blocks (carving the topmost
7035 /// solid cells to air).
7036 Lower {
7037 /// How many blocks to lower each column (≥ 1).
7038 by: u32,
7039 },
7040 /// Relax each column's surface toward the mean of its cardinal neighbours
7041 /// (one block per pass), turning steps into slopes. Added cells draw from
7042 /// `recipe`; removed cells carve to air. Deterministic double-buffered
7043 /// passes in fixed scan order.
7044 Smooth {
7045 /// Relaxation passes (≥ 1).
7046 passes: u32,
7047 /// The palette recipe for cells a pass adds.
7048 recipe: PaletteRecipe,
7049 },
7050}
7051
7052/// A seeded palette recipe (spec-0017): weighted blocks picked per cell by a
7053/// smooth value-noise sample, the island/cave generators' proven primitive —
7054/// picks cluster into strata/patches instead of per-cell speckle, and a
7055/// single-entry recipe is the degenerate (discouraged) uniform case.
7056#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7057#[serde(deny_unknown_fields)]
7058pub struct PaletteRecipe {
7059 /// Weighted palette entries (≥ 1; ≥ 2 for any visible surface).
7060 pub blocks: Vec<PaletteBlock>,
7061 /// Noise frequency in blocks⁻¹ (default `0.35` — patches a few blocks
7062 /// across). Larger = smaller patches. Must be finite and > 0.
7063 #[serde(default, skip_serializing_if = "Option::is_none")]
7064 pub scale: Option<f64>,
7065}
7066
7067/// One weighted entry of a [`PaletteRecipe`].
7068#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7069#[serde(deny_unknown_fields)]
7070pub struct PaletteBlock {
7071 /// Vanilla block id (validated against the pinned 1.21.11 registry), with
7072 /// an optional verbatim blockstate suffix (`minecraft:oak_leaves[persistent=true]`).
7073 pub block: String,
7074 /// Relative weight (finite, > 0).
7075 pub weight: f64,
7076}
7077
7078/// Where in the campaign one effect sits — the attribution every per-branch
7079/// proof and the branch chronicle need (spec-0025).
7080#[derive(Clone, Debug, PartialEq, Eq)]
7081pub enum EffectSite {
7082 /// A quest's `on_objective_complete[<objective>]` bundle.
7083 Objective {
7084 /// The owning quest.
7085 quest: String,
7086 /// The objective whose completion fires the bundle.
7087 objective: String,
7088 },
7089 /// A quest's `on_complete` bundle.
7090 QuestComplete {
7091 /// The owning quest.
7092 quest: String,
7093 },
7094 /// An environment trigger's `effects` bundle — ambient, no DAG position.
7095 Trigger {
7096 /// The trigger id.
7097 trigger: String,
7098 },
7099 /// A trap's spec-0022 `payload` bundle — ambient, no DAG position.
7100 Trap {
7101 /// The trap id.
7102 trap: String,
7103 },
7104 /// A **dialogue option's** `set-checkpoint` `on_respawn` bundle — ambient, no
7105 /// DAG position, and the only site that does not live in the quests stage.
7106 ///
7107 /// This variant did not exist until the effect-root sweep, and its absence was
7108 /// load-bearing: `EffectSite` had no way to *represent* a dialogue-hosted
7109 /// bundle, so the four proofs that walk [`for_each_campaign_effect`]
7110 /// (`combat::actor_beats`, `validate::difficulty_checks`,
7111 /// `daylight::fightable_actor`, `nav::actor_fights`) could not have seen root 5
7112 /// even if their authors had thought of it. Widening the type is what let the
7113 /// walk widen.
7114 DialogueRespawn {
7115 /// The NPC whose dialogue tree hosts the option.
7116 npc: String,
7117 /// The node the option sits under.
7118 node: String,
7119 },
7120 /// A `shortcuts[].on_unlock` bundle (spec-0016 §2) — ambient, no DAG
7121 /// position, and the sixth root: representable here only since spec-0031, for
7122 /// exactly the reason [`EffectSite::DialogueRespawn`] records above.
7123 ShortcutUnlock {
7124 /// The shortcut id.
7125 shortcut: String,
7126 },
7127 /// A `shops[].offers[].effects` bundle (DSL v0.10, spec-0032) — ambient, no
7128 /// DAG position: nobody is forced to buy anything.
7129 ShopOffer {
7130 /// The shop id.
7131 shop: String,
7132 /// The offer's index within that shop, which is also its button order.
7133 offer: usize,
7134 },
7135 /// The campaign's `on_death` bundle (spec-0031) — ambient, no DAG position,
7136 /// and no owning object: there is one per campaign.
7137 OnDeath,
7138}
7139
7140impl EffectSite {
7141 /// The quest this site belongs to, if it has a DAG position at all.
7142 ///
7143 /// **This `Option` is the capability, and it is on the enum rather than on the
7144 /// variants that happen to have a quest.** Only two of the eight sites name a
7145 /// quest, because only two of the eight roots HAVE a DAG position: an ambient
7146 /// root — a trigger, a trap payload, a dialogue `on_respawn`, a shortcut's
7147 /// `on_unlock`, the campaign's `on_death`, a shop offer — fires at a moment no
7148 /// static model can order, and inventing a quest for one would be exactly the
7149 /// over-attribution the completability model must not make. Asking the question
7150 /// of every variant and getting an honest `None` is the lift;
7151 /// `tools/check-capability-ownership.py` check D asked for it while the field
7152 /// was still cross-cutting, and spec-0032's eighth site took it below that
7153 /// threshold, so the reasoning lives here now rather than in an exemption.
7154 pub fn quest(&self) -> Option<&str> {
7155 match self {
7156 EffectSite::Objective { quest, .. } | EffectSite::QuestComplete { quest } => {
7157 Some(quest)
7158 }
7159 EffectSite::Trigger { .. }
7160 | EffectSite::Trap { .. }
7161 | EffectSite::DialogueRespawn { .. }
7162 | EffectSite::ShortcutUnlock { .. }
7163 | EffectSite::ShopOffer { .. }
7164 | EffectSite::OnDeath => None,
7165 }
7166 }
7167}
7168
7169/// Visit **every** effect the compiler can lower — at every one of the five
7170/// effect roots, top-level and transitively nested — in a fixed deterministic
7171/// order, invoking `f(json_pointer, site, effect)`.
7172///
7173/// The roots come from [`crate::effects::for_each_effect_root`], the single
7174/// enumeration; nesting is descended through the single
7175/// [`QuestEffect::nested_effect_lists_labeled`] authority. Neither axis is
7176/// enumerated here, which is the point: this walk used to hand-list four of the
7177/// five roots (it had no `EffectSite` variant for the fifth), so every proof
7178/// defined in terms of it inherited that blind spot.
7179pub fn for_each_campaign_effect<'a>(
7180 c: &'a crate::envelope::Campaign,
7181 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
7182) {
7183 crate::effects::for_each_effect_root(c, &mut |root, list| {
7184 let site = match root.owner {
7185 crate::effects::EffectRootOwner::ObjectiveComplete { quest, objective } => {
7186 EffectSite::Objective {
7187 quest: quest.id.as_str().to_string(),
7188 objective: objective.to_string(),
7189 }
7190 }
7191 crate::effects::EffectRootOwner::QuestComplete { quest } => EffectSite::QuestComplete {
7192 quest: quest.id.as_str().to_string(),
7193 },
7194 crate::effects::EffectRootOwner::Trigger(t) => EffectSite::Trigger {
7195 trigger: t.id.as_str().to_string(),
7196 },
7197 crate::effects::EffectRootOwner::TrapPayload(t) => EffectSite::Trap {
7198 trap: t.id.as_str().to_string(),
7199 },
7200 crate::effects::EffectRootOwner::DialogueRespawn => {
7201 // The npc and node are in the root's path; parse them back rather
7202 // than widening the root walk's owner for one consumer.
7203 let seg = |n: usize| -> String {
7204 root.path.split('/').nth(n).unwrap_or_default().to_string()
7205 };
7206 EffectSite::DialogueRespawn {
7207 npc: seg(3),
7208 node: seg(5),
7209 }
7210 }
7211 crate::effects::EffectRootOwner::ShortcutUnlock(s) => EffectSite::ShortcutUnlock {
7212 shortcut: s.id.as_str().to_string(),
7213 },
7214 crate::effects::EffectRootOwner::OnDeath => EffectSite::OnDeath,
7215 crate::effects::EffectRootOwner::ShopOffer(h) => EffectSite::ShopOffer {
7216 shop: h.id.as_str().to_string(),
7217 // The offer index is in the root's path (`…/offers/<i>/effects`),
7218 // parsed back rather than widening the owner for one consumer —
7219 // the same call the dialogue arm above makes.
7220 offer: root
7221 .path
7222 .split('/')
7223 .nth(4)
7224 .and_then(|n| n.parse().ok())
7225 .unwrap_or(0),
7226 },
7227 };
7228 for (i, eff) in list.iter().enumerate() {
7229 campaign_effect_deep(eff, &format!("{}/{i}", root.path), &site, f);
7230 }
7231 });
7232}
7233
7234fn campaign_effect_deep<'a>(
7235 eff: &'a QuestEffect,
7236 path: &str,
7237 site: &EffectSite,
7238 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
7239) {
7240 f(path, site, eff);
7241 for (pseg, _kseg, list) in eff.nested_effect_lists_labeled() {
7242 for (j, inner) in list.iter().enumerate() {
7243 campaign_effect_deep(inner, &format!("{path}/{pseg}/{j}"), site, f);
7244 }
7245 }
7246}
7247
7248// ---------------------------------------------------------------------------
7249// The spine authority (`QuestPlanContent::spine`)
7250// ---------------------------------------------------------------------------
7251
7252#[cfg(test)]
7253mod spine_tests {
7254 use super::QuestPlanContent;
7255
7256 /// Build a plan from `(id, deps)` pairs plus a finale. JSON rather than a
7257 /// struct literal on purpose: a field added to `PlannedQuest` later must not
7258 /// red these tests for a reason that has nothing to do with the spine.
7259 fn plan(finale: &str, quests: &[(&str, &[&str])]) -> QuestPlanContent {
7260 let quests: Vec<serde_json::Value> = quests
7261 .iter()
7262 .map(|(id, deps)| {
7263 serde_json::json!({
7264 "id": id,
7265 "goal": "g",
7266 "area": "area/keep",
7267 "npcs": [],
7268 "depends_on": deps,
7269 "mandatory": true,
7270 "act": 1,
7271 })
7272 })
7273 .collect();
7274 serde_json::from_value(serde_json::json!({
7275 "finale": finale,
7276 "quests": quests,
7277 }))
7278 .expect("plan fixture parses")
7279 }
7280
7281 fn sorted(p: &QuestPlanContent) -> Vec<String> {
7282 p.spine().into_iter().map(str::to_owned).collect()
7283 }
7284
7285 #[test]
7286 fn a_chain_is_wholly_spine() {
7287 let p = plan(
7288 "quest/c",
7289 &[
7290 ("quest/a", &[]),
7291 ("quest/b", &["quest/a"]),
7292 ("quest/c", &["quest/b"]),
7293 ],
7294 );
7295 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c"]);
7296 }
7297
7298 #[test]
7299 fn a_quest_the_finale_does_not_depend_on_is_off_the_spine() {
7300 // Exactly the `DW0132` shape: the plan does not converge, and the spine
7301 // is the half that does. The authority answers, it does not refuse — the
7302 // refusal is `validate`'s, built on this answer.
7303 let p = plan("quest/end", &[("quest/end", &[]), ("quest/side-trip", &[])]);
7304 assert_eq!(sorted(&p), ["quest/end"]);
7305 }
7306
7307 #[test]
7308 fn a_diamond_counts_the_join_once() {
7309 let p = plan(
7310 "quest/d",
7311 &[
7312 ("quest/a", &[]),
7313 ("quest/b", &["quest/a"]),
7314 ("quest/c", &["quest/a"]),
7315 ("quest/d", &["quest/b", "quest/c"]),
7316 ],
7317 );
7318 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c", "quest/d"]);
7319 }
7320
7321 #[test]
7322 fn a_cycle_terminates_and_yields_a_set() {
7323 // `DW0130` refuses this plan, but the authority is asked before that
7324 // verdict is known (the layout binding prints on an erroring campaign),
7325 // so it must terminate rather than hang.
7326 let p = plan(
7327 "quest/b",
7328 &[("quest/a", &["quest/b"]), ("quest/b", &["quest/a"])],
7329 );
7330 assert_eq!(sorted(&p), ["quest/a", "quest/b"]);
7331 }
7332
7333 #[test]
7334 fn a_dangling_dependency_is_reported_and_expands_no_further() {
7335 // The deliberate difference between the two derivations this function
7336 // replaced. `validate` pruned undeclared ids before walking; the
7337 // authority does not, because pruning them would make the set disagree
7338 // with the document, and naming an id the plan does not declare is
7339 // `DW0112`'s finding rather than the spine's.
7340 let p = plan("quest/end", &[("quest/end", &["quest/ghost"])]);
7341 assert_eq!(sorted(&p), ["quest/end", "quest/ghost"]);
7342 }
7343
7344 #[test]
7345 fn an_undeclared_finale_is_the_whole_spine() {
7346 // `DW0131`'s shape. The answer is honest about the document: nothing the
7347 // plan declares is on the spine of a finale it never declared.
7348 let p = plan(
7349 "quest/ghost",
7350 &[("quest/a", &[]), ("quest/b", &["quest/a"])],
7351 );
7352 assert_eq!(sorted(&p), ["quest/ghost"]);
7353 }
7354}